Skip to content

Changelog

What's changed, in the order it shipped. Backend and refactor work stays out - this page tracks only what you'll notice in-game.

2026-08-06

  • Restarts no longer dump you back into the world in plain sight. If the realm restarts while you are logged in, you return hidden and stay hidden until you take a step, so you get a safe beat before rejoining a fight. Any aggressive action also reveals you as usual.
  • The Damage Tracker is one click from your Stats. A new DAMAGE METER button sits beside REFRESH at the top of the Profile's Stats tab, and the tracker's close button now matches the standard X used everywhere else.
  • Coffer fixes. Resupplying from an Adventurer's Coffer now tops up your runebooks and Runic Atlases from stocked Recall Scrolls even when your loadout is empty. The Ocean Coffer no longer shows a misleading "0 items, 0 stones" line, and the Adventurer's Coffer tooltip lost its flavor text.
  • The Weekly Lottery got a proper panel. Fortuna's old menu is replaced with a full panel: the pot front and center, a live countdown to Monday's drawing, your tickets and odds, one-click buy bundles, and a ledger of past drawings with every winner and payout. See The Weekly Lottery.
  • Store items now show their true faces. The coffers, the Runic Atlas, and all five flooring packs display their actual in-game graphics in the Store instead of illustrations.
  • The Store got a proper storefront. Every offer now shows its own illustration in the list and the preview pane, and a Store button sits on the top menu bar next to Debug for one-click access. The Ocean Coffer joins the Convenience shelf (50 AP), a new Housing tab gathers the flooring packs together with the carpet dyes, and the Emotes tab is now Emotes and Dances with a new Random Dance Deed (100 AP) that teaches the [dance command. See Store.
  • The Runic Atlas panel keeps its bearings to itself. Rune rows now show coordinates only.
  • The Runic Atlas no longer eats oversized scroll stacks. Dropping more recall scrolls than the atlas has free charge capacity now takes only what fits and hands the rest of the stack back. The panel's close button also sits clear of the frame corner.
  • The coffer can keep your rune charges topped up. A new Auto-fill runebooks and atlases on resupply option in the Adventurer's Coffer Settings tab (on by default) tops up every runebook and Runic Atlas you carry with recall charges pulled straight from the coffer's stocked Recall Scrolls whenever you resupply. See Adventurer's Coffer.
  • The Runic Atlas panel got a facelift, and charges got roomier. The atlas now opens in the same polished style as the character profile. Every atlas holds 50 charges out of the box (existing ones upgraded automatically), and a new button in the panel adds 10 more charge capacity for a flat 50,000 gold, up to 200. Charge capacity no longer depends on your slot count. See Runic Atlas.
  • The Runic Atlas: one book to rule your runes. A new master runebook holding 20 runes out of the box, expandable with gold to 200 (+10 slots per unlock, each pricier than the last). Drop in runes, recall scrolls for charges, or an entire runebook to import it wholesale. Its panel searches your runes as you type, travels by spell or stored charge, sets a default (casting Recall on the atlas itself goes there), renames, and removes. New travel commands work anywhere: [recall brit, [gate brit, and [recallcharge brit match the start of a rune name across your books. Every playtester's supply grant now includes one; the Store sells them for 50,000 gold. See Runic Atlas.
  • The Weekly Lottery. Fortuna the lottery herald has set up in the town square: tickets are 1,000 gold, in bundles of 1, 10, or 100. Every Monday at midnight (universal time) one ticket wins half the pot, paid straight to the winner's bank, with the announcement in game and on Discord. See The Weekly Lottery.
  • Playtest supplies now grant 1,000,000 gold (up from 100,000), plus the new Runic Atlas, alongside the usual stocked coffers.
  • The Lyonspyre Decorator has batch action cursors and a focused Flooring workshop. With nothing selected, press a direction, raise/lower, or rotation arrow and click as many locked-down house items as you like; the action repeats without highlighting or selecting each item until you press Escape. The Flooring tab draws carpet, plain rugs, grass, static water, and static lava from separate account-vault balances. Directional surfaces rotate as a complete floor or one tile at a time. See Housing.

2026-08-05

  • Flooring tile editing is more reliable. Clear the active selection, press either rotation arrow, and click individual flooring tiles repeatedly until you press Escape. Rug borders now use the correct corner and edge art. Water uses a static 13-shape art family, begins as a plain field, and can be shaped one tile at a time with the same rotation cursor. See Housing.
  • Flooring has been simplified for playtesting. Water and lava now use static directional art. Swamp and Goza Mats have been removed, including unspent vault balances and placed tiles. Premium dye value on a removed placed tile is returned. Decorator Studio is now titled Lyonspyre Decorator, with its close button pulled clear of the upper-right frame. See Housing.
  • Flooring art and rotation are more predictable. Every lava facing now uses a true animated tile, goza floors use complete bordered mats, and the patterned covering is correctly called Carpet beside a new plain Rug with subtle fitted edges. Select a directional floor to rotate the complete design, or use a rotation cursor to adjust individual tiles repeatedly. Clearing a chest or other item no longer snaps the position panel back to an old floor selection. See Housing.
  • Trash barrels follow you now. Saying "I wish to place a trash barrel" when your house already has one moves the barrel to where you are standing instead of refusing. Same placement rules as before: not next to a door or steps. See Housing.

2026-08-05

  • Flooring goes far beyond rugs. Decorator Studio now offers rug, grass, water, swamp, lava, and goza-mat surfaces in 10-tile packs. Draw any shape from one tile through 12 by 12, preview it on the real floor, rotate individual variants, and move or lift the complete design. Water and lava are visual overlays and do not block movement. See Housing.
  • Position arrows can work across a whole room. Clear the selected item, press any direction, height, or rotation control, then click one locked-down item after another. Each click applies the action without changing the selected-item card or gold highlight, and the cursor stays active until Escape. See Housing.
  • Decorator Studio reaches across castles, wooden chests rotate, and borderless rugs form straight lines. The Studio now remains active across the complete house footprint, including large courtyards, and its targeting reach scales to the house instead of the sign. A wooden chest keeps both orientations after entering the Decoration Vault. Borderless carpet plans may now be one tile wide, including single tiles and straight runners for hand-built room borders. See Housing.
  • Carpet planning is cleaner and supports borderless floors. The redundant preview status card is gone. Choose a fitted border or a solid borderless fill before drawing, then either redraw or place while the world preview is active; changing tabs cancels the preview. After placement, target one rug tile and use the curved arrows to cycle that tile through corner, edge, and center shapes for custom designs. Empty classic wooden chests can also be deposited into the Decoration Vault. See Housing.
  • Decorator Studio now stays physically stable across tabs. The selected-item workspace, compass, and action buttons keep the same width and position while you browse All Items, Carpets, or Decor. Usable catalog furniture and chests now become ordinary physical house items: release, carry, trade, lock down, or secure them normally. Multi-piece decorations keep the account-vault lifecycle and use Withdraw Deed; ordinary furniture uses Withdraw Item, and a container with contents can never be sent into the vault. See Housing.
  • Decorator position controls follow your selection. Browsing Carpets or Decor no longer steals the large position pad from the chest or furniture you selected in All Items. The pad switches only when you explicitly select a rug, draw a carpet plan, preview a decoration, or choose another house item. Ordinary furniture now rotates both directions from the curved arrows beside the pad's center, the duplicate top Rotate button is gone, and Withdraw Trade Deed is shortened to Withdraw Deed. See Housing.
  • Decoration Vault items can be traded. Owned multi-piece decorations can be withdrawn as player-tradeable deeds and redeemed into the recipient's account vault. Ordinary furniture and containers withdraw as the real physical item instead. The Decorator Studio also combines selected-item and position controls into one workspace, puts preview rotation on curved arrows beside Ghost, keeps catalog pictures still while the world preview rotates, corrects multi-piece thumbnail height, and gives long category lists proper left/right scrolling controls. See Housing.
  • The Decoration Store is ready to grow. Decorator Studio now has name search, scrolling category tags for beds, chests, furniture, storage, and future collections, plus a denser two-column catalog. Multi-piece beds show their complete assembled artwork instead of one stray component. Once a house preview is active, its summary and placement controls stay pinned above the collection. The old Loose Items tab is now a Loose filter under All Items, keeping the same decay-risk audit without spending a full tab. See Housing.

2026-08-04

  • The first Decoration Store collection is live and free to test. Preview, rotate, claim, and place the Stone Bed, 4-Poster Bed, Victorian Couch, and functional Combination Chest from Decorator Studio. Beds and couches use their real multi-piece footprints in both the world preview and placed house, while the chest remains usable storage. See Housing.
  • Try house decorations before buying them. Decorator Studio has a new Decor collection: target a real house floor to see a translucent world preview, nudge or rotate it, buy the decoration into an account-wide vault, and place the owned copy already locked down. Event-only rewards use the same collection without a purchase price, and empty placed decorations can return to the vault. Catalog items will appear as they are added. See Housing.
  • Every talent description got a plain-language rewrite. All talent cards now read the same way: what it does and the numbers, in plain sentences. Actives spell out their cooldown ("Usable once every 60 seconds") instead of shorthand, and the filler flavor lines are gone. No talent mechanics changed, only the wording.
  • Carpet previews are visible on upper house floors. Planned carpet art now shares the native floor-sprite depth plane instead of being hidden underneath it, including upper levels such as Z 26. Dye One Tile stays active for rapid pattern work until you press Escape, and Aurora Teal now uses a vivid cyan-teal in-game palette that matches its swatch. See Housing.
  • Rug positioning uses the big compass now. The Carpets tab switches the Studio's large isometric position compass to the whole rug, with west in the upper-left, and the small duplicate rug pad is gone. Carpet plans now sit on the selected house floor instead of appearing one tile away on the terrain, and plans or placed rugs cannot move through walls. Aurora Teal dye is free during the playtest. See Housing.
  • Carpet planning moved into the house. Drawn carpets now appear as translucent art on the actual floor instead of in a Studio thumbnail, and the position controls shift either a plan or a selected placed rug one tile at a time. Tile and dye purchases live in an account Decoration Vault. Locked rugs can be dyed or lifted normally, and replacing a premium color returns that dye credit to its original buyer. Aurora Teal is the first premium carpet dye and is free during the current playtest. The house management footer also has extra bottom clearance on smaller screens. See Housing.
  • Draw fitted carpets from Decorator Studio. The new Carpets tab sells tile and dye packs for gold or doubloons, lets you target opposite corners of a 2 by 2 through 12 by 12 area, automatically fits the correct corners and edges, and shows the selected color in a real-art preview before placement. Finished carpets are locked down automatically. Recolor one tile or the whole design, or lift it to recover every carpet tile. See Housing.
  • Decorator lists are leaner. All Items and Loose Items rows show just the item, its amount, and its storage badge - the location text is gone. Click a row and the item plus the chest holding it light up gold in the world, with exact coordinates in the selected-item card. Container rows keep their item count and weight. The Loose Items tab now carries one bold warning: these items are not protected and will decay. See Housing.
  • The loose-item audit sees inside locked chests now. An item released inside a locked-down container was invisible to the Loose Items audit - the house item walk skipped locked containers entirely - so decay-risk items could hide in plain sight. They show up in the audit immediately now.
  • Send To, wall blocking, and a faster pad. The position panel gains a SEND TO button: target any spot in the house and the selected item teleports there, landing on top of what you targeted. Items can no longer be pushed into walls. Raise and Lower are proper arrow buttons, the CONTAINERS filter gives a one-pane view of every top-level secure and locked-down chest with item counts and weight instead of coordinates (the LOOSE chip moved out - the Loose Items tab owns that view), and rapid pad clicks no longer swallow each other - each nudge lands, with a much lighter server round-trip per click. See Housing.
  • The Decorator Studio understands storage now. Every All Items row wears a badge - LOCKED, SECURE, IN SECURE, LOOSE, or FIXTURE - and new filter chips narrow the list to one state. Selecting an item inside a chest now washes the chest (and any bag in between) gold along with the item, and you can lock down or release stored items right from the list: pick an item inside a locked-down chest and the Lock Down / Release buttons work in place. The usual rules hold - the chest must be locked down first, and secure contents are already protected. See Housing.
  • Decorators can stack. Movement no longer refuses occupied tiles: put a chest on a table, pile crates on one tile, raise and lower freely within the house. The one hard block is a person or creature standing on the destination tile. The pad also lost its redundant caption text, its buttons grew full direction names, and its center shows the selected item's live Z. See Housing.
  • Lockdowns now count what you actually store. A secured container used to reserve a flat 125 lockdowns the moment you placed it - five secures ate 625 of an 850 budget with nothing in the house. A secure now costs 1 for the container plus 1 per item inside it, so the Lockdowns number on the house panel reflects real storage. Each secure still holds at most 125 items. See Housing.
  • Server firsts are forever. The "first three to earn it" honour roll is now kept permanently, and only the genuine server first gets the "is the first to achieve" shout - everyone after gets a plain "has achieved" announcement. Your achievements page still shows what and when you unlocked, plus who was first. See Achievements.
  • Arcane Reserve has a new sound. Pressing it now plays a bright mana-surge cue.
  • Guild buffs got ground rules. A guild now runs at most 3 buffs at once. Random Buff rolls are area-scoped: pick The Pit, the Ocean, or the Wilderness before you roll, and the rolled buff only works there. Same-stat stacking is capped (Gold Earned +40%, Rare Loot Increase +40%, renown +50%), so three lucky rolls on one stat will not triple a farm. And the Rare Loot Increase buff actually works now - it was rolled and displayed but never applied to the drop chance. Rolls stashed before this change stay valid everywhere. See Guilds.
  • House signs show guild access. When a house has Guild Access turned on, its sign now carries a "Guild access" line with the guild's abbreviation - in the tooltip and on a single click. See Housing.
  • The house panel footer is cleaner. The friends/co-owners/bans overview text in the lower left is gone; the counts live on their tabs.
  • Arcane Reserve reads like what it does. The talent description now spells it out: press to instantly restore mana, 20 at rank 1 plus 5 more per rank up to 40 at rank 5, usable once every 60 seconds. See Magic talents.
  • The Decorator Studio catches released container contents. Loose Items now includes an unprotected item inside a locked-down container while continuing to exclude safe contents inside secured containers. Item stacks show their quantity in search and audit results, and the selected-item card shows the real item graphic instead of an internal art number. See Housing.

2026-08-03

  • Decorator Studio selections are clearer and faster to manage. Selecting a house item now gives it a bright gold wash and immediately enables every action that is valid for that item. Unsupported actions stay dimmed, including all decorating actions for objects still stored inside containers. The All Items list detects house-content changes within a few seconds without repeatedly sending the full nested inventory. See Housing.
  • Heal numbers are on by default. The green +N that floats over anyone you heal - yourself, an ally, or your pet, from bandages, spells, or potions - was hidden behind an off-by-default toggle almost nobody found. It is on for everyone now; turn it off any time in the Combat Numbers editor.
  • Pushing past someone can no longer stop you cold. Shoving through another character costs stamina, but it now always leaves you at least 1 point instead of draining to zero - a fresh character's whole stamina bar could be eaten by one push, which tripped the mounted fatigue stop and froze the rider mid-run until stamina recovered.
  • The Decorator Studio can find buried belongings. Its new All Items tab searches loose, locked-down, secured, and nested container contents. Selecting a result opens the chest or bag path and highlights the item and its outer container. The separate Loose Items tab keeps the decay-risk audit, and the movement pad now matches Ultima Online's isometric directions. See Housing.
  • The house decorator is now a full studio. Double-click an Interior Decorator or press Decorate in your house management panel to target an item, lock it down, secure or release it, rotate it, nudge it north/south/east/west, raise or lower it one Z, or snap it to the floor. A live loose-item audit lists anything in the house that is not locked down or secured so valuables are not accidentally left to decay. See Housing.
  • Pack Mender now supports a full pack. Pack Mender has four ranks. Each rank adds one additional pet to the bandage, so a maxed tamer can tend up to five pets at once. See Healing talents.
  • Stablemasters recover fallen bonded pets. Retrieve All now searches for every bonded pet ghost you still own, even if a follower record fell out of sync after a map transition. The normal 30 gold fee and stable limits still apply; recovered pets return alive and fully healed. See Taming.
  • Profession cards use the right material language. Crafting cards now show only profession level and XP, while gathering cards keep their useful current-material label: Iron for Mining, Wood for Lumberjacking, and Leather for Skinning at level 1, then Moorite, Moorwood, or Moorhide at level 2. The redundant "Next tier at level" line is gone.
  • Quest tracker scrollbars are easier to grab. Hovering a quest step no longer lets its detail card steal the scrollbar hit test, so the scrollbar thumb can be clicked and dragged at normal tracker sizes.
  • Find the biggest home your land can hold. The House Placement Catalog now has FIND LARGEST HOUSE. Target an area and it searches a bounded 21 by 21 center grid, tests classic designs from largest to smallest, selects the biggest fit, and lets you preview or place its nearest valid position through the normal confirmation. See Housing.
  • Options and imported macros are easier to read. The old logo watermark is gone, dropdown lists now stay above the Options window, and import adjustments wrap onto readable lines instead of clipping. A new Ping Map macro shares your current tile with both party and guild, and common imported Ping bindings carry across automatically. See World map sharing.
  • New characters start with their bearings. A fresh character now logs in with nameplates already showing over mobiles (the Mobiles preset, active from the first frame - no more hunting for the Ctrl+Shift picker), the character status screen open, and the draggable HP/Mana/Stamina bar beside it under the viewport. Everything is an ordinary window afterwards: move it, close it, it remembers. Also fixed: clicking the nameplate preset you already had selected now actually applies it - the old "click All, then back to Mobiles" dance is gone. Follow-up fix: a new character on an account that already had nameplate presets was still logging in with the overlay off; it now switches on for every fresh character, no hotkey needed.
  • The macro import summary names every macro. Imported macros that had no key bound used to collapse into a bare "plus 2 that had no key set" line - a count with no way to tell which macros were meant. They are now listed by name with a muted "no key" marker, and the Left empty group's note explains both cases properly.
  • Doors open themselves properly now. Auto Open Doors (with smooth pathing through them) is on by default for everyone - turn it off in Options if you prefer. The duplicate door opener in the assistant is retired (its checkbox now shows locked): with both active, the pair could send two door commands on one step and slam the door back in your face. Imported assistant profiles are unaffected - the setting simply no longer acts.
  • Boats always glide. Smooth boat movement is now permanent and the checkbox is gone from Options - choppy tile-by-tile boat steps read as broken on a naval shard.
  • Small options cleanup. Drag-selected health bars anchor by default, skill-change messages now report every 0.1 gain (the threshold slider is gone), the skills row sits above the quest notification row, and a bug is fixed where the "Inform when skills change" checkbox displayed the stats setting and silently overwrote your skills setting every time you applied options.
  • Combat pets now require a real taming investment. Every character still owns up to five follower slots and can keep or ride a horse, but Guard and Attack use a separate combat budget based on the lower of Animal Taming and Animal Lore. It starts at 1 slot with 50 in both skills, rises to 2 at 70, 3 at 90, 4 at 110, and reaches all 5 at 120. Follow remains available at any skill. See Taming.
  • Spirit Speak now powers controllable summons. Guard and Attack orders for summoned creatures unlock 2 combat slots at 80 Spirit Speak, 4 at 100, and all 5 at 120. This budget is separate from taming, so a tamer does not gain elemental combat control without investing in Spirit Speak. Blade Spirits and Energy Vortexes remain autonomous. See Magic.
  • Energy Vortexes protect innocents. An energy vortex never attacks a player or an innocent blue NPC. It only acquires creatures that are attackable, criminal, enemy, or murderous to its summoner.
  • Your coffers are account-bound now - losing one loses nothing. Both the Adventurer's Coffer and the Ocean Coffer store everything against your account instead of inside the chest. Any coffer you open shows your own stock, every character on your account shares it, and multiple coffers (house, ship, bank) are windows into one pool. If a coffer is destroyed - house collapse, ship going down with it aboard, anything - just get another one and your whole stash is behind it. Premium shelf unlocks are account-wide too: buy a shelf once and it is open on every coffer. The trade-off: a coffer handed to another player is empty furniture for them - move goods with commodity deeds or plain withdrawals. Everything already stored binds to your account automatically the first time you open the coffer holding it. See Adventurer's Coffer and Naval Combat.

2026-08-02

  • The whole pack guards you now. When a creature damages you, every pet on all guard me engages it at once instead of one pet fighting while the rest watched. The response never targets players or other tamers' pets, never yanks a pet out of a fight it is already in, and respects the Passive threat profile. See Taming.
  • "All follow me" obeys the first time, every pet. Follow-me from a pet's own master now skips the obedience roll, pets hear their master's commands at full shout range (stragglers at the leash edge were going deaf at 12 tiles), and a quirk that could turn "all follow me" into a targeting cursor is fixed. Named "follow me" commands got the same fixes.
  • Hurt pets keep up on follow. A pet on follow now moves at its full healthy speed even at 1 HP - the wounded crawl no longer applies to a pet that is just walking with you (it still applies in a fight). A separate bug made wounded creatures grow slower and slower the longer they stayed hurt; that is fixed for everything on the shard.
  • No more wasted bandages on doomed resurrections. Bandages will not start a pet resurrection unless you meet the requirement (Veterinary 80 and Animal Lore 80); below that you get a clear message and the bandage is not consumed. A dead pet also no longer blocks bandaging the hurt living pet standing next to it when you lack the res skill.
  • New Veterinary talent: Pack Mender. Pack Mender first launched with one rank under Wide-Range Therapy, letting a bandage tend one additional pet at the same time. It now has four ranks as described in the August 3 update above. See Healing talents.
  • Your pet's pain is your color now. Damage landing on one of your own followers paints with the same incoming-damage color as damage landing on you, so a tamer reads "we are being hit" as one color. Damage your pet deals keeps its own follower color, and both remain adjustable in the Combat Numbers editor.
  • Out of supplies? Now the game tells you. Dry-firing a bow or crossbow with no ammo pops a bold "Out of arrows!" (or bolts) over your head, and a healer who needs a bandage but carries none gets "Out of Bandages!" the same way. The alerts use the impact text style at a slightly smaller size and repeat at most once every 30 seconds, so they inform without spamming.
  • Tiered leather finally says its name. Single-clicking moorhide, sablehide, or any other tiered leather now reads the tier ("moorhide leather") instead of the generic "pieces of leather" - the label and the tooltip finally agree. Tiered granite got the same treatment.
  • Spyglasses in every steel. The coffer's Boating tab now lists a spyglass row for each metal tier, Moorite through Lyonspireite - every tier up sees farther and holds more charges, and each dispensed glass comes out Exceptional at full charges. Fishing poles show their tier rows the same way.
  • Skinning knives bank by steel. The coffer's Weapons tab carries the skinning knife in every metal tier, and a withdrawn knife now comes out with the full charge bank for its steel - higher steels hold more charges. Only a pristine, never-used Exceptional knife banks, same as spyglasses and fishing poles.
  • The coffer's scroll shelf got a cleanup. A batch of unusable scrolls from magic schools that do not exist here (the placeholder-icon "Bombard" among them) leaked into the catalog through search; the shelf is now exactly the 64 magery scrolls. Circle grouping was also off by one - Clumsy was missing entirely and the first spell of each circle showed under the circle below it; every scroll now sits in its true circle.
  • Pets on follow can no longer be left behind. A pet on all follow me (or come) that falls more than 18 tiles behind you, or ends up on another map, now snaps back to your side within a couple of seconds instead of freezing in place forever. The catch-up never pulls a pet out of an active fight and is disabled while you are flagged for combat, criminal, or a murderer. See Taming.
  • One bandage tends you and your pet at once. Double-clicking a bandage while you are hurt or poisoned now bandages you first, no target cursor, even if a hurt pet is standing next to you; when the bandage finishes it also mends your most-wounded living pet within 2 tiles at that moment. The pet does not need to be in range when you start, only when the bandage lands. A dead pet in range still takes priority for resurrection, and with you at full health a hurt pet gets the full pet bandage as before. See Taming.
  • Combat numbers separate your damage sources. The Combat Numbers editor now gives melee, magic, and follower damage their own color controls. Owned-pet damage remains visible by default and can be turned off when a busy tamer fight needs less overhead text. Critical and finishing hits still use their stronger red treatment.
  • Creature rolls are readable at a glance. Animal Lore and View Stats now give each creature stat one clean quality card. The center line marks the species average, the marker shows where the roll landed, and the large colored value at the right makes poor, good, and exceptional rolls easy to scan without comparing extra columns.
  • Skinning skips the gathering check. Carving corpses no longer counts toward, or is paused by, the attention check; corpses only exist because you killed something, so the check earned nothing there but annoyance. Mining, Lumberjacking, and Fishing keep their checks.
  • Double-click to refine. Double-clicking a stack of logs cuts them into boards when a hatchet is in your pack or hand, and double-clicking hides fashions them into leather with a skinning knife carried the same way. The left-click menu entries still work; the requirements are identical either way.

  • The hotkey import recognizes corpse openers. Bringing your macros over from another client, a macro named Corpses or Open Corpses whose steps could not be translated now maps straight to the new Open Corpses action, keeping its key. The import summary notes the match.

  • Find your macros faster. The Macros options page has a search field below Delete Macro; type a few letters and the macro list filters to matches as you go.

  • The Survivor arena stopped pretending to be a town. Walking the arena edge no longer flashes guard protection messages; the arena grounds are simply unguarded at all times. Runs are unaffected, you were always invulnerable during one.

  • Demolishing pays gold, not a deed. Tearing down your house now deposits 90 percent of its value, plus 90 percent of anything you spent on house upgrades, straight into your bank box as gold. A 200,000 gold house with 50,000 in upgrades pays back 225,000. No deed changes hands anymore, and the demolish window says exactly what you will get.

  • House placement previews understand the house's real shape. Each footprint tile now checks the actual walls, floors, stairs, and raised pieces occupying that column. Low walkable features beneath an elevated section stay green when they do not touch the house, matching a placement the server will accept.

  • Land surveys now fit the selected house. Small homes search at least 11 by 11 possible centers, while the Keep and Castle automatically search much larger grids based on their real footprints. Successful surveys emphasize green valid placements, paint the best complete footprint green with its safety zone in amber, and hide rejected centers. Faint red centers appear only when no placement works. PLACE BEST still asks for confirmation before the normal land, house-limit, and bank checks run. See Housing.
  • Try any house footprint before buying. The catalog's TRY PLACEMENT button works even if you are short on bank gold or at your house limit, so you can survey land before demolishing or saving for an upgrade. Gold and ownership limits are still enforced when you finalize the purchase.
  • House previews keep their walls and fine details. Catalog pictures now render at the full detail-pane resolution and use the same depth priorities as houses in the world. The placement overlay also stops treating its own root marker as an existing house, which removes the false red tile at the center of an otherwise valid footprint.
  • The House Placement Catalog now fits its window at every screen scale. The right-side preview, purchase controls, close button, and bottom edge no longer get cut off when Windows or the client is using a larger screen scale. The visible catalog and its clickable area now line up.
  • Skinning knives look like skinning tools. Every skinning knife, loaners and crafted ones alike, now carries a broad cleaver graphic instead of the plain dagger art, and it is a pure tool now: it cannot be equipped or swung as a weapon. Keep it in your pack, where automatic skinning and the double-click carve already use it. Existing knives change with the update; charges, tiers, and skinning behavior are untouched.
  • New macro: Open Corpses. Assignable from the Macros window, it opens every corpse within two tiles of you in one press, both the freely lootable ones and blue corpses. Opening a blue corpse is never a crime; taking something from it still flags you, and that choice stays yours. Pairs with the always-on corpse opening option for players who prefer it on a key.
  • House placement is easier to browse and fine-tune. The catalog now uses a compact house rail and a large dedicated preview, with the footprint and full purchase details always visible and every control kept inside the window. A failed placement keeps the house on your cursor so you can keep trying until you press Escape. The ground overlay now paints the full four-tile safety zone in amber, turns conflicts red, and also warns when the foundation would touch impassable terrain. The server enforces those same rules. See Housing.
  • Demolish any time. The one hour wait before you could demolish a freshly placed house is gone. If the spot is wrong, tear it down and try again right away; the demolish confirmation and your hour of reserved ground on the old spot are unchanged. The confirmation window also stops warning about condemned houses and seven day waiting periods, which were never Lyonspyre rules.
  • The House Placement Catalog. Architects now sell the house placement tool (627 gp, reusable), and double-clicking it opens a full catalog of the classic houses: a picture of each finished home, its storage, lockdowns and vendor slots, and the price against your bank gold, grouped from small cottages up to the Castle. Press TRY PLACEMENT and the green and red placement preview takes over from there. The old text-menu placement list is retired.

  • House placement shows you where it can go. While the house ghost follows your cursor, green and red tiles now light up under the footprint: green means the tile is level and clear, red points at the exact problem, whether that is unlevel ground, a tree or rock in the way, water, a road, or another house too close. The ghost itself turns green or red to match, and a red tile just outside the footprint marks the clear ring a foundation needs. Flowers and grass never count against you, and loose items are still tucked under the house sign on placement. See Housing.

2026-08-01

  • New characters can compare combat numbers in motion. The opening Impact or Classic choice now shows looping in-game footage for both styles, making the difference in size, movement, and critical-hit presentation clear before confirming.
  • Combat settings are cleaner. The Combat Numbers editor no longer spends space on a looping built-in demo; Preview Above Me still plays harmless samples using your current choices. Its close button now shares the same raised Lyonspyre treatment as the other actions, and the quest-step notification toggle has moved from Combat & Spells to General.
  • Combat numbers now have a full visual editor. Open Options > Combat & Spells > Customize Combat Numbers to choose a style, scale number size and critical emphasis, toggle critical and healing displays, or select separate in-game hues for outgoing, incoming, critical, special, and healing numbers. Preview Above Me makes changes easy to compare on your character. New characters choose Impact or Classic during opening setup with an in-game video preview of each style.
  • Combat numbers are substantially larger and now have style choices. The default Impact style uses large, thick, smooth-edged numbers that grow almost instantly and snap back as they rise. Critical hits and finishing blows are larger and red. Type [dmgstyle to compare Classic, Smooth, Heavy, Impact, Burst, and Fountain with harmless sample hits; your choice saves per character. The Combat & Spells option can still restore the original presentation exactly.
  • The gathering lesson no longer traps players who prepared early. The mentor lessons from Hilda, Brennen, and Ysabet ask you to switch Auto-Harvest on and wait for the server to confirm it. If your auto-gathering was already switched on when you took the quest, that click was impossible and the dimmed lesson screen locked you in place. The lesson now notices within a moment that gathering is already running and moves you straight to the next step.

2026-07-31

  • Quest steps now celebrate above your character. Completing an objective shows a modern gold-framed card with the quest name, the step you finished, and what comes next. It follows your character briefly and fades away without replacing the journal update. You can turn these cards off per character under Options > General.
  • The beasts of The Depths can be tamed. Level one's magma scorpion, ash serpent, ember imp, and cinder hound tame in the mid 80s, with the lava lizards at the gate as the on-ramp. Level two's pyre hound and cinderscale drake are the hardest tames on the shard at 120+ taming, and farming your way up level one is what gets you there. The cinder lizardman and the molten elemental remain wild at any skill. See Taming.
  • Quest steps explain themselves on hover. Hover any current or upcoming objective in the mini quest tracker to see a large, readable card with the full step hint, progress, and quest context. Expand Completed Steps and those earlier objectives provide the same details, so you do not need to reopen the full quest journal just to remember what a step asked for.
  • Logs are lighter and chopping pays out steadier. Logs now weigh 1 stone each, down from 2, matching boards. Each successful tree chop yields 5 logs instead of 20, so a lumberjacking run fills your pack gradually instead of sending you overweight within a few swings. Trees hold as much wood as before, they just take more swings to empty.

2026-07-30

  • The first game view now clears the top menu. A new character's arranged game view starts just below the Lyonspyre navigation bar instead of underneath it, and the docked World Map shares the same lower top edge. Players who arranged their own windows are still left alone.
  • The gathering equip lesson can be skipped. Mining and Lumberjacking still wait for you to equip the highlighted loaner tool, but the final equip callout now includes Skip if you want to dismiss the guidance and continue on your own.
  • Gathering lesson windows stay visible and separate. When Mining or Lumberjacking reaches the equip step, the guide arranges the backpack and paper doll side by side, keeps both fully on-screen, and raises both above any other open windows.
  • Starter gathering quests now teach the real tool controls. Hilda, Brennen, and Ysabet open your backpack under a dimmed guided view, point to the loaner tool, and wait for you to left-click it and turn Auto-Harvest: OFF to ON. Mining and Lumberjacking then open your paper doll and wait until you double-click the tool or drag it onto your character; Skinning correctly leaves its knife in the backpack.
  • First login now unfolds one screen at a time. Choose Your Path comes first, followed by Quest Guidance, hotkey import, a short resize lesson, and finally Welcome. Each screen waits for you to finish the previous one, and the resize lesson points to the lower-right drag handles on both the game view and World Map.
  • Tamers now confirm their full choice. Picking Swords, Fencing, Macing, Archery, or Magery highlights that secondary skill first. Press CHOOSE TAMER to lock it in, matching the confirmation step used by Warrior, Mage, and Ranger.
  • The top menu is easier to read. Its labels use a brighter cream-gold at rest and a brighter hover color against the dark crimson buttons.
  • The top menu is now a Lyonspyre navigation bar. Map, Character, Inventory, and Journal remain in place. Profile and the new Crafting button open those panels directly, World Map remains available, and Debug now combines FPS, ping, and connection traffic in one popup. The unused Info and separate Connection buttons are gone.
  • Opening lessons teach the permanent menu buttons. Know Thyself highlights Profile, while each beginner crafting lesson highlights Crafting. If the menu was minimized or disabled, the guide temporarily opens and protects it, then restores your previous setting after the panel opens or the lesson ends.
  • Guided tips are substantially larger. New-player callout cards now use a wider, taller frame with 24px headings, 19px body text, larger buttons, stronger spacing, and a clearer gold title rail.
  • Opening Profile from its guided tip is a stable handoff. The walkthrough now waits for Profile to remain visibly open before replacing the opening card with the first tab lesson, and the panel ignores delayed close input for a full second after its first paint.
  • Choose Your Path is about combat foundations. The obsolete Crafter / Harvester starter is gone. Choose Warrior, Mage, Ranger, or Tamer for your combat head start; every one of them can level all crafting and gathering professions without spending skill points.

2026-07-29

  • Pets keep up better outside PvP. A pet following its owner now moves at full follow speed during ordinary travel. If the owner enters recent player combat, turns criminal, or is a murderer, that follow cadence slows below the old rate; full speed returns automatically when the 30-second PvP heat and criminal flag clear.
  • Mage Tamers can sustain their casting. Choosing Magery as the Tamer's secondary now starts both Magery and Meditation at 50. The other Tamer secondary choices are unchanged.
  • The rat-quest reward must be chosen before it is accepted. Its reward button now stays disabled as Select a Reward until you pick Tactics or Magery, then changes to Accept Reward. The server enforces the same requirement, so a stale or manual command cannot skip the choice.
  • Mentor directions and quest history are easier to follow. Choosing Hilda, Brennen, or Ysabet now uses your saved Quest GPS or Classic Arrow setting to lead you there until you accept the lesson. The mini quest tracker also keeps finished objectives under a collapsed Completed Steps: N line that you can expand when you want the history.
  • Choose what comes after Know Thyself. Before Elder Mara sends a new character to clear rats, she now asks whether you want to begin with combat or a gathering-and-crafting lesson. Combat opens the rat quest; Lumberjacking marks Hilda, Mining marks Brennen, and Skinning marks Ysabet on the world map. This is only your next stop, not a permanent path lock, and Mara's combat quest remains available later.
  • Quest givers keep upcoming quests to themselves. Double-clicking a quest giver no longer shows a follow-up quest you cannot accept yet; until its gate is turned in they simply tell you to finish the task at hand.
  • Walk-up turn-ins land on the first click. Reaching a quest giver and double-clicking now opens the turn-in immediately, even if the travel step had not registered yet; it used to take a second click (and could show the wrong screen on the first).
  • Know Thyself completes when the walkthrough ends. The task now finishes when you close out the profile tab tour (finish, skip, or closing the Profile), not the instant the Profile opens, so the quest-complete chime no longer plays while you are still reading the first step.
  • The Quest Guidance window has proper footing. The window is slightly taller so the CONFIRM button sits clear of the bottom frame.
  • Elder Mara offers her quests again. A wiring gap left her offering the rat quest while its new prerequisite, Know Thyself, was not offered by anyone, so accepting failed with "Cannot accept this quest right now". She now gives Know Thyself first, then the rat quest, with the proper quest marker over her head at each step.
  • Guided views stay up while you walk. Right-click no longer dismisses the dimmed guides (the map lesson, the craft lesson, the path-screen note), so holding right-click to move cannot flash them away before you read them. Close them with their own buttons or Escape.
  • The Quest Guidance window is tidier. Its CONFIRM button now matches the standard button style used across the game windows, and the footer hint text is gone.
  • Know Thyself is now Elder Mara's first task. The profile walkthrough comes right after Report to Elder Mara, before the rat-clearing welcome quest, so you learn your character sheet before she puts you to work.
  • The welcome note is back on the path screen. The first time the Choose Your Path menu opens, the rest of the screen dims and a note sits beside the menu; the highlight now frames the whole menu, every choice included. Finish, Escape, or a right-click clears it.
  • The Quest Guidance window no longer vanishes on arrival. It could open exactly while you were holding right-click to walk and instantly close on that click. Right-click no longer closes it; pick a card (saved instantly) and press CONFIRM.
  • Quest Guidance has its own window now. The GPS / Classic Arrow / Off question moved out of the Choose Your Path screen into a window of its own that opens right after you pick a path, and each mode now shows a small moving preview: the glowing GPS trail, the edge-of-screen arrow, or an empty scene for Off. Your pick is saved the moment you click a card. The path screen itself is now purely about choosing your character.
  • Log off buttons swapped. On the log off window, Cancel now sits on the left and Confirm on the right.
  • New quest: Know Thyself. After A Welcome to Lyonspyre, Elder Mara asks you to open your Profile with [profile. A guided view then walks the eight tabs across the top, a one-line note each: Profile, Ledger, Regalia, Stats, Talents, Resonance, Skills, and Presets. Click any tab and the guide follows you; finish, skip, or close the Profile to end it. Report back to Mara for a small reward.
  • The path screen leads with the paths. On the Choose Your Path menu the five path tabs now sit directly under the heading, with the Quest Guidance row just below them. The first-time guided view follows the same order: paths first, then guidance.
  • Guided tips are sharper and a touch bigger. The dimmed-screen tip cards now draw their text with a real typeface instead of the old bitmap lettering, so they read as crisply as the rest of the interface.
  • The welcome window points you to Discord. It now says you start just south of Lyonspyre, and the Need A Hand card carries a clickable JOIN THE DISCORD link that opens the invite in your browser.

2026-07-28

  • The path-selection screen now introduces itself. The first time the Choose Your Path menu opens, a short guided view dims the screen and points first at the Quest Guidance row, then at the path tabs, so a brand-new player looks at the right thing at the right moment. Next, Skip, Escape, or a right-click closes it, and picking a guidance mode or clicking a path moves it along on its own.
  • The starting screen layout moved to the corner. On a fresh character the game view now sits in the top-left of the window with the World Map docked directly to its right, instead of floating in the middle, leaving one clear band for your backpack, chat, and hotbar. Characters that never moved or resized the old arranged windows are tidied up once; anyone who arranged their own screen is left alone. Smaller laptop windows now fit a docked map too.
  • Guided tips are easier to read. The guided-view cards (the map lesson, the crafting lesson, and the new path-screen intro) now use the same wood-and-gold framing as the Quest Tracker, with a clearer header and higher-contrast text.
  • The quest guidance question is asked once, up front. The GPS / Classic Arrow / Off choice greets every new character at the top of the path-selection screen, and the opening map lesson no longer repeats it. You can still change the mode any time under Profile, QOL Features, Quest Guidance.
  • Opening quests can show you exactly where to look. Report to Elder Mara now introduces the gold world-map marker. Open [Craft opens the crafting panel and continues the trade lesson. Finish, Skip, Escape, or right-click closes the guide without changing the quest.
  • Quest markers now tell you which is which. The ? over a quest giver whose quest you already hold is now a muted blue-grey, so it no longer looks like the gold ! of a quest you can pick up. Gold ! means "new quest here", blue-grey ? means "already yours, come back later", bright green ? still means "turn in now". See Quest Tracker.
  • Quest journal buttons moved up. For an active quest, the Track, Mark on Map, and Abandon buttons now sit at the top of the quest details, right under the quest giver's name, instead of below the rewards where a long tale pushed them off screen.
  • The mini quest tracker only shows what is left. Finished objectives now drop off the on-screen tracker instead of lingering with a tick, so it shrinks as you work through a quest; when everything is done it shows a single "return to the quest giver" line. The full quest journal still lists every objective, ticks included.
  • Release every follower from your own menu. Single-click yourself and pick Release Followers (shown whenever you have at least one follower) to run the same batch release as saying "all release": summons vanish immediately, tamed pets are freed after a single confirmation. See Taming.
  • Quest givers answer from across the room. Double-clicking a quest NPC (or picking Quest from their menu) now opens the quest window from up to 12 tiles away, up from 4, so you no longer have to walk right up to them just to read the offer or turn a task in. Trading and other NPC interactions keep their usual ranges.
  • Gathering is professions now. Mining, Lumberjacking, and the new Skinning join the crafting trades as professions, leveled 1 to 7 with visible XP on your Profile, entirely outside the skill cap. Material tier T unlocks at level T+1, same bracket rule as crafting. See Wilderness & gathering.
  • Every swing rolls the tier table - and never fails. Each mining swing and tree chop rolls across all seven tiers (49.6% tier 0, then 13.9 / 12.1 / 10.4 / 8.7 / 3.5 / 1.8% up the ladder). A roll above your bracket or your tool's cap lands at your highest workable tier instead of failing; there is no gathering skill check anymore. Skinning takes its tier from the creature (each family has a base hide tier, 15% chance of one higher), capped by your Skinning level and knife.
  • The old gathering skills are retired. Mining, Lumberjacking, and Forensic Evaluation no longer gain, can't be trained or picked at creation, and are hidden from skill lists - the points they held are freed for combat and utility. Forensic Evaluation is removed outright, its corpse-inspection use included. Fishing stays a skill, on purpose.
  • Gathering XP. Yields at your bracket pay full XP (10 per mining or chopping yield, 25 per skinning carve), one tier below pays half, lower tiers pay none. Crown Ledger Harvest commissions and the starter quests speed the climb; Hilda, Ysabet, and Brennen now teach a free one-time profession lesson (Lumberjacking, Skinning, and Blacksmithing level 2) and their intro quests award profession levels and XP instead of skill points.
  • Refining is the crafter's gate now. Smelting ore of tier T needs Blacksmithing level T+1, cutting logs needs Carpentry level T+1, and cutting hides needs Tailoring level T+1 - gatherers gather, crafters refine, and raw materials trade between them. Salvaging follows Blacksmithing too. The stonecraft mining lessons now require Mining profession level 5.
  • The Lumberjacking axe damage bonus is removed. Axe weapons now draw damage from the same sources as every other weapon family: the weapon, Tactics, Anatomy, talents, and resonance. See Combat skills.
  • Gathering Focus is retired. With low tiers always dropping on the per-swing roll, the tier-ceiling panel had no job left. Auto-gather now toggles straight from the tool's Auto-Harvest: ON / OFF row or the [gather commands; tool tier caps are unchanged.
  • Treasure map digging is the same for everyone. The search tolerance around a vault is now a flat 2 tiles for every player instead of scaling with a skill.

2026-07-27

  • Gathering Focus is back on your tools. The Auto Harvest switch was meant to join the tool menu, not replace anything: left-clicking a charged pickaxe, shovel, hatchet, polearm, or skinning knife now shows both the Auto-Harvest: ON / OFF switch and the Gathering Focus entry, which opens the Gathering panel on that tool's own discipline.
  • Tool menus sit on top with a panel open. Left-clicking a tool while a Lyonspyre panel was open could tuck the menu (the Auto-Harvest row, for example) behind the window you last brought to the front. Tool menus now draw above every game window and every panel, same as tooltips and carried items.
  • Harvesting tools now carry a quick Auto Harvest switch. Left-click a charged pickaxe, shovel, hatchet, polearm, or skinning knife to see Auto-Harvest: ON or Auto-Harvest: OFF. Clicking OFF starts that tool's discipline; clicking ON stops automatic gathering. Gathering Focus remains available from your own Gathering menu, the crafting window, and [gather. See Wilderness.
  • Items on your cursor and right-click menus sit on top too. Same family as the tooltip fix below: an item picked up onto the cursor, and a tool's menu (the Auto Harvest row, for example), could hide behind the window you brought to the front, most visibly the backpack. Both now draw above every game window and every Lyonspyre panel, and a menu row that overlaps a panel still takes the click.
  • Hover tooltips always sit on top again. Since the click-to-front change, an item tooltip could hide behind the very window you were hovering, most visibly the backpack. Tooltips now draw above every game window, and above Lyonspyre panels as well.
  • The gathering check has its own window. The shape-match attention check now appears in a small card of its own instead of popping open the full Gathering panel. Match the shape and it closes by itself; dismiss it and it simply returns on your next gathering attempt. The Gathering panel now only notes on its status line when a check is waiting. See Wilderness.
  • Logging off looks like Lyonspyre. The old quit window is gone. Pressing LOG OUT on the paperdoll (or the quit macro) now opens a Lyonspyre card asking "Log off?" with Confirm and Cancel.
  • The paperdoll HELP button is now PROFILE. It opens your profile directly, matching the button art of the rest of the paperdoll. The Help menu has not gone anywhere: it lives on the profile page.
  • The writing quill only appears where you can actually write. Hovering a Lyonspyre panel that covers a text box (the chat line, a book, a gump with an input) no longer flips the cursor to the quill for the box hidden underneath. The cursor now follows what is really on top: plain arrow over a panel, and the quill only over a text box you can genuinely click into.
  • Click any window to bring it to the front. Classic game windows and Lyonspyre panels now share one simple rule: whatever you clicked last sits on top. Click your backpack and it rises above an open panel; click the panel (or open a new one) and it takes the top back. Scrolling and dragging follow the same rule, so the window you are working in is always the one that answers. A window raised above a panel now also renders exactly as sharp as it does anywhere else; the first version could look slightly soft on scaled displays.
  • The hotkey import asks once per character. The import offer on login now appears a single time for each character and then stays quiet for good, even if you never ticked "do not ask again". You can still run it whenever you like from Options or with -macroimport. If you have seen the prompt before, it will show one final time after this update and then never again.
  • Dance has a new 8-second test track. The new positional music runs for the same full length as the animation. [dance remains free and available to every player.
  • Characters can dance. Type [dance, or add Dance to your Emote Wheel, for an 8-second shuffle with a short tune heard by nearby players. Moving, fighting, taking damage, mounting, or otherwise interrupting the dance stops it early.
  • The crafting header has more breathing room. Blacksmithing, Tailoring, Carpentry, Artificery, and Apothecary no longer show the redundant "PROFESSION LEVEL" caption above the level and XP readout, so the top bar stays clear of the frame.
  • Survivor: Split Count now feeds every ability. Each rank adds one more of everything: an extra bolt, lightning jump, spear, fireball and spike patch, and a wider bell and axe ring. Ember Orb also throws a second fireball at rank 4 on its own, extra fireballs pick their own targets, and extra spike patches stretch the trail a tile further back.
  • Survivor: Whirling Axes hit harder. A small bump to their base damage: the ring cannot grow much by design, so it pays in damage instead.
  • Survivor: the upgrade cards speak plainly. Every card now says what it does in one short line: Keen Edge is damage to all abilities, Swift Cast is ability speed, and each weapon card lists exactly what a rank buys.
  • Survivor: the standings tell the story of each run. Every row now shows how long the run lasted, the level it reached and the foes it felled, next to the score. Runs from before today have no record of those, so their rows simply leave that space blank.
  • Survivor: every weapon gets its voice. When two abilities fired in the same instant only one of them made a sound. They now sound off one after the other in quick succession instead of cancelling each other out.

2026-07-26

  • Survivor: the late run is a wall of bodies. The crowd now climbs past eighty by the final stretch, up from sixty, and the waves refill a swept board faster to match. The opening two minutes are unchanged; the hectic arrives with the ramp.
  • Survivor: the kit hits harder across the board. Ember Orb and Caltrops more than double their base damage, and Arcane Bolt, Chain Lightning, Frost Bell and Whirling Axes each take a smaller lift, so the bigger crowd is a fight and not a tide. Per-rank gains are unchanged. The spear keeps the heavy hit it was given yesterday.
  • Survivor: hugging the wall no longer ends your run. The arena boundary was drawn short of the actual cave walls, so running along the wall counted as stepping outside and after a few seconds the run ended as Withdrew. The boundary now sits on the walls themselves. The same fix lets foes spawn right along the wall line, on real ground only.
  • Survivor: a Withdraw button on the run window. The timer window cannot be closed, so leaving on purpose now has its own control: click Withdraw, then click it again within a few seconds to confirm. A stray click never ends a run.
  • Survivor: the spear sounds like a blade. The throw cue is now a sharp slicing whoosh instead of a dull thump.
  • Survivor: kiting stopped being free. From the two minute mark a full arena keeps the pressure coming: the stragglers trailing far behind a runner are quietly swapped out for fresh foes that arrive from every direction, including ahead of you. A foe you only kited pays nothing, so running in circles no longer banks anything.
  • Survivor: foes spawn along the walls. Fighting near the arena edge used to mean nothing spawned on the wall side at all. Spawns that would have landed outside now arrive right on the line.
  • Survivor: Arcane Bolt splits look and sound like splits. When it strikes more than one foe, the darts now leave one after another instead of stacked on one frame, and each dart clicks as it goes.
  • Every Profile tab stays readable on a laptop. The panel now reflows to the available display instead of shrinking all its text. Profile, Crown Ledger, Regalia, Stats, Talents, Resonance, Skills, and Presets keep their own usable scroll areas, and the panel has a lower-right resize grip. The full desktop layout is unchanged, while the Talent tree and Regalia board keep their own zoom and pan controls.
  • Survivor: the spear hits like a ballista. Base damage nearly doubled again and the throw now flies 24 tiles, past the edge of your screen, so the lane you are facing is cleared before anything in it is even drawn. Still the one weapon you aim with your feet.
  • Survivor: the swarm got bigger again. The crowd now climbs past sixty in the late run. If the arena ever feels sluggish with a full board, say so in Discord #help: this size is deliberately being stress tested.
  • Survivor: the swarm surrounds you. Foes now arrive from every direction, in front of you included; they used to bunch up behind you whenever you fought near a wall. The crowd also starts growing from the two minute mark instead of three and climbs past fifty in the late run.
  • Survivor: the standings come to you. Close the results card after a run and the standings open on their own, so you can see where you landed without typing anything.
  • Survivor: your pet stays out from underfoot. You now walk straight through your cat or dog with no push and no stamina cost, and so does everything else, so it can never wall you in mid-fight.
  • Crafting window tidy-up. The trade tabs across the top were carrying a second line with the profession level. On smaller screens it did not fit and ran down into the window border, and it was duplication everywhere else, so the tabs now show just the trade name at every size. Your level in each trade is still on the header and on the profession panel. On smaller screens the tool in your hand, over on the right, was also sitting hard against the frame edge and has been moved in.
  • The Quest Journal and crafting window stay readable on smaller screens. Both now open centered and reflow to the available display instead of shrinking all their text. Lists and details keep their own scroll areas, buttons wrap when space is tight, and the crafting window now has a lower-right resize grip. Large-screen layouts are unchanged.
  • A refused login now tells you why. Whatever went wrong, you used to get the same message: a generic connection failure telling you to restart. It was almost never a connection problem. The login screen now names the actual reason, whether that is a name and password that do not match, a name that cannot be used, an account already logged in, or the account limit for your connection. Each one says what to do next.
  • More accounts per internet connection. Everyone sharing one connection could create ten accounts between them, and there was no sign when you ran out: the next new username simply would not go through, with no explanation. The limit is now twenty, and running out now says so on the login screen. Every account ever made from your connection counts toward it, including ones you no longer use, so the count does not clear itself over time. If you do run out, ask in Discord #help and we will sort it out. This is separate from how many game windows you can run at once, which is unchanged.
  • The import summary is readable. The "left empty" list was squeezing a key, a macro name and a full sentence into one line, so all three came out clipped. The explanation now sits once at the top of that section, each line just names the key and the reason, and macros that had no key set at all are counted on one line instead of listed with nothing you could act on.
  • Client updates no longer restart the launcher. The launcher was replacing itself on every single update, even when nothing about it had changed, which is why Play went relaunch, re-check, and only then the game. It now only updates itself when the launcher actually changed; a normal client update downloads and goes straight in. Takes effect from the next update after this one.
  • You can see your item being crafted. Press CRAFT (or MAKE LAST) in the craft window and a molten gold bar now sweeps across the button for exactly as long as the craft takes, with the label reading CRAFTING until the work is done. The window also refreshes right as the item finishes instead of a moment before, so your counts and skill are already up to date when the bar completes.
  • Bring your hotkeys with you. If you have played another Ultima Online client on this PC, Lyonspyre now offers to import your macros and hotkeys the first time you log in, and you can run it any time from Options. Pick a character, pick whether to replace what you have or keep it, and your keys come across as they are. It takes effect straight away: no logging out, no restarting.
  • The import tells you exactly what happened. A summary lists what came across, what was left empty because Lyonspyre has no equivalent, and what was skipped. Anything left empty keeps its key, so you can see the gap in Options and bind whatever you want to it. Your old set is always saved first and there is an Undo button.
  • Your old macros are safe. An import can no longer leave you with fewer macros than you started with. If a file turns out to be empty or unreadable the import stops and changes nothing, and a macro that only partly survives keeps its full length rather than quietly turning into a shorter one.
  • The launcher opens the game on the first click again. When Play found an update it downloaded everything, restarted itself, and then sat there waiting for a second Play. It now carries on and opens the game the moment the update is applied, so one click always means playing.
  • Survivor: the Thrown Spear is a card, not a lobby choice. The lobby no longer asks for an opening weapon; every run opens with Arcane Bolt, and the spear turns up in the upgrade cards like every other weapon. In exchange it hits like a falling tree: it now one-shots the ordinary swarm through the whole opening stretch, and it flies twice as far, most of the way across your screen. It is still the one weapon you aim with your feet.
  • Survivor: Frost Bell detonates. The ice wave now blasts out to its edge in a blink and the boundary ring fades much sooner, so the nova reads as a bang instead of a spreading puddle. What it freezes is unchanged.
  • Survivor: hearts are just hearts now. Everything that used to say ward or ward-heart, on the run HUD, the cards, the lobby and the results screen, now says hearts or life. Ward Mend is now Heart Mend. Nothing about how they work changed.
  • Survivor: a busier, tougher arena. The opening minutes now hold up to thirty foes at once instead of twenty five and refill faster, and every foe in the run carries a little more health across the board.

2026-07-25

  • New characters start with a sensible window layout. The game view now opens at about half your window, centred and sitting a little high, with the world map docked to its right when there is room. The black surround is the point: it is where your backpack, paperdoll, hotbar, chat and the Lyonspyre panels go, and a full-window game view left nowhere to put any of them. This also fixes the view snapping back to a small box in the top left a few seconds after logging in, which happened the first time you held a mouse button to walk. If you have already sized your own game window, nothing is touched. Type -lylayout at any time to snap back to the default.
  • The Classic Arrow no longer bounces. In Classic Arrow guidance mode the edge marker jumped once per step as you walked toward your destination, worst of all when you were heading straight at it. It now tracks smoothly the whole way, rides exactly on the edge of your game view instead of drifting inward as you close in, and slides round to park in the corner rather than jumping across. It follows your game view if you resize it, turns smoothly when you change direction, and no longer flickers on and off when your target sits right on the edge of the screen.
  • Quest Guidance is now your choice of three. The Quest GPS on/off switch became a three-way setting: the glowing GPS path on the ground, a Classic Arrow at the edge of your screen, or Off for neither. The game asks you once, on the same screen where you choose your path, and you can change it whenever you like under Profile ▸ QOL Features. The classic arrow is back after being retired in July, and it now works on every quest rather than just the two welcome quests. Your current setting carries over: if you had GPS on you keep GPS, if you had it off you stay off. Overhead quest markers and the world-map marker are unaffected in all three modes. The old Quest path line checkbox in Options has been removed, since a checkbox cannot express three choices; use QOL Features or -questarrow gps/arrow/off.
  • New starting weapon: Thrown Spear. A heavy shaft you hurl in the direction you are facing. It flies until it hits something, and it punches straight through the first foe to keep going, so a line of foes is one throw rather than four. It does not seek a target the way Arcane Bolt does, which is the trade: you have to point it. Ranks add damage, another spear per throw and more targets pierced.
  • The upgrade card no longer waits forever. You get thirty seconds to choose. A countdown runs on the card, and if it reaches zero one of the three is picked for you at random so the run keeps moving. The clock is still stopped the whole time you are choosing, so nothing is lost by reading them properly.
  • A champion's chest always pays an upgrade. It used to hand you essence that could land mid-level and show you nothing. Beating a champion now gives you a full rank in an ability, every time, no matter where you sit on the bar.
  • You have to walk to the chest. It stays where the champion fell until you step on it. It no longer pays itself out and vanishes on a timer while you are fighting your way over, so a chest you can see is a chest you can still collect.
  • Frost Bell freezes in one sheet. The wave is now a solid, unbroken ring of ice that spreads outward, instead of the three separate rings it drew before. What you see is exactly the ground it froze.
  • Whirling Axes and Chain Lightning fire a little slower. Both were coming round fast enough to blur into a constant stream. Ranks still speed them up, and the top of that scaling is unchanged, so a fully built one is as fast as it ever was: it just takes the ranks to get there.
  • Keen Edge says what it does. It read like a riddle. It is a flat bonus to all your damage, and the card now just says so with the number on it.
  • Levels are properly paced from the very first one. The opening levels used to cost almost nothing, so the first few cards arrived within seconds of each other and the choices went by too fast to read. Every level now costs more, and the early ones cost a lot more: the first card lands about eleven seconds in instead of six, and the opening stretch runs roughly sixteen seconds a level instead of seven. The late levels are slightly cheaper than they were to make room, so a full run still hands out a full build. Essence drops per foe are unchanged.
  • The arena keeps filling up. The number of foes that can stand in the arena at once no longer stops at twenty five. It holds there for the first three minutes, exactly as before, then climbs the rest of the way to forty by the horn, and the waves grow to keep it full after you sweep it.
  • Late foes are much harder to put down. Past the three minute mark their health climbs faster and faster instead of at a steady rate. At the eight minute mark a small foe has roughly twice the health it used to, a brute and an elite nearly twice, and standing still is no longer a way to survive. Nothing in the first three minutes changed by a single point.
  • All three arenas are floored. Two of the three had no ground under them on the live map, which is why some runs started in a void. Every arena now reads the same paved floor.
  • Frost Bell draws its own blast. The nova is now a wave of blue beads that washes outward and stops exactly on the tiles it actually froze, so you can see its reach instead of guessing at a few sparkles. The old marker used a tall sprite that floated four tiles above the ground it was marking.
  • You can see your own character again. The runner is no longer painted solid yellow for the whole run.
  • The Ward Aegis bubble is subtle. A faint blue shell you can see straight through, instead of a bright shield sitting on your face. It still pops the instant it eats a hit.
  • Champions are real fights. The one that turns up around four minutes had far too little health and could be deleted in a single sweep. Every champion on the ladder got tougher, and ordinary foes past the four minute mark can no longer all die to one pulse of a single ability.
  • Tougher foes look tougher. Each kind now has its own colour, so you can read at a glance that the arena is getting harder.
  • Slightly heavier waves before the four minute mark, so the champion arrives into a busy arena rather than a quiet one.
  • Levels take real time again. The curve could not keep up with how much essence the final surge pours out, so late levels were arriving every few seconds and handing out nothing. Levelling now paces properly the whole way through, and the curve runs out at about the same point the upgrade list does.
  • Caltrop Trail is now just Caltrops, and every ability description says what a rank actually buys you: more damage, a wider ring, another target. No more "max rank plus something evolves it" with no numbers.
  • Lobby tidy-up. The subtitle under the title is gone, the two lines at the bottom are gone, and the pet choices now sit under a CHOOSE YOUR COMPANION heading.
  • The standings show each runner's pet next to their name.

  • Frost Bell shows you what it froze. The nova now sends a wave of ice out across the ground in three rings, and the last one lands exactly on the edge of what it hit. The old scatter of tall sparkles is gone. The wave grows with the ability, so a rank 5 nova with Wide Arc visibly covers more ground than a fresh one, and every marked tile is a tile that actually took the hit.

  • Hides and leather weigh half as much. A hide is now 2.5 stones instead of 5, and a cut leather 0.5 instead of 1. A long skinning run no longer fills your pack before you are done, and hauling a stack home costs half the trip. Piles you already own pick up the new weight on their own, nothing to convert. Cutting hides into leather is still by far the biggest weight saving.
  • The big level-up banner fits on screen. It now reads just Blacksmithing Level 2 instead of a full sentence, and the resonance one matches: Tempest Level 3. The banner also shrinks itself to fit if the text is ever too wide for your window, so nothing runs off the edges any more.
  • Bankers hear "bank" anywhere in what you say. The word used to have to stand on its own, so a typo or a word wrapped around it did nothing. Now any speech containing bank opens your box while you are within earshot of a banker. Guild chat is left alone, so talking about the bank to your guild will not pop the window open. Balance, withdraw and check are unchanged and still need the whole word.
  • Your trade teachers say goodbye properly. Finish the last lesson Hilda, Brennen or Ysabet has and they now tell you so in their own words instead of falling silent. They repeat it whenever you visit them again, so you are never left wondering whether you missed something.
  • The Skill Instructor lists her skills alphabetically. The list used to follow the internal skill numbering, which scattered things like Archery and Animal Taming far down a 39-row list. It reads A to Z now, and the close button no longer hides under the corner rivet of the window frame.
  • Nothing comes into Lyonspyre Survivor with you. Your pets, summons, hired help and escorts all stay in the world on the exact tile you left them standing on. They do not wander off and they do not try to follow you in. The moment you are returned they pick up following again on their own, because you come back to the same tile they are waiting on. Nothing of yours can ever be caught by the arena being cleared between runs.
  • The arena is walked, not ridden. You step down at the door and your mount waits on the spot you left from. You cannot get back on while a run is going, whether that is a tame or a figurine. When the run ends you are put straight back on it where it waited, so there is no walk back and no digging through your pack.
  • Every ability sounds like itself. Ember Orb booms when it lands, Chain Lightning cracks, Whirling Axes get a new blade whoosh, Frost Bell chimes and shatters, and caltrops rattle when the spikes come up. All of them are short on purpose, and the whole fight is rate-limited so a four-weapon build never turns into a machine gun.
  • Ward Aegis is a real shield now. A bubble sits around you while the veil is up instead of a scatter of sparkles, and it bursts with its own glassy crack the moment it eats a hit.
  • Champion rewards are a chest you have to reach. The boon no longer flies to you. It sits where the champion fell as a chest, and you have to clear a path and stand on it, so a kill in the middle of a swarm is worth something to fight for.
  • The waves get genuinely harder. The mix of foes now keeps shifting toward the tougher kinds for the whole run instead of freezing after three and a half minutes. Late on you are facing mostly brutes and elites rather than the same small foes you met at the start.
  • The clock stops while you pick an upgrade. Choosing a card no longer eats your run timer, so an eight-minute run is eight minutes of actual play.
  • Long Burn is gone, replaced by Keen Edge. Long Burn quietly stretched burn and slow durations and was hard to feel. Keen Edge simply adds damage to every ability you own, each rank. It has its own icon.
  • Levelling slows down at the top. Late levels used to arrive faster than there were upgrades to hand out, so you would level up and get nothing. Higher levels now cost more, and once there is genuinely nothing left to improve the run tells you rather than showing an empty choice.
  • Menu tidying. The results card no longer carries the weekly-run button, the lobby drops the "outlast eight minutes" line and the runs-this-week counter, and everything that said "familiar" now says "pet". The lobby header is just the name now, the standing line under the pet row is gone, and the cat and dog options sit under a plain CHOOSE YOUR COMPANION heading.
  • The standings say who you brought. Every board row now shows the companion that run was kept with next to the name, so a leaderboard reads at a glance. Runs set before this went in simply show no tag.
  • The blessed cloak arrives with your first reward, not your second. The cloak of the zephyr is handed over by Elder Mara when you report in for Tavi, alongside the blessed runebook and the Ethereal Horse statuette. "A Welcome to Lyonspyre" still pays its gold and its skill pick.
  • Create Boards and Fashion into Leather are always on the menu. Clicking a stack of logs or hides always offers the refining option now. It used to appear only when the right tool was loose in your pack, so it vanished the moment you put your hatchet in your hand and was invisible to anyone who had not been handed a tool yet. Ore already worked this way; logs and hides now match it. The skill and tool requirements have not changed, you are just told what you are missing instead of being shown nothing. A hatchet or skinning knife now counts whether it is in your pack or in your hand.
  • Out of stamina in the saddle means you stop. A mounted rider at zero stamina used to drop to a walk and keep going, which was as fast as an unmounted player running. Now the mount stands still until you have caught your breath, a handful of seconds. The rest is long enough to get you clear of the exhausted band, so you are not stopping and starting every few tiles. Mounts still never tire, this is your own stamina running out. On foot nothing changed: at zero you can still walk, you just cannot run. Dismount and you can walk away whenever you like.
  • Gathering Focus opens on the tool you clicked. A hatchet or polearm opens the panel on Lumberjacking, a pickaxe or shovel on Mining, and a skinning knife on Skinning, instead of always starting on Mining. Opening it from your own menu, from the crafting window, or with [gather still starts on Mining.
  • The Gathering panel no longer flashes on the first open. Opening Gathering Focus could show the panel for a blink before it vanished, forcing a second try. It now stays open the first time.
  • A quest you already accepted stops asking you to accept it. Returning to the ACTIVE tab could bring back the ACCEPT or DECLINE screen for a quest you were already several steps into. The offer now closes for good once you accept or decline it, and a quest you are already on can never be shown as an offer.
  • Regalia gems reward matching their Commission. Set a gem in a socket owned by its own Commission and it pays more. Each bonus line adds up its matched gems, takes 25% of that combined figure, and never pays less than one extra point for that line. A Tide gem in a Harbor socket is worth more than the same gem in a Harvest socket. Any gem still fits any open socket, and an unmatched gem still gives its full value. The gem's tooltip names the bonus, and the ACTIVE REGALIA BONUSES panel shows how much of each total came from it.
  • Regalia territory colours match their gems. On the Crown Regalia board the Warden's ring now reads red and the Harbor ring reads blue, the same colours as the Hunt and Tide gems that belong to them. They were swapped before.
  • Profile quick-access labels no longer crowd their buttons. ACHIEVEMENTS and LEADERBOARD were pressed against the right edge of their plates.
  • Champions now arrive through the whole run, and each one pays out. Five champions turn up on a schedule instead of one at the end, and killing any of them drops a golden boon. Walk over it and you are handed a full rank of an ability straight away, no menu and no dice: it ranks up your strongest weapon first, opens a new one if everything you carry is maxed, then passives, then mends a ward-heart. It can never pay you nothing.
  • The knockback on losing a heart is gone. Breaking away from a crowd is your job now. You are still untouchable for a few seconds after a heart breaks, so you have the time, you just have to use it.
  • Frost Bell actually holds them still. The freeze was landing but only lasted about half a second, which is why they looked like they were still moving. It now holds for a full second, up to two at high rank, and a caught foe turns ice blue and stops dead before thawing.
  • Champion kills are worth less each. With five of them in a run the old value would have swamped every other way of scoring, so each is worth less and the full set is worth about as much as finishing.
  • Knock Pulse removed. It only ever made the knockback bigger, and there is no knockback any more. It never worked anyway.
  • Familiar's Vigil is now Lyonspyre Survivor. Same game, clearer name. Type [survivor to open it. [vigil still works and always will, so nothing you already learned stops working. The Herald and the stone in town open the same lobby as before.
  • The weekly theme is gone. The lobby used to announce a contract, a boss and a hazard for the week. None of it was real: the same foes turned up whatever the banner said, so the whole banner has been removed rather than left there lying to you. The weekly standings and the weekly reset are unchanged.
  • Standing still no longer wins. Whirling Axes and Chain Lightning both fire noticeably slower, and the axe ring no longer grows wide enough to kill everything before it reaches you. A brute can now walk through the blades and put a hand on you, so you have to keep moving.
  • The waves are denser. More foes arrive throughout the run, and the arena refills much faster after you clear it, so it no longer goes quiet for a stretch after a big sweep.
  • Frost Bell actually freezes. Caught foes turn ice blue and stop where they stand for a moment before thawing into a crawl, so you can see exactly what the nova caught and how long you have.
  • Ward Aegis works, and you can see it. A shield now shimmers around you while the veil is up, absorbs the next hit outright, and vanishes the moment it does. It re-forms after a pause. Previously the card did nothing at all.
  • Aegis Veil works too. It lengthens the mercy window after a hit. It was also doing nothing before.
  • The lobby header sits properly. The title was pushed up into the frame and ran on as one long line of capitals. It is centred now, clear of the bezel, with the subtitle readable underneath.
  • Your companion is a pet, and the panels say so. The lobby and the results card called it a familiar in a few places. They all say pet now.
  • Less clutter on the panels. The results card no longer carries a "Weekly Run" tag that was never a button, and the lobby drops its run tally and the line about outlasting eight minutes.

2026-07-24

  • Familiar's Vigil: open to everyone, with a stone to start from. Anyone can type [vigil, and a glowing Vigil Stone can be placed in town that opens the same lobby when you double-click it. The Herald still works too.
  • Familiar's Vigil: the axes tumble. Thrown blades now spin end over end in flight instead of gliding sideways.
  • Familiar's Vigil: three arenas, and a queue instead of a closed door. Three runs can now happen at once. If all three are busy you take a numbered place in line, get told as you move up, and are pulled in automatically the moment one frees. Type [vigilleave to give up your place.
  • Familiar's Vigil: just press Play. The separate ranked mode is gone and the weekly run limit with it, so you can play as many runs as you like. Every completed run is now recorded on the standings, not only ranked ones.
  • Familiar's Vigil: bring a cat or a dog. Pick a companion in the lobby and it fights at your side for the run. It is a likeness of your own pet, so your real animal is never moved, never in danger, and never leaves your side back in the world.
  • Familiar's Vigil: the weapons all read differently now. Every ability got its own silhouette, speed and colour so you can tell what just fired without looking at the bar. Arcane Bolt throws a small fast dart, Ember Orb lobs a heavy fireball you can watch land, Chain Lightning arcs between targets, and Frost Bell finally traces its real radius instead of a single spark at your feet, so a rank 5 nova looks bigger than a rank 1.
  • Familiar's Vigil: the axes are visible. Whirling Axes now flings blades slowly enough to follow, aimed through the nearest foes so they scythe across the swarm, and the ring's damage lands as the blades cross it rather than the instant you fire.
  • Familiar's Vigil: caltrops are a real trap. A glowing rune marks the armed tile for as long as it lasts, and spikes drive up out of the ground when something walks onto it.
  • Familiar's Vigil: essence flies to you smoothly. Orbs used to hop one tile at a time on their way in. They now sweep to you in one smooth motion, and the orb itself glows on the ground.
  • Familiar's Vigil: nothing is stamped on your own sprite. The sparkles that used to burst over your character on every pickup and every area attack are gone. The only effect still drawn on you is a broken ward heart, because that one you need to see.
  • Familiar's Vigil: your whole build stays on screen. The upgrade strip on the run panel used to fade everything past the first few off the right edge. It now wraps and shows the lot.
  • Familiar's Vigil: Dash Step removed. It never did anything, so picking it wasted a level up.
  • Familiar's Vigil: a foe has to actually stay on you to cost a heart. Clipping past an enemy while kiting no longer takes a ward-heart. A foe now has to hold contact with you for about half a second, and the grace window after a heart breaks is longer, so one mistake in a crowd no longer ends the run seconds later.
  • Familiar's Vigil: the knockback actually pushes now. Breaking a ward-heart shoves nearby foes clear even when the tile straight behind them is blocked, so you get room to recover instead of being re-pinned instantly.
  • Familiar's Vigil: you can see what hit you. The foe that breaks a heart flashes and calls out, so a lost heart always has a visible source.
  • Familiar's Vigil: Whirling Axes throws visible axes. The blades now fly outward far enough and slow enough to see, and alternate their spokes so a sustained whirl reads as a spinning ring.
  • Familiar's Vigil: the caltrop trail stays visible. Patches keep glinting for their whole life instead of disappearing a moment after you drop them, so you can see the trail you are kiting foes across.
  • Familiar's Vigil: hits read again. Damage numbers and hit sparks were being held back far more than intended, which made a busy fight look like nothing was landing.
  • First login sets up your screen. The first time a new character logs in, the game view is sized to your window and the World Map opens docked on the right, so both fit on screen instead of a small view in the corner. Move or resize anything and your layout is saved for next time.
  • The gathering attention check now matches shapes. Instead of clicking a glowing tile, the check shows a shape and asks you to click the one in the grid that matches it. Same quick tap to keep gathering.
  • Quest rewards show proper icons. Skill boosts, profession milestones, choice rewards, and talent-point rewards now show a real icon in the quest window instead of a plain colored box.

2026-07-23

  • Skinning Focus works on every tier now. Setting your Gathering Focus to a hide tier (Moorhide, Sunhide, Wyrmhide, and so on) delivers that exact hide, and Automatic pulls the best your Forensic Evaluation allows. A tier-mapping bug was scrambling the result, so a Moorhide focus could hand you Sunhide, or Automatic could hand you Wyrmhide with no skill for it. Fixed. See Wilderness.
  • Hides read by their tier name. Tiered hides now show their real name on click and tooltip: a "pile of wyrmhide hides" instead of "barbed leather" with no tier.
  • The welcome quest grants a blessed cloak. "A Welcome to Lyonspyre" now rewards a blessed cloak of the zephyr, a flowing cloak that moves with the wind, alongside its gold and skill pick.
  • The gathering lessons walk you through the panel. Brennen, Hilda, and Ysabet's opening quests now have you open the Gathering Focus panel (left-click your tool and choose Gathering Focus, or type [gather) as a step, so Focus is taught by doing instead of a wall of tips.
  • Gathering while mounted animates. Mining, lumberjacking, and fishing from horseback now play a swing instead of sitting frozen.
  • The Adventurer's Coffer tops up your runebook. When you re-supply from a coffer that holds Recall Scrolls, any runebook in your pack is filled to full from those scrolls automatically.
  • Quest GPS follows only your tracked quest. The gold path points only at the quest you are tracking; an untracked quest never draws a line. Previously a background quest could keep pointing you somewhere while you had another tracked.
  • Gathering panel layout cleaned up. The old auto-harvest bar that was overlapping the tier list is gone; the status button at the top now also shows the discipline skill.
  • Skinning works on every creature, hands-free. A skinning knife now carves any npc you kill, not just the old handful of beasts (vendors excepted), and Auto Harvest skins the corpses around you automatically whenever a knife is in your pack, with no toggle needed. Tougher creatures yield more hide. Switch auto-skin off on the Gathering panel's Skinning tab if you would rather leave corpses whole. See Wilderness.
  • The Gathering panel shows Auto Harvest status up top. A button at the top of the panel reads AUTO HARVEST: OFF / Mining / Lumberjacking / Skinning and shows the charges left on the tool in use; one click turns it off. It replaces the old green status line.
  • The gathering lessons teach auto-harvest and Focus. Brennen, Hilda, and Ysabet's opening quests now explain how to open [gather, switch Auto Harvest on, and set a Gathering Focus while you gather.
  • Quest windows no longer flash on the first open. Double-clicking a quest giver could show the quest window for a blink before it vanished, forcing a second click. It now stays open the first time.
  • Auto Harvest is built into the Gathering panel. Mining and Lumberjacking use the tool in your hands and repeatedly target you to scan every reachable tile nearby; Skinning safely carves eligible nearby corpses with a knife in your hands or pack. The loop pauses for combat and normal harvesting blockers, and a periodic server-verified 3 by 3 attention check stops all gathering, including Fishing, until you click the glowing mark. Open Gathering from your own context menu, a harvesting tool, or [gather. See Wilderness.
  • Crafting menus trimmed. A batch of rarely-used craftables was retired to keep the profession menus focused: the tinker's exotic hand tools (the planes, froe, scorp, drawknife, dovetail saw, tongs, sledge hammer, rolling pin, flour sifter, and the tinker and fletcher tool kits), barrel parts and the wooden keg, oil cloth, the chest-trap crafts, the bola and bola balls, the heating stand, the plain tambourine (the tasseled one stays), and the shaft. Your everyday tools (smith hammer, saw, skillet) are untouched, so nothing you actually build stops working. Some of these may return later; dismount (the bola) is planned to come back through the talent system.
  • Potion Kegs and ammunition are simpler to make. Potion Kegs now craft straight from boards instead of the old barrel-part chain. Arrows and bolts craft directly from a board and a feather, with the separate shaft step removed (the same board-per-arrow yield as before).
  • The Adventurer's Coffer moves to the store. It is no longer crafted at the carpentry bench; buy it from the store for a small amount of Achievement Points. Ship Repair Kits and Ship Bombs stay craftable, and both now show their proper names in the craft menu (the Ship Bomb was displaying as "7th Circle," the repair kit as "dice and cup").
  • Crown Ledger jobs now pay Marks and Standing, scaled by difficulty. Every job on the boards grants Standing equal to four times its Crown Marks, so the harder jobs move you up a Commission faster: a 25-Mark bounty is worth 100 Standing now instead of a flat 10. The nine Profession work orders no longer hand out gold or profession XP on turn-in. Your trade XP is earned at the workbench when you craft the items, so the Ledger never pays it a second time. Standing is still the permanent progress that unlocks Crown Regalia sockets. See Crown Ledger.
  • Gathering Focus panel cleanup. The Mining tab drops the ore-only / ore-and-stone switch, so the panel is purely a per-discipline resource ceiling now. The close button is also nudged in from the top-right corner so it clears the brass frame.
  • Reconnecting looks alive now. When the realm restarts or your connection drops, the login screen shows a golden ring that fills toward each new connection attempt, so a long wait reads as progress instead of a frozen panel. While a call is being placed an inner arc spins, the attempt count sits in a small gilt pill, and a quiet timer shows how long you have been waiting. Nothing to do but wait, and you step back in the moment the realm answers.

2026-07-22

  • Crafting away from a forge tells you why now. Trying to smith without an anvil and forge nearby, from the craft menu or Make Last, shows the reason instead of appearing to do nothing. The one-time first-craft bonus line now prints right after your crafted summary.
  • Recycling only breaks down your own gear. The craft-menu recycle option now accepts player-crafted weapons, armor, and clothing, or identified magic weapons and armor, and never containers, furniture, or ordinary loot. This fixes a case where an Adventurer's Coffer could be broken down for boards and lost with everything inside it. A coffer lost to that bug before today cannot be rebuilt automatically; ask a GM.
  • Gathering Focus: cap what you gather. Mining, Lumberjacking, and Skinning each have a per-discipline tier ceiling you set from the new "Gathering Focus" entry on any pickaxe, hatchet, or skinning knife (or the [gatherfocus command). Pin a discipline to a tier and every richer result comes out at that tier instead, so your haul lands all one grade. A focus never unlocks a resource, improves a roll, or changes how much you gather, and it defaults to Automatic, so nothing changes until you opt in. See Wilderness.
  • Brennen now teaches the next metal rung. Steel for the Pit correctly sends you to craft an iron tear kite shield, its reward trains Blacksmithing to at least level 2, and the new follow-up The Next Rung walks a 55-Mining newcomer through 6 iron ore to 3 iron ingots, then 6 Moorite ore plus those ingots to 3 Moorite ingots and a Moorite dagger. The smith's hammer opens [craft when double-clicked. See Your First Hour.
  • Hilda now teaches the next wood rung. A Stool to Rest On is reworked for a brand-new carpenter: chop 18 logs, cut them into 9 boards (two logs make one board), and craft a plain stool, all at Carpentry level 1. Its reward now trains Carpentry to at least level 2, and the new follow-up The Next Cut has you combine 14 Moorwood logs with 7 plain boards into 7 Moorwood boards, then craft a Moorwood bow. Hilda's loaner hatchet and saw are blessed and regranted if you wear them out. See Your First Hour.
  • Ysabet the Leatherworker teaches the leather trade. A new two-quest line mirrors Brennen's smithing line. A Cap for the Watch walks a newcomer through the whole leather loop: skin four regular hides, cut them into two leather with scissors, and stitch a leather cap. Its follow-up The Next Hide teaches colored-leather refining, where two Moorhides plus one leather make one Moorhide leather, and finishes with a Moorhide cap. Skinning runs off Forensic Evaluation, not Strength, and Ysabet can set it to 50 on request so a fresh skinner is ready for Moorhide. Finishing the first lesson trains Tailoring to at least level 2, and the loaner skinning knife, scissors, and sewing kit renew whenever you run dry. See Your First Hour.
  • The craft panel is cleaner and easier to read. Apothecary now shows Alchemy and Cooking recipes together beneath one heading, the redundant Workbench rail and recipe-detail profession progress are gone, recipe ranks read Tier 1 through Tier 7, and active quest recipes glow green. The shared profession progress remains at the top of the panel. See Professions.
  • Five Artificery recipe groups are shelved. Jewelry, Wands, Runes and Books, Gem Cutting, and Staves are no longer craftable, and the orphaned Carpenter Staff Haft is hidden with them. Existing items still work, and the catalog is preserved for possible future use. Artificer work orders now request entry-level spell scrolls instead of jewelry. See Professions.
  • Unused skills no longer clutter the standard Skills window. The retired profession backings, Bowcraft, Cartography, Lockpicking, Remove Trap, and era-excluded skills are hidden there now. Live combat, magic, bard, utility, and harvesting skills remain visible.
  • "Steel for the Pit" reworked for professions. Brennen now walks a brand-new smith through the whole trade at level 1: mine 16 iron ore, smelt them into 8 ingots (two ore make one ingot), and forge an iron tear kite shield. The old version asked for Moorite, which a fresh character can no longer work; Moorite is now the quest's parting goal for level 2.
  • The old Inscription spell-damage bonus is removed. The skill retired with the professions change, so the bonus went with it. Scroll writing lives in Artificery.
  • The Skill Instructor teaches only living skills. Retired craft skills no longer appear in her list; combat, taming, magic, and harvest training are unchanged.
  • Crafting is now five professions. Blacksmithing, Tailoring, Carpentry, Artificery, and Apothecary, each leveled 1 to 7 by profession XP earned at the bench - entirely outside the skill system. Your level sets which material tiers you can work, one rung per level up to Lyonspire at level 7; recipes above your bracket are locked until you level into them. XP comes from crafting at your bracket (full XP at your tier, half one below, nothing further down), a one-time first-craft bonus on every recipe, weekly Crown work orders, and a small trickle from refining. Recipes were re-homed to fit: Tinkering's tools and mechanical work moved to Blacksmithing and its jewelry to Artificery, stonework joined Carpentry as Stonecraft, and Alchemy and Cooking now sit side by side under Apothecary. We are in playtest, so everyone starts fresh at level 1 in all five professions (the playtest stone can grant levels for testing). See Professions.
  • The seven old craft skills are retired and their points are freed. Alchemy, Blacksmithy, Carpentry, Cooking, Inscription, Tailoring, and Tinkering no longer gain, no longer appear on your skill list, and no longer count against the 700 skill cap. Every point they used to hold is yours for combat and utility skills. Mining, Lumberjacking, and Fishing are unchanged.
  • Refining is chained, and refined materials are the store of value. Smelting, board cutting, and leather cutting now follow one rule: 2 raw materials make 1 refined material, and every tier above the base also takes 1 refined material of the tier below (two Moorite ore plus one iron ingot make one Moorite ingot). Nothing ever burns, one action refines the whole stack, and the game names exactly what you are missing. To balance the chain, recipes crafted from Sun, Wyrm, or Lyonspire materials now consume fewer refined units - top-tier gear lands around four to five times its old raw cost, not fourteen. Materials refined before today count fully in the new chain. Each refine also pays 1 profession XP. See Professions and the refining chart.
  • Artificery opens its workshop. The fifth profession crafts spell scrolls (you must know the spell), recall runes and runebooks, charged wands with reliable caps below the best loot wands, three two-handed Artificer staves built on Carpenter-cut hafts that match the best loot wand charges, an arcane recharge kit that refills crafted wands and staves to their cap, jewelry, and six attuned spellbooks - one per Resonance school - that grant a small amount of Resonance XP when studied once a day. Artificers also cut rough gemstones into socketable Regalia gems, five cuts from Rough to Flawless. See Professions.
  • Mining turns up gems now. About one successful swing in twenty yields a rough gemstone alongside the ore, and richer veins give better gems - amber and citrine low on the ladder, diamonds at the top. Rough gems feed Artificery's gem cutting. See Wilderness.
  • The Artisans board posts profession work orders. Nine new weekly orders on the Crown Ledger: five craft orders (one per profession, each naming an exact rotating piece) and four supply orders paying premium rates for delivered iron ingots, boards, cut leather, and Moorite ingots. Each pays gold and profession XP on top of Crown Marks and Standing, once per account per week. See Crown Ledger.
  • Some recipes are retired. The clock, sextant, and globe parts chain, all of glassblowing, and the faction trap deeds are no longer craftable (existing items keep working). Tinker vendors no longer sell clocks, sextants, or their parts; bottles are vendor-bought as always; sand is no longer harvested.
  • Coin from the Deep is repeatable daily again, once per day per character.
  • Old completed treasure maps are cleared from your bank. A treasure map you had already finished before the new system is now removed instead of being turned back into a working map. Maps you never used still work and point at a real site, and a failed search always leaves your map intact to try again. See Treasure Hunting.

2026-07-21

  • Treasure maps are direct now. The separate treasure-map satchel and [tmaps command are retired. Double-click any map in your pack to open its chart and use SEARCH HERE. A damaged or missing cave entrance now releases its vault site automatically instead of blocking nearby maps. See Treasure Hunting.
  • The material ladder is now six colored tiers: Moor, Sable, Verm, Sun, Wyrm, Lyonspire. The Ember and Tide tiers are retired across ore, wood, and leather. Any Ember or Tide stock you held - ore, ingots, logs, boards, hides, leather, including counts banked in your Adventurer's Coffer - has been upgraded one tier for free (Ember became Sun, Tide became Wyrm), and gear already crafted from those materials keeps working exactly as before. The remaining tiers were respaced so there is always a new material to chase as your skill climbs: harvest requirements now run 30 / 50 / 70 / 90 / 105 / 120, richer veins spawn a little more often, tools last a bit longer per tier (+16 charges), and each crafting tier steps +8 effective skill (top-tier crafting is exactly as hard as before). See Wilderness and Crafting.
  • Bulk Order Deeds are disabled for now. Existing deeds stop functioning; the system returns in a later update, retuned for the new material ladder.

  • Treasure map fixes. The chart now opens centered and keeps its whole frame visible at every UI scale. SEARCH HERE no longer clips, and the blank strip below the old frame no longer captures or drags the window. Maps are consumed the moment their vault opens, so no spent remnants clutter your pack, and the chart closes itself so you can watch the entrance rise.

  • Trap fixes. Casting Magic Trap on an already-trapped container now says "That is already trapped" instead of fizzling (it never consumed reagents or mana either way). A trapped pouch from the Adventurer's Coffer now correctly reads as a plain pouch after the trap is removed.
  • Playtest stone: typed stats apply reliably. Typing into the STR/DEX/INT boxes on a freshly opened panel could silently drop keystrokes, so APPLY re-applied your old stats. The boxes also now always show your current character's stats.

  • Treasure maps open a proper chart now. Double-click a map and a chart panel shows the land around the X with a search circle, your own position when you are close, and a SEARCH HERE button. Stand in the right spot, press it, and the vault opens; search the wrong spot and you are told nothing is there. The old world-map X still lights up as a guide. See Treasure Hunting.

  • Treasure hunting needs no skills and no tools. Deciphering is gone: every map reads at a glance. Digging is gone: SEARCH HERE does the work, no shovel needed.
  • Lockpicking, Cartography, and Remove Trap are retired, and shovels are gone. None of the three skills has a use on Lyonspyre now, so all are hidden from training, character creation, and the Skill Instructor, and their values read zero. Vendors no longer sell lockpicks, shovels, or map-making supplies, and none of them drop as loot. Mining is pickaxe-only. These may return in a later update.
  • Vault cache loot can be picked up now. The cache chest wrongly treated its contents as decorations, refusing every grab.
  • No more resistance gear. A cap with armor resistances slipped into vault loot through an old loophole; hats are out of the treasure pool and resistance lines no longer appear on any clothing or jewelry.

2026-07-20

  • Buried vaults are now hand-crafted caverns with a visible way out. Digging a treasure map now opens into a sculpted cave. A glowing blue gate marks the exit and returns you to the entrance you came down. Caches are unlocked and untrapped for now, appearing the moment the last guardian falls. New closing rules: once the cache appears, the vault seals 30 seconds after everyone leaves (coming back keeps it open) and closes for good 5 minutes after the cache appears, spitting stragglers out at the entrance. See Treasure Hunting.

  • Vaults now use a hand-built cave chamber with a staircase exit. Every dig opens into the new cavern: you arrive at the foot of a wide brick staircase, and climbing back up it returns you to the surface beside the entrance. Surfacing no longer drops you onto the cave mouth, which could bounce you straight back down. See Treasure Hunting.

  • Treasure maps now lead to buried vaults. Creatures across the wilds drop maps at five levels. Decipher one with Cartography and an imprecise X appears on your world map; find the true spot within the search radius, dig with a shovel, and a cave entrance grinds up out of the earth. Below is a lawless vault: guardians wake in waves, the Keeper of the Cache leads the final wave from level 3, and the cache chest appears only when the last guardian falls. Anyone can enter an open vault and anyone inside can attack anyone, with no recall in or out. Old treasure maps found before today now work: they point at real sites of the same level. [tmaps opens the new treasure map satchel with DECIPHER and TRACK at a click. See Treasure Hunting.

  • Installed Regalia gems are faster to find. Click any gem under INSTALLED to glide directly to its socket on the constellation. Set gems now shine more strongly by tier, while empty unlocked socket outlines sit farther in the background. See Crown Regalia.

2026-07-19

  • Regalia sockets are easier to read and rearrange. Drag a set gem back onto the Gem Vault to remove it. Locked nodes now carry a lock pictogram and a stronger grey treatment, while set gems gain a larger glow at higher tiers. The old control legend no longer covers the constellation. See Crown Regalia.
  • Regalia gems now use Crown Cut jewels in the Profile menu. Stronger silhouettes, deeper facets, brighter highlights, and tier-specific metal settings keep Rough through Flawless clear in sockets and the Gem Vault. Family colors and bonuses are unchanged. See Crown Regalia.
  • The Gem Vault now shows ten gems per page. Separate UNINSTALLED and INSTALLED views make building and reviewing Regalia faster. The old full detail panel is now a compact action strip, and every gem has a sharper tier cut, family sigil, color, and quality track. See Crown Regalia.
  • Every Gem Vault gem can move back to your backpack from the REGALIA tab. Store purchases, earned gems, and older bound gems all follow the same rule, so each can become a physical item for trading. Hover an uninstalled gem card and choose MOVE TO PACK, or select it and choose MOVE TO INVENTORY. A confirmation shows the tier's Crown Marks fee before anything is spent. Installing a gem into a socket now plays a short seating chime. See Crown Regalia.

  • Regalia gem sprites got a full recut. Each tier now has its own jewel cut: a rough nugget, an emerald step cut, a polished round dome, a hexagonal jewel, and a grand faceted brilliant for Flawless. Family colors are unchanged. See Crown Regalia.

  • Crown Regalia now supports direct gem dragging as well as click installation. Gem families have distinct colors, quality is visible through each tier's treatment, filled sockets reveal their details on hover, and PURCHASE GEMS opens the Store.
  • The REGALIA and STATS tabs now share one server-calculated active bonus summary. Hunt and Hex remain creature-only, Tide improves fishing specials, Lode affects mining and lumberjacking with an effective 100% cap, and Forge speeds mana regeneration. Commission travel now uses a slower, more dramatic glide.
  • Physical Regalia gems got real bodies. Each tier now has its own sprite, from a small rough stone to a grand faceted flawless jewel, tinted in its family color, and every physical gem shimmers softly on the ground and inside containers. Gems of the same family and tier stack in one pile and split like any stack; double-clicking a pile banks one gem into the Gem Vault. Unbind fees by tier are 100, 250, 600, 1,500, and 4,000 Crown Marks. See Crown Regalia.

2026-07-18

  • Crown Regalia has a shared account Gem Vault and five permanent gem tiers. The Store now sells Rough, Cut, Polished, Brilliant, and Flawless gems for 200, 600, 1,800, 5,400, and 16,200 Crown Marks. Your chosen tier is guaranteed, the family is random, and the gem goes directly into the account Gem Vault with no backpack binding step. The vault holds up to 1,000 gems. Older physical Regalia gems still bind when double-clicked in your backpack. See Crown Regalia.

  • Large Gem Vaults are quick to browse. Search by gem name, family, tier, effect, Commission, or id, then type a page number to jump directly through the collection. Socket changes now confirm with a compact Regalia update, keeping selection responsive without refreshing the entire Profile. See Crown Regalia.

  • Regalia selection and Commission travel are clearer. An open empty socket lights with a bright gold center and halo as soon as you select it. The extra FOCUS, FIT, plus, and minus controls are gone, while drag and wheel zoom remain. Double-click resets the whole-tree view. Choosing a Commission now returns through that whole-tree view before gliding into the selected territory, so long trips are easy to follow. See Crown Regalia.

  • Regalia arrangements are part of Profile presets and easier to test. Profile presets now remember all 40 socket positions, including an intentionally empty layout, while older presets leave current gems alone. Preset loads that could change active bonuses are blocked in combat. The Playtest Setup menu can grant 1,000,000 Crown Marks and open all current Regalia sockets for rapid testing. See Crown Regalia.

  • Crown Regalia paths now hold ten sockets per Commission. The constellation has 40 unlockable positions, with each Commission name set clearly inside its own socket path. Grey sockets no longer repeat numbered or lock labels, gems are larger, and Commission focus fills the board with one complete path. Standing opens positions up to 75,000, any Gem Vault gem fits any open socket, and each character can keep 20 gems active. See Crown Regalia.

  • Commission focus is easier to read and follow. Crown Regalia now uses bold red and gold Commission buttons. Selecting one glides back to the whole-tree view, then into the chosen Commission with zoom and movement flowing together. Any new zoom, drag, reset, or focus input takes control immediately. See Crown Regalia.

  • The [talents atlas got a full visual refresh. It now opens on your most-invested section at a readable zoom instead of the far-out whole-tree view. Nodes that can take a point glow steadily, locked nodes show the reason (a padlock for missing prerequisites, an exclamation mark when more points are needed, a slash for branch locks), and maxed talents earn a double gilt frame. A search box in the zoom row finds talents by name while the rest sink into the background, and hovering a node previews its prerequisite chain or, for ranks you own, the dependents a refund would drop. Zooming far out fades labels so the atlas reads as icons alone. See Talents.

2026-07-17

  • Crown Regalia now grows through Commission Standing. The constellation itself holds 20 playable gem slots, with five grouped beneath each current Commission. Large Commission names define each area, gems and slot targets are much larger, and the old settings dock is gone. Any bound gem fits any open slot, regardless of its family. See Crown Regalia.

  • Crown job fixes. Stacked catches count now: fish, ore, logs, and hides that merged into an existing pile in your pack were only crediting the first item of each pile (70 fish caught, 7 credited). And taken jobs survive server restarts: the job ledger was being dropped by the world save, so takes, progress, and completions vanished on reboot. Completed jobs stay completed for the week; a finished job was never payable twice, but it wrongly showed as available again.

2026-07-16

  • The Crown Ledger has three focused views. ASSIGNMENTS holds the Commission boards, CIRCUITS keeps competitions together, and taken work now lives under MY ACTIVE JOBS instead of stretching the top of the Ledger. TAKE, DROP, ACTIVE, tracker controls, and Circuit actions now share the same raised gilt action style. See Crown Ledger.

  • The Store is cleaner and quicker to scan. A separate wallet row now holds all five balances, the cramped Close control is a compact X, and only stocked category tabs appear. The Zephyr Cloak now sits under CLOTHING, the separate OWNED shelf is gone, and the old right-click footer hint has been removed. See Store.

  • Artisan orders name the exact piece. The Artisans' Commission now rotates six specific exceptional craft orders every week. Each row calls for one named armor piece, weapon, shield, leather piece, garment, or accessory, and only that exact item made with the correct crafting skill counts. See Crown Ledger.

  • Pay the Store your way. The three Crown offers can now be bought with Crown Marks, AP, or plain gold (the Ethereal Horse Statuette runs 250 Marks, 250 AP, or 1,000,000 gold). The Store shows five balances including Gold and Doubloons, counting backpack and bank together, and clicking a balance badge prices the whole shelf in that currency. Gold spends from your backpack first, then your bank. The CLOTHING and CONVENIENCE tabs put the Zephyr Cloak and Clothing Bless Deed on the shelf. See Store.

  • The job tracker listens to you now. Each card in MY ACTIVE JOBS has a HIDE FROM TRACKER / SHOW ON TRACKER switch, the Ledger has a SHOW TRACKER button that reopens a dismissed tracker box, and the quest journal's tab strip gained a CROWN JOBS button that does the same. See Crown Ledger.

  • Crown jobs live on your quest tracker. Taken jobs now show on the quest tracker HUD with progress bars that fill live as you grind: no panel to open, the bar just moves. With a quest tracked they sit under it in a CROWN JOBS section; alone, the box retitles itself Crown Jobs. Closing the tracker keeps it closed until your job set changes. See Crown Ledger.

  • The Store takes Crown Marks. Three placeholder offers open the earn-and-spend loop: the Zephyr Cloak (150 Marks, living cloth that flows as you move), a Clothing Bless Deed (75 Marks), and an Ethereal Horse Statuette (250 Marks). Find them under CLOTHING, CONVENIENCE, and MOUNTS in [store. Prices are playtest placeholders. See Store.

  • Crown jobs are now taken, tracked, and specific. Every job on a Commission board now has a TAKE button; only taken jobs track progress, and your picks show in MY ACTIVE JOBS with live progress bars. DROP abandons a job and clears its progress. The Harbor Commission posts catch quotas, barnacled bottle runs, and ship sinking jobs. The Warden's board adds The Pit Purge, while the Harvest board calls for named resource tiers. See Crown Ledger.

  • The Crown's job boards are open. The Warden's, Harvest, and Artisans' Commissions now post weekly Assignments: cull bounties (orcs, undead, giantkin, spiders, dragons, sea serpents), delivery quotas (ore, logs, hides), and craft orders (weapons, armor, tailoring, exceptional pieces). Each job completes once per account per week and pays 10 to 25 Crown Marks plus 10 Standing on the spot. Kill credit splits evenly among everyone who fought, pets credit their owner, and tamed or summoned creatures never count. Skinning now also credits harvest leaderboards. See Crown Ledger.

  • The corpse star tells the truth now. The nameplate * for unopened corpses used to come back after you closed the loot window, making looted corpses look untouched. It now clears the first time you open a corpse and stays cleared. Double-clicking an empty corpse also answers with "the corpse is empty" over the corpse itself instead of a quiet journal line.

  • Crown Marks and Standing are now saved account-wide. The Ledger shows your Crown Marks, weekly earnings, and Standing in every Commission. The Store shows the same Crown Marks balance and can enforce Standing requirements without spending Standing. No player Assignment awards or Crown-priced rewards are listed yet, so balances start at zero. See Crown Ledger.

  • Tidier text across the game. A cleanup pass over panel copy, system messages, and launcher status lines. Same information, plainer punctuation.

  • The Crown Ledger shows what is coming. Three planned Commissions now sit beside the Harbor Commission as PLANNED cards: the Warden's Commission (bounties on the realm's beasts), the Harvest Commission (ore, timber, hides, and reagents), and the Artisans' Commission (finished arms, armor, and wares). They are previews only, with no Assignments or reward sources yet. See Crown Ledger.

  • You can turn off screenshots. A new Disable screenshots (do not save to disk) checkbox in Options (General tab, beside the existing "Hide 'Screenshot stored in' message" toggle) stops the PrintScreen key from writing image files into your client folder. It is off by default, so screenshots still save unless you tick it.

  • The Crown Ledger is open inside Profile. Select the new LEDGER tab to see the weekly window, open the Harbor Commission, and check your Angler's Circuit summary before entering the full Circuit panel. Crown Marks and Standing are visible, while point-bearing Assignments remain unavailable. See Crown Ledger.

  • The Angler's Circuit is open. Put your ship inside an active deep-water school and fish its waters to hook the weekly trophy species. A fresh catch starts a run of up to 15 minutes along your own route to any Dockmaster. Magic travel cannot carry the catch. The panel tracks daily readiness, live standings, past results, and each account's best catch. See Angler's Circuit.

2026-07-15

  • New Ocean talent: Crow's Nest. A 3-rank Navigation passive behind Dead Reckoning: your own spyglass sees +10% farther per rank, and with any rank invested every ship within your spyglass reach is painted onto your world map - blue blips for player hulls, red for hostile ones, refreshed every few seconds while you are on deck. See Ocean talents.

  • The spyglass lives on the helm now. A new button beside the helm pad's close X raises your spyglass in one click, with a badge counting the total charges across every spyglass in your pack (charges stay free during the playtest).

  • Serpents hunt the crew. Sea monsters boarding or circling your ship now open on your deck crew first and their bites land at triple damage on crew - players take normal hits. The crew fight back properly again too: the brief experiment that made them shrug off swimming serpents is reverted, so they hold their targets, throw spears, and meet boarders with steel.

  • Fishing mode respects a fight. While you are actively in combat the auto-caster holds the line - one quiet notice, no message spam - and resumes on its own a few breaths after the fighting stops.

  • Quieter decks, tidier talents. The Captain's Take the Helm speed proc no longer plays its sound on every pulse (the spark stays), and talent-tree capstones sit a touch lower so tier-4 talent names no longer hide behind the capstone icon.

  • The Ocean Coffer tells you what your collection can do. Repeated crew rolls now combine into one total, so two 6% Lesser Cooldown rolls read as 12%. Ability rows show their exact effect, and search checks that effect text - typing speed finds Quick Tack as well as speed upgrades. Deed tooltips stop repeating the ability name, cooldown, and install instructions, and the table header stays solid while rows scroll underneath it. Fresh playtest supply coffers also stock three of every current named upgrade and ability. See Naval Combat.

  • Lay out a whole sailing route in one pass. The + WAYPOINT control, SailAddWaypoint hotkey, and bare [sailwp command now keep the native targeting cursor armed after every accepted click. Add several points from the world map or game world, then press Escape, switch to Sail To, stop the course, or fill all 16 points to finish. See Ocean talents.

  • Dockmasters are stocked for playtesting. Every Dockmaster now sells 999 Ship Repair Kits for 50 gold each and never buys them back. Their names also lose the doubled occupation, so an old Harbourmaster Quayle the dockmaster becomes Quayle the dockmaster when the save loads. See Naval Combat.

  • The serpents come aboard now. A guardian battering your hull can haul itself up onto the deck, where swords finally answer it - and your crew have calmed down: they hold their posts and throw spears at swimmers instead of scrambling around the deck after something they can never reach (once it boards, they close in with steel). Dead sea creatures no longer block your ship - sail straight through the corpse and collect. And mind the circles: about one cast in twenty inside a school wakes a wild serpent under your line.

  • Fish from the saddle. The old "You can't fish while riding!" rule is gone - cast from horseback on the shore or the deck.

  • Enemy captains have longer memories. NPC warships now pursue a fleeing hull noticeably farther before losing interest, and they react a touch faster at the wheel.

  • The helm pad slimmed down. A tighter header, SAIL TO retired (WAYPOINT lays a full course click by click), the FISHING button now shows ON or OFF - reflecting the real mode even if you toggled it by chat command - and the resize grip has clear space in the corner.

  • Small text passes. Fished-up footwear no longer reads "a shoes" on single-click, the doubloon tooltip is just "Pirate currency", and the school-of-fish buff text is shorter.

  • Every ship crew member can fight up close and at range. Melee remains the real damage, while cross-water spears provide lighter pressure with role flavor: Gunners hit hardest and fastest, Quartermasters follow, Lookouts reach farther, and support crew throw more cautiously. Captains throw now too. Naval crew forced off a hull recover to their exact ship when possible, and true open-water orphans are safely removed instead of walking around at sea. See Naval Combat.

  • Dry-docking no longer leaves dead crew floating behind. A fallen installed crew member's corpse and revive marker are removed when the hull is stowed, while the crew member's name, role, level, XP, rarity, and rolls remain with the ship and return on relaunch. Player corpses deliberately stay at sea so other sailors can return by boat to recover or loot them. See Naval Combat.

  • Twice the schools of fish, all of them reachable. School circles (and deciphered-bottle marks) now only form in the navigable ocean - no more circles glowing in seas you cannot sail to - and the ocean holds eight schools at a time instead of four.

  • Every map ping is a sonar beacon now. The expanding-ring pulse that marks a deciphered bottle read so much better than the old blinking squares that quest destinations, party pings, guild pings, and your own "go to" pins all use it - each in its own colour (gold quest, cyan party, yellow guild, teal bottle, aquamarine go-to), with a solid dot anchoring the exact tile. See World map sharing.

  • The Adventurer's Coffer opens from your backpack - for the playtest. Restock anywhere without sailing home. This is a testing convenience and will be switched off before live testing.

  • Off-screen nameplates no longer block the client menu. Invisible labels could leave a clickable area in the top-left corner, sometimes selecting an NPC instead of opening the Map, Character, Inventory, Journal, Help, World Map, Info, Debug, and Connection bar. Culled nameplates now stop accepting input.

  • The schools of fish are the treasure map now. Bottles only bite in living waters: inside a sea-green school circle or over a rust-red wreck ring - open sea outside them gives fish and flavor, never a bottle. In return, the water inside a circle never runs dry (no more "the fish don't seem to be biting" mid-circle): the school itself tires instead, and when it is fished out the circle vanishes and a fresh one forms elsewhere. A buff icon now shows while you stand inside a school, so you always know the better bite is live.

  • Bottle fights got meaner - and cleaner. No more waterlogged chest: everything is on the guardians' bodies. The beasts never swim off when hurt, your deck crew now hurls spears at sea monsters in the water (they used to stand around - their spears only recognized targets on enemy ships), and cannonballs hit sea monsters for triple damage, so a broadside is a real answer to a kraken.

  • Fishing quality-of-life sweep. Catching a bottle now says "You fish up a message in a bottle!" with a proper cheer (it used to read the bottle's art as "a bottle of ale"); the bottle keeps its barnacled-bottle name after you decipher it and its tooltip no longer prints coordinates; fishing mode no longer sputters "you need to be closer to the water" when your ship drifts mid-cast; and Chum the Waters shows a buff icon for its 60 seconds.

  • The helm pad tidied up. The autopilot CLEAR button is gone (STOP already clears a plotted course) - the FISHING toggle sits in its place, and the close button now matches the styled X every other menu uses.

  • The tillerman holds his tongue. Crew passives (Take the Helm, War Cry, Surgeon's Rounds, and the rest) no longer shout overhead text - the visual flourish and sound remain.

  • Bandaging someone at full health no longer warns about "the veil of death" - a mislabeled message from the old days; it now simply says the target is not damaged.

2026-07-14

  • Fishing mode: the shard casts for you. Type [fishing (or press the new FISHING button on the [helm pad) and your character keeps casting at nearby water every time the line comes free - no assistant macro needed, shore or ship deck alike. Targeting yourself with a pole still fishes the nearest water for a single cast. The mode turns itself off when your last pole breaks or you drift out of reach of open water. See Fishing.

  • Ships fish now too. Every hull rolls a FISHING stat (a new row on the boat menu): the ship's own craft roll plus Lookout crew rolls and three new upgrades - Trawlnet Rigging, the Grinning Anglerfish figurehead, and Baitwell Tanks - multiply the special-catch odds (bottles, wreck pulls) for everyone fishing from that deck. Three new ship abilities join the arsenal, one per tier: Chum Slick (Lesser: catches x1.5 for 60s), Trawling Nets (Regular: x1.75 for 90s and your catches do not tire out schools of fish), and Siren's Bounty (Greater: x2 for 60s and every bottle hauled comes up a level richer). Windows do not stack - the strongest one wins. The catalog page and charts are updated: 36 upgrades, 36 abilities.

  • Fishing poles join the Adventurer's Coffer. The Boating tab now stocks fishing poles next to the spyglasses - a basic iron pole to dispense, and pristine Exceptional-crafted poles bank by wood tier exactly like exceptional spyglasses.

  • Bottle fights are real fights now - and the monsters hold the loot. The guardians that rise with a fished-up chest carry the treasure themselves: doubloons (not gold) and the crew/upgrade/ability deeds are on their corpses, the chest holds keepsakes. They have several times the health of their wild cousins (scaling level 1 to 5 - it is meant to take a crew), your deck crew automatically joins the fight, and while the beasts live they batter your hull - leaks spring and someone must bail, on deck or below. The deciphered X also pulses on your world map for ten seconds so it is easy to find (re-read the bottle to pulse it again), and schools of fish can now be fished out: enough catches inside a circle and it vanishes from everyone's map until a fresh school forms elsewhere.

  • Fishing is live - and the sea keeps secrets now. From shore you catch plain fish (cut them into steaks); from a boat over open sea the real table opens: big fish, joke boots, and barnacled bottles, levels 1 to 5. Decipher a bottle and a teal X appears on your world map - sail there (autopilot works), fish the mark, and haul up a waterlogged chest of gold and ship deeds while its guardians rise with it (level 5 wakes krakens). Schools of fish roam as sea-green circles on everyone's map with better bite inside - fish them or hunt the fishers. Every sunken ship leaves a rust-red wreck ring for a couple of hours: the best bottle odds afloat plus chances at crew, upgrade, and ability deeds from the debris, until its limited pulls run dry. Skill scales every chance smoothly to the eventual 150 cap, and the Ocean tree grew a Fishing column: Baited Hooks, the Chum the Waters active, and Old Salt's Eye. See Fishing.

  • Cooldown bar colours and opacity now match what you pick. Fill and countdown colours use the exact picker colour, including orange. Background opacity now fades only your chosen background colour from transparent to fully opaque, rather than leaving a dark backing behind. A new overall Show tenths option displays 5.9s, 5.8s, 5.7s style countdowns, Built-in and Custom filters make long rule lists easier to browse, and the editor's outer gold bevel is continuous again.

  • The launcher no longer cries crash when you just closed the game. If your session had weathered a server restart (the client logs the disconnect and reconnect details), closing the window later made the launcher report a crash and file a report. It now only treats a session as crashed when the log actually ends in a failure, so a normal close after a bumpy session stays quiet.

  • Cooldown Bars are faster to open, search, and style. Open the editor with [cd, [cooldown, [cooldowns, or the original [lycdrules. A search box filters the list, and built-in timers such as Bandage, Criminal, naval actions, and talent abilities now have permanent appearance rows. Every entry can set its fill, background, background opacity up to fully opaque, and countdown colour. The close X clears the corner rivet, and the old command reminder is gone from the footer.

  • Ship ability slots now fill in on your first boarding. On a freshly started client, the boat hotbar could open with empty slots until you stepped off and back on: the burst of data that accompanies boarding (talents, profile, vessel panels) could crowd out the small hotbar snapshot, and a relog quietly showed your previous session's slots instead. Small updates like the hotbar now always get through, and stale slots from a previous character no longer linger.

  • Paint deed cards now move directly from the colour sample into the useful facts, without repeating a Paint Details heading.

  • The autopilot answers to speed changes mid-course now. A cruising ship used to lock its speed the moment the course was plotted: chain-shot slows, deck flooding, and sprint buffs were silently ignored until the next order, and refunding Dead Reckoning mid-transit kept the old speed and the free helmsman. Now the live cruise re-scales the moment any slow or buff lands, your invested ranks are re-checked every few seconds (a mid-course respec re-scales the cruise, and dropping the talent entirely makes the helmsman stop and clear the course).

  • The compact helm pad now uses the mounted ship's wheel from the game art in its header, and the redundant Click to Sail footer is gone.

  • The autopilot now uses the classic targeting cursor. The Sail To and Waypoint hotkeys and helm buttons bring up the default UO targeting reticle: click open water in the game world or click the world map, and the course is plotted. Escape cancels the cursor. Bare [sailto / [sailwp in chat do the same.

  • Your plotted course now draws itself on the world map - and the autopilot got hotkeys and helm buttons. While you are aboard, a dotted gold line runs from your ship through every remaining waypoint (rings on each waypoint, a bold ring on the destination), updating as legs complete and vanishing when the course ends or you step off the ship. Three new bindable macros land in Options (Ctrl+O), Macros - SailToDestination, SailAddWaypoint, SailClearWaypoints: the first two open and arm the world map so your next click sends the order (press again to cancel). And the [helm pad gains a small autopilot row - SAIL TO, WAYPOINT, CLEAR - that does the same from the wheel. See Ocean talents.

  • Ships can sail themselves now - if the navigator knows the way. The Ocean tree gains a third column, Navigation, and its first talent, Dead Reckoning (5 ranks, 1 pt each): right-click the world map at sea, choose Plot a course, and your helmsman sails there for you - Sail here for a straight run, Add waypoint to route around islands leg by leg (up to 16), Stop the ship to call it off. The autopilot cruises at 75% of normal speed at rank 1, +5% per rank (95% at rank 5), stops dead and calls out if anything blocks the bearing, and hands the wheel straight back the moment you steer manually. Chat commands too: [sailto x y, [sailwp x y, [sailstop. See Ocean talents.

  • Fitted upgrades and abilities now open rich detail cards from the Vessel menu. Click a filled slot to see its icon, fitting or tier, rarity, complete effect, and exact fitted bonuses or rolled cooldown. The cards work at sea, through a Dockmaster's INSPECT view, and from a loaded ship deed. You can also double-click an upgrade or ability deed from your backpack while not standing on a ship to inspect it before fitting. Loose deed cards now lead straight to Bonuses or Ability Details, and their ideogram appears on the first opening. Double-clicking aboard a ship you own still installs the deed.

  • Hull, sail, and cannon paint deeds now have matching detail cards. Double-click one while ashore to see its real UO-tinted deed art, a large exact colour sample, its paint channel, and what it recolours. The card marks paint as cosmetic and explains that replacing a colour returns the old paint as a deed. Double-clicking aboard a ship you own still applies it immediately.

2026-07-13

  • More menus now share Lyonspyre's rounded action style. Store, Arena, Crafting, Party, Hostel, and supporting utility panels now use the same rounded controls, while success, danger, selected, and disabled states keep their distinct cues.

  • Trapped pouches identify themselves and cannot be re-armed. Casting Magic Trap on an ordinary pouch now changes its displayed name to trapped pouch as well as turning it solid red. Targeting a pouch whose trap is still live now refuses the extra cast; spring or remove the old trap before arming it again.

  • Ship upgrades are deterministic now - and there's a full catalog to browse. Every named upgrade carries a locked set of stats: a Hellfire Compound is always pure cannon power, a Phantom Shrouds is always pure Profile. Rarity multiplies the amounts (Common ×1 up to Legendary ×3) instead of rolling dice, upgrades no longer carry flavour suffixes, and the retired "Spyglass Range %" stat is gone - Spyglass Range means tiles, full stop. Three new upgrades join the armory (Phantom Shrouds and Corsair's Lattice riggings for stealth builds, and the Watcher of the Deep figurehead), bringing the catalog to 33 named upgrades across six fittings - all browsable on the new sortable Ship Upgrades catalog wiki page, icons and per-rarity numbers included.

  • The Vessel menu's controls now match the rest of Lyonspyre. Whether you open a ship at sea or inspect her from a Dockmaster, actions across Stats, Upgrades, Abilities, and Crew now use the same rounded oxblood-and-gold buttons as the Profile menu. The Base Stats / Current Stats selector keeps a brighter selected state, while helpful and dangerous actions retain their own green or red cues.

  • Pike Wall guards the rail again. A crew-signature rework briefly re-routed Pike Wall's effect into crew damage reduction; it now correctly makes your ship much harder to board for its 45 seconds, as written on the tin.

  • A new crew role: the Artificer. The ship's mechanist keeps the ability slots wound. Artificers roll three new stats - Lesser, Regular, and Greater Cooldown, each shortening the base cooldown of that one ability tier - their mastery trims every tier a little as they level, and their signature, Grease the Gears, shaves up to 12% off any ability cooldown still running, every ~30 seconds. Tier cooldown stats pool with the all-tier Cooldowns stat under one 50% cap, so abilities can never become spammable. Artificer deeds drop from warship hatches like every other role. With the Artificer aboard, the Captain no longer rolls the all-tier Cooldowns stat - cooldown rolls are the Artificer's tiered specialty now - and Spotter's Call is silent (the spyglass simply sees farther while the window is up).

  • Crew rolls are flat now - and every role has a true signature. A roll of a given stat is always worth the same fixed amount (about the old range's midpoint), so a crew's strength is exactly its star count and where the stars landed - no more hidden "roll height" to appraise. And the two support roles gained real signature procs: the Surgeon's Rounds heal every deck crew for a percent of max health (up to 12%) every ~60s, and the Carpenter's Emergency Repairs is the mid-fight hull mend, announced over the ship like every other signature.

  • Playtest teleport now reaches the whole facet. Normal players using [tele are no longer stopped by line-of-sight checks, so you can target beyond the nearby screen. World-map positional targeting is also enabled automatically during playtesting: type [tele, open the world map, and click your destination. Other spells and targeted actions keep their usual range and line-of-sight rules.

  • Crew signatures reworked, stat names that say what they do. Take the Helm now speaks your language - a flat tiles/s speed burst (up to +0.25 t/s at L10, turning gains double) that fires whenever the ship is under way, in or out of combat. Spotter's Call is now a spyglass-range window (up to +15%) on an unpredictable 45-60s watch rhythm. Repel Boarders fires when you board or are boarded: your crew hit harder and take less damage for 10s. Charged Shot is capped at +30% bonus hull damage. War Cry comes every ~30s. The Carpenter now mends the hull in combat too - one mend per 60s. Repair Rate is now "Repair Amount" - a pure "your repairs restore more" multiplier (repair kits + carpenter mends; it no longer shortens the kit cooldown). Crew Morale is now "Crew Healing" - same stat, honest name. And the flavour name ("of the Helm") now goes to Epic and better crew with four or more rolls in one stat - an Epic needs all four, a Legendary qualifies with four of six - with new names for all-Crew-Damage ("of the Cutthroat"), all-Accuracy ("of the Deadeye"), and all-Cooldowns ("of the Ready Hand") finds.

  • The crew card got a full facelift. The crew member card is now a stack of framed red panels so everything stays readable: the name sits on its own line with the role and a colour-coded rarity tag under it, health and XP live in their own framed bars, BASE ABILITIES (the renamed rolled-stats table) boxes each stat the role can roll, and a new ACTIVE ABILITIES section shows what the crew currently generates - the level-scaled value of every rolled stat (with its base beside it), the mastery bonuses, and the signature. A level 3 crew whose rolls total +24% Maneuver shows the +27% actually applied to your ship. The DISMISS button is gone from the card - crew management is moving to docked ships - while PAPERDOLL stays for admiring an outfit.

  • See what the hull rolled - and what your full build delivers. The Vessel menu's SHIP STATS section now has BASE STATS and CURRENT STATS views. Base isolates the ship's permanent craft rolls; Current factors in fitted upgrades and every crew member, including their level-scaled rolls and role mastery. The switch works on launched ships, dry-docked ships, and loaded ship deeds, and stays on your chosen view while live stats refresh.

2026-07-12

  • The crew card now shows every stat your crew could have rolled - as stars. Double-clicking a crew member (or inspecting a crew deed) lists one row for each stat that role can roll, not just the ones that hit. Every filled star is one roll that landed in that stat - a Rare rolls 3 stars total, an Epic 4, a Legendary 6 - and hollow stars mark what never rolled. The star's colour tells you how high the roll landed in its possible range: amber near the floor, green solid, gold near the ceiling. All rolls stacked into one stat is the jackpot to hunt for. The old MASTERY heading is now ACTIVE SKILLS.

  • Missing crafting requirements are harder to miss. The [craft menu now shows its tool, forge, and anvil reminder in a larger orange banner instead of a compact dark warning at the bottom of the panel.

  • Crafting now spends the material tier you actually selected. Choosing plain boards no longer counts or consumes Moorwood (or another rare wood) from your pack, queue source, or commodity deeds. Normal-log Tinkering recipes and Taxidermy likewise leave colored wood alone, MAKE LAST and every craft-menu count use the same exact inventory, and queued colored-metal crafts now refill and recycle the selected ingot tier instead of falling back to Iron.

2026-07-11

  • The bug & suggestion tracker is now public. Anyone can browse what's outstanding and submit a new bug or idea from the web - no login needed, and no need to be in-game or on Discord. Reports made on Discord and in-game still flow to the same board. (Reviewing and updating reports stays owner-only.)

  • The Adventurer's Coffer has a Containers shelf now. Empty backpacks, bags, pouches, and magic-trapped pouches each get their own row on the new Containers tab. Armed pouches are solid red in the menu and in your pack, while a sprung pouch returns to the ordinary pouch row. A text search now checks the coffer's entire catalog instead of only the tab you happened to have open, and the coffer's left-click menu gains Add all in backpack for a one-click pack sweep.

  • The Ocean Coffer's pack sweep is on the panel too. ADD ALL IN BACKPACK at the top runs the same safe deed sweep as the coffer's existing left-click option. Both coffer panels also give their lion crest and close button clear room inside the frame.

  • More hostile sails on the horizon. The roaming NPC-fleet population has been tripled from roughly 50 to 150. New fleets still have to clear land, every existing boat hull, nearby NPC fleets, players, and other occupied deck space before they can appear.

  • Resize the Spyglass view. Drag its lower-right gold grip to make the fleet list larger or tuck it into a smaller corner; the grip sits inside the frame instead of crossing the bevel.

  • Achievements now load on the first open. The progress snapshot can no longer get stranded while the menu is starting up, and the CLOSE button now clears the upper-right frame rivet.

  • Fit your whole ship in one click. The Vessel menu's UPGRADES tab has a new INSTALL ALL button (next to the UPGRADE SLOTS heading): it installs every upgrade, crew member, and ability deed from your pack in one pass - on a launched ship or one you're managing in dry-dock. It's strictly best-effort: occupied slots, full rosters, full ability tiers, and duplicates are skipped, never swapped out - your fitted gear is safe, and the leftover deeds stay in your pack. A summary tells you what was installed and what was skipped. (Paints are not included - painting is always a deliberate replace.)

  • Cleaner crew deed tooltips. Hovering a crew deed no longer repeats the unnecessary instruction to double-click it on your boat; the useful rarity and stat details remain.

  • Achievements are easier to browse. The Browse tab now filters by ALL, INCOMPLETE, or COMPLETED, and its scrolling list stays cleanly inside the bottom edge of the menu instead of running into the bevel.

  • Identified magic-item names now agree. Hovering an identified magic weapon or piece of armor shows the same complete affixed name as single-clicking it, instead of falling back to only the base item name.

  • Your Profile now shows your live Bandage Timer. The Stats tab's offense / defense / utility section displays the exact self-bandage time your current raw Dexterity and Swift Mending ranks produce, including the talent's PvP suppression and 7-second floor.

  • Quest GPS is now your choice. A default-on Quest GPS switch in Profile -> QOL Features controls the glowing ground route to quest objectives. Turning it off clears the route immediately, saves the preference, and leaves overhead quest markers alone.

  • Cannon aim says "no" before you draw. Triggering cannon aim (the keybind or [firecannons) while ashore now refuses immediately - "You must be aboard a ship to fire cannons." - instead of letting you draw a whole firing line that only fizzled on release. A broadside that's still reloading refuses up front the same way. The client macro is now simply called FireCannons (it was FireCannonsAim) - existing binds keep working.

  • The Trophies lion found its place. The menu's lion crest was floating in the middle of the Trophies panel; it now sits in the title bar like every other menu, clear of the gold frame.

  • Hover any item to see its weight. Item tooltips now show "Weight: N stones" - a stack shows the whole pile's weight, a container includes its contents.

  • The captain's quarters are entered at the hatch. Going below - [gobelow, the boat-menu button, any of it - now requires standing within two tiles of the deck hatch; no more teleporting below from the bow. [gobelow is also a toggle now (below deck, it climbs you back up), and there's a bindable GoBelow client macro. See Captain's Quarters.

  • Magic Trap works on people. Cast In Jux on yourself (or a friend) and it arms the first untrapped pouch in the target's pack - no more dropping pouches on the ground to trap them. See Magic skills.

  • [pouch pops your trapped pouch. The classic paralyze-break, one command: springs the first magic-trapped pouch in your pack (1-damage spark, paralysis shatters, trap spent). Works while paralyzed - that's the point. See Commands.

  • The coffer has a Gems shelf. All nine gems - amber through diamond - now file into their own tab on the Adventurer's Coffer, and the granted playtest coffers come stocked with them (and with the Containers rows) like everything else.

  • Coffer shelves are now upgrades. A freshly crafted coffer ships with its Resonance, Mastery, Materials, and Gems shelves locked; open each for a one-time 100,000 gold fee from the locked tab or the Settings tab's new Shelf Upgrades list. Locked shelves neither accept nor dispense, so nothing you own can vanish behind a paywall. Your granted playtest coffer is already fully unlocked - this is about new coffers.

  • Auto-downgrade explains itself properly. The resupply option's description now reads in plain language and names the actual Lyonspyre tier ladders (Lyonspireite down to Moorite and Iron) instead of tiers that don't exist here.

2026-07-10

  • Map update live. The latest development-map terrain and static edits are now on the shard. Run the launcher update and restart any running client to load the new map.

  • Ship bombs have a fuse discipline now. Placing a ship bomb starts a 5-second personal cooldown before you can arm another - no more carpet-bombing a deck in one pass.

  • Crew swaps are watertight. The remaining edge cases where a rapidly-swapped crew member could vanish are closed - every sailor now provably ends the swap either on your roster or as a deed in your pack, even if something goes wrong mid-exchange.

  • OVERBOARD only works on the ship you're standing on. Opening an enemy tillerman's menu from your own deck no longer offers a working self-overboard button. Standing on an enemy hull and viewing that ship's menu still lets you jump - the escape hatch stays.

  • Bailing water clears the debuff instantly - even below deck. Bailing the last puddle from the captain's quarters used to leave the "Taking On Water" icon stuck for up to half a minute. The icon and count now update the moment any puddle is bailed, wherever you're standing.

  • The cannon aim line no longer grabs health bars. Drawing a firing line across an enemy's crew used to yank their health bar mid-drag and cancel your shot. While the aim line is up, the drag belongs to the line.

  • Ship abilities need the deck. Firing boat abilities from the captain's quarters is disabled for now - it was blanking every hotbar icon until a reload. Climb up to fire; the quarters remain your stash, hideout, and trap room. See Captain's Quarters.

  • The Adventurer's Coffer keeps its word. Everything the coffer hands out now passes its own deposit gate - dispensed spyglasses come out Exceptional with full charges, so they always go back in. It also now stows pouches, bags, and empty potion bottles (containers must be empty - the coffer can't preserve contents).

  • Trapped pouches get their own coffer row. The paralyze-breaker earns a dedicated slot: stow any empty magic-trapped pouch and the coffer files it as a trapped pouch; draw one and it comes out pre-armed (red-marked so you can spot it in your pack), ready to pop the moment you're paralyzed. Springing the trap turns it back into a plain pouch - re-trap it or stow it in the plain row.

  • No more "a a gargoyle's pickaxe". Some item names already carry their own article, and single-clicking used to stack a second one on top. Clicking now shows exactly the name you hovered - one article, as intended. (Hover showing "Skirt" while click says "a skirt" is normal: the click line always reads as a phrase.)

  • Crafted item names agree with themselves. Hovering a crafted resource-tier piece now shows the same name single-clicking does - an exceptional emberite weapon no longer hovers as regular, "an exceptional emberhide bone armor" gets its article back, and "a exceptional…" is gone for good.

  • Hover the SHIP STATS rows to learn what they do. Every stat in the Vessel menu - SPEED, MANEUVER, PROFILE, the tier cooldowns, all of them - now has a plain-language hover card. (Yes, PROFILE finally explains itself: it hides you from enemy spyglasses, at the cost of cannon damage against NPC ships.)

  • The quest trail waits for you to actually talk. Arriving at a "speak to" NPC no longer snaps the golden path line (and map marker) back toward the quest giver - the trail now points at the person you're meant to speak with until you've spoken.

  • The dockmaster steps aside when you launch. Pressing LAUNCH closes the fleet panel so the berth-placement cursor has the water to itself.

  • Less chatter: the "[diag] Naval panel: open request sent." message on tillerman double-click is gone.

  • Disembark now lands where you click. Each shore cursor honors the exact safe tile you choose instead of substituting the same nearest hull-side tile from an earlier trip. Embark, friendly-ship return, plank boarding, and the disembark cursor now all share a 14-tile reach; if a moving hull makes your chosen tile unsafe before the click resolves, the existing safety fallback still finds a valid landing beside its current position. See Naval Combat → Getting back off.

  • The Vessel menu gives its crest and controls room to breathe. The top action row now clears the lion, while the ship's name and RENAME control sit together directly below CRAFTED BY. Crew cards also put the exact current / required XP beside their level bars, so progress is readable without opening another view.

  • OVERBOARD now asks before it acts. The Vessel menu opens a clear confirmation first and only the second click sends the command. Its warning calls out the lethal rule - living characters die and return as ghosts, while existing ghosts return directly - and the old quest fanfare has been replaced with the proper water splash.

2026-07-09

  • Take the helm: click-to-sail ship controls. Say [helm on deck (or press the new HELM button on the Vessel menu) and a sleek compass pad opens - eight direction arrows around an all-stop, plus PORT / COME ABOUT / STARBOARD turn buttons (90° either way, or a full 180° to reverse course). Click an arrow and she sails; the engaged heading glows gold until you stop or change course. Drag the corner grip to resize (the arrows scale with the panel), drag it anywhere, and it closes itself when you step ashore. Same rules as speaking to the tillerman: only someone authorized to command the vessel can steer, and not from the captain's quarters. [turnaround / [comeabout also join the typed steering commands. See Naval Combat → The Helm.

  • You can step ashore onto docks now. Disembarking beside a dock built over water - stone pavers, planks, piers - used to refuse with "There's no safe spot to step ashore here", because the water under the dock still counted as open sea. Any walkable dock surface now counts as shore: the disembark cursor, the dockmaster's shore drop-off, and boat evacuation all land you on top of the dock. The dock paver tile also got a proper name - it now reads "stone paver" instead of the old placeholder label.

  • The Boat Abilities hotbar now carries the whole boarding toolkit. After the six fitted ability slots, every hotbar has four permanent controls in order: Boarding Party ([boardingrope), Recall Boarding Party ([recallboarding, installed crew + controlled followers), Recall Followers ([recallfollowers or [embarkfollowers, followers only), and Embark / Disembark. That last control is contextual: ashore it boards a nearby commanded ship; aboard it returns you to a friendly ship or opens the shore cursor. If you want keyboard bindings, assign BoatBar7 through BoatBar10 under Options → Macros; no keys are assigned automatically. See Boat Abilities and Naval Combat.

  • The ship menus are cleaner and easier to scan. The boat menu now labels the hull clearly as LARGE VESSEL, MEDIUM VESSEL, or SMALL VESSEL, with a spaced Large Boat-style hull name below. Upgrade and ability cards are more solid, empty slots use the shorter -- EMPTY -- label, and redundant footer and empty-crew instructions are gone. The Dockmaster's close button no longer sits under the corner rivet, its overflowing CLEAR button is gone (backspace clears the filter), and the lion crests now fit inside both the Dockmaster and Ocean Coffer frames. Crew deeds also stop repeating the same role as a redundant [Role slot] tooltip line.

  • Crew SWAP is lossless afloat and in dry-dock. Replacing a crew member now keeps the same roster slot and puts that exact named crew deed back in your pack with its level, XP, rarity, and rolls intact. The exchange is committed only after a valid replacement is chosen and there is room in your pack; cancelling the cursor or targeting an invalid deed leaves the incumbent crew untouched. See Naval Combat → Crew slots.

  • Let your house sign swing in the wind. House owners can buy a one-time Swinging Sign upgrade for 50,000 gold. It stays with the house if sold or transferred and counts toward the usual 75% upgrade refund if the house is demolished. See Housing.

  • Follow the trail back, too. The green guidance line now also appears on "return to " quest steps - walk back to Elder Mara after clearing the rats, or to Veska when you climb out of the Pit, and the trail points the way once you're within range.

  • No more auto-walking. Movement can no longer be automated with macros or scripts - Lyonspyre is meant to be played at the keyboard. This also fixes a client hiccup where an automated "walk" nudged your quest marker but not your character. Manual keyboard/mouse movement is completely unchanged.
  • Login box fix. Clicking to the right of your account name now de-selects the highlighted text and drops the cursor there, the way it should.
  • Coffers open inside secure containers. Your Ocean Coffer and Adventurer's Coffer can now be opened and used while they sit inside a secured container in your house - no need to pull them out or lock them down on their own. You just need access to the secure and to be standing next to it.

2026-07-08

  • The quest tracker got a proper makeover. The little "what am I doing right now" tracker (the one that shows your tracked quest's objectives and progress bars) is now a crafted panel that matches the rest of the menus - same Heraldic Lion frame, gold title, and clean checklist - instead of the old plain overlay. It also no longer glitches when you drag an item over it. Same behavior otherwise: it appears when you track a quest, right-click (or the ) dismisses it, and you can drag it wherever you like. See Quest Tracker.
  • Follow the green line to your first quest. Your very first quest - Tavi's "Report to Elder Mara" - now draws a glowing green path on the ground ahead of you toward Mara, routing around anything you can't walk through, with a soft pulse of light flowing along it toward your goal. It's silky-smooth, redraws as you move, and retires when you reach her. The old screen-edge arrow is retired - just follow the line. Toggle it under Quest path line in Options ▸ General (or [questarrow); it shows only when you're within ~100 tiles of your objective (farther than that, the blinking world-map marker has you covered). See Quest Tracker.

  • Quest tracker: resize it, and closing it clears the flag. Grab the lower-right corner of the tracker and drag to resize it - bigger for a long objective list, smaller to tuck away (it remembers the size for your session). And closing the tracker (right-click or the ) now also untracks the quest, so the box and the journal's Track checkbox always agree - no more "closed but still ticked." See Quest Tracker.

  • Long menus don't repeat their backdrop anymore. On tall lists - like Guild ▸ Diplomacy listing every guild on the server - the tooled-leather backdrop used to visibly tile into repeating red-to-black bands as the list grew. It now reads as one continuous surface at any length, and long lists get a little breathing room at the bottom so they clear the corner.
  • More menus resize now. The Quest Journal, Help, and Auction House panels have the same lower-right resize grip as the quest tracker - drag it to make them bigger or smaller, and they remember the size for the rest of your session.
  • Help menu polish. "Cancel Page" is now greyed out unless you actually have a GM page queued - no more clicking it with nothing to cancel. The top of the menu also got a little breathing room so the title and the ✕ aren't crowding the corner rivets.
  • The glowing path line now guides you on every "go there" quest. The golden on-the-ground trail that leads you to Elder Mara now appears for any quest step that asks you to travel to a specific place - not just your first quest. Toggle it under Options ▸ General ▸ Quest path line. It still only shows within ~100 tiles and on the same map; farther goals use the blinking world-map marker.
  • Overworld moongates are moongate-to-moongate. The Stonereach gate used to also offer a "Lyonspyre (bank)" jump - that's gone. Overworld gates now travel only between moongates; the dungeon return-gates are the ones that drop you at the Lyonspyre bank.
  • Help menu: page fixes. Sending a page no longer makes the Help window flicker when you reopen it, and the "Page cancelled" message now clears itself after a moment instead of sticking around.
  • Character select got a face-lift. Each character on the selection screen now sits in a crimson-to-dark gradient box with a gilt frame - the one you've currently picked lights up with a bright gold border - so your roster reads as a crafted menu instead of flat plates.
  • Map update live. The latest terrain edits are on the shard - relaunch from the launcher to pull them.

2026-07-07

  • A new look for every menu. All in-game panels - Profile, Talents, the Quest Journal, the Dockmaster and boat menus, Guild, the Store, and every other pop-up - now share one crafted Heraldic Lion style: deep oxblood tooled-leather surfaces, gilded frames with cast corner-caps, raised gold-rimmed buttons that press in when clicked, and the Lyonspyre lion embossed on the title and standing watermarked behind the page. It's the same identity end to end, so the whole interface finally feels like one built thing. Purely cosmetic - nothing about what the panels do changed.
  • Fixed: the world could render pitch-black. The old "Alternative lights" video option lit the world only from torches and lamps - everywhere else went black, which read as "all the lights are off" (even in daylight, even in bright dungeons). The option is retired; any character that had it enabled is automatically fixed on next login.
  • Talent view polish. Clicking a talent tab chip (Melee, Ocean, Utility, …) now centers the view on that tree - the last tab used to stop short and land on Healing. The UTILITY heading, its gold underline, the DETECTION label, and the Farsight node all line up on one center axis, and the Farsight options menu now uses the same fonts as your Profile.
  • Permanent daylight - everywhere. The overworld no longer goes dark at in-game night: the day/night light cycle is pinned to full daylight, so logging in at the wrong in-game hour never greets you with a black screen. Dungeons were already always-bright, so the whole realm is now lit at every hour. (The jail stays dim. You earned that.)
  • Farsight banner reads cleanly. The world-map banner now says Farsight Enabled: N Tiles - the old separator glyph rendered as a question mark in the map font.
  • Farsight gets options - and a voice. A small gear now sits beside the world map's FARSIGHT ENABLED banner (also -farsight) opening a new options panel: show or hide innocent / criminal / murderer blips independently, and arm an optional sound alert per category - track everyone, get pinged only when a murderer enters range. Alerts play a short sonar cue at most once per 20 seconds. The Utility tab's heading also got a spacing fix so it no longer crowds Healing. See Utility.
  • World-map dots are round now. Every person on the world map - players, creatures, party and guild members, your own marker, and Farsight blips - draws as a clean anti-aliased circle instead of a square block, and the Farsight pulse is a true expanding sonar ring. Places (map markers, house footprints) stay square, so people and locations read differently at a glance.
  • New talent tree: Utility, starring Farsight. A new top-level Utility tree (tab right after Healing) opens with the Detection category and its first talent, Farsight - 5 ranks at 2 points each. While ranked, a silent sonar pulse sweeps around you every 5 seconds and paints every player it touches onto your world map as a bold notoriety-colored blip (blue innocent, gray criminal, red murderer), out to 15/30/45/60/75 tiles by rank. Blips hold still between pulses, no names - just presence. A FARSIGHT ENABLED banner sits on the map while the pulse is live. See Utility.
  • World map dots now show notoriety. Players and creatures in view range used to render as flat red blocks on the world map; they're now colored by notoriety - blue innocents, gray criminals, red murderers, green allies, orange enemies. See World map.
  • Talent columns renamed: Utility → Efficiency. The per-tree third column (Marksman, Arcane Reserve, Iron Focus, Beast Whisperer, Precision) is now labeled Efficiency - the Utility name belongs to the new top-level tree. Nothing about the talents themselves changed, and your spent points are untouched.

2026-07-04

  • "Reset to Owner" for your whole house. The house panel now has a Reset to Owner button next to Set Access. One click (with a confirm) sets everything with a Set Access level - doors, secured containers, locked-down items, and fixtures - back to owner-only at once, a quick way to lock the whole house down to just you. Co-owners keep their own strongboxes; re-open access per item with Set Access whenever you like. See Housing.
  • Rain looks like rain now. Falling rain is drawn in a soft light grey instead of the old bright blue - a more natural look in a storm. (Snow is unchanged.)
  • Eject now gets YOU out of a house - for anyone, so nobody gets trapped. Left-click yourself inside any house and choose Eject (or type [eject) to move yourself just outside. It's available to everyone, friend or not, and only ever moves you - a self-rescue for when you're stuck inside a house you can't walk out of. (This replaces yesterday's friend-only "eject a visitor" tool: intruders already show grey and attackable to your household, so owners defend their home that way instead.) See Housing.
  • The "Entering Lyonspyre" banner no longer pops on login. The center-screen zone banner now only appears when you actually leave a zone and come back - logging in while already standing in town (or anywhere else) no longer flashes it. It still greets you when you genuinely enter a town or dungeon.

2026-07-03

  • The Pit's first level is a proper dungeon again. Entering the first level of The Pit now dismounts you and blocks recall and gate travel, the same as its deeper levels - a region boundary had drifted and left the first level behaving like open world (you kept your mount and could recall straight out). Your mount is returned when you leave, as before. See The Pit.
  • New characters see nameplates by default. A fresh character now starts with the new built-in Mobiles nameplate preset active and Stay active on, so names float over every creature, NPC, and player from the first login - no keys to hold. Existing characters keep their current setup. Switch presets or turn it off anytime in the nameplate overlay (Ctrl+Shift) or manager. See Nameplates.
  • New characters start with a dye tub and dyes. Every new character now begins with a dye tub and dyes in their pack, whichever path they pick. Double-click the dyes to choose any colour, then use the tub on your starter clothing to recolour it - customise your look from the first minute. See Your First Hour.
  • A whole new login. The login, shard-select, character-select, and character-create screens have been rebuilt in the Lyonspyre style - candlelit hall backdrop, gold wordmark, and a larger cinematic window. Everything you're used to still works: saved account and password, auto-login, and reconnect after a disconnect. New comforts: Tab moves between account and password, Enter submits or plays on every screen (Escape backs out), shard select shows your real latency, a stalled connection can always be Cancelled, and deleting a character now takes three clicks - with a clear message if the character is too young to delete. Creating a character is just name and gender now; your look gets chosen in-world.
  • Weather stays where it belongs. Rain and storms no longer intrude on the far eastern reaches - the void and the eastern dungeons stay clear. And snow now falls only in the cold northern lands, instead of drifting over the whole realm. Weather everywhere else is unchanged.
  • Houses are open, but defended. Anyone can now walk into any house - there's no "You may not enter." Instead, anyone inside who isn't a friend, co-owner, or owner (or opted-in guildmate) shows up grey and attackable to the household, so you can defend your home without going criminal. Your belongings stay protected as before (locked-downs, secures, and per-door Set Access all still apply), and banned players still can't get in. See Housing.
  • Eject unwanted visitors. (Superseded 2026-07-04 - see above: Eject is now a self-rescue that removes only yourself.) Briefly, an owner/co-owner/friend could left-click Eject and target a non-friend to move them to the house's ban spot.

2026-07-01

  • Living Cloth garments - clothing that actually moves. The first of a new line of premium garments: the Cloak of the Zephyr settles with real follow-through when you stop running, whips when you spin, sways with your steps, and stirs in the breeze while you stand - and every dye colour flows. Sold by Seraphine, the master clothier; look for the violet [Flowing] mark. See Living Cloth.
  • Houses now lock, with real access control. Your house is locked by default - only friends, co-owners, and owner get in (no keys to manage), and trespassers who slip inside show grey to your household so you can defend it. New in the house panel: a Guild Access toggle (treat your guildmates as friends), and Set Access to restrict individual doors and secured containers to owner / co-owner / friend / guild / anyone. Also fixed: friends now get the polished panel (not the old menu), and renaming the sign is owner-only. See Housing.
  • New house management panel. Double-clicking your own house sign now opens a polished panel (styled to match your Profile) instead of the old menu. It shows live condition and lockdown/secure/vendor counts, and puts everything in one place: manage friends, co-owners, and bans (target to add, one click to remove - banning now works on public or private houses), rename the sign, toggle public/private, transfer, and demolish. Plus three new things:
  • Upgrades - spend gold to permanently raise your max lockdowns, secures, friends, co-owners, and bans (escalating tiers).
  • For sale - list your house for a price; another player buys it right from the sign, and demolishing refunds 75% of your upgrade spend.
  • Two houses per account - you can now own up to two houses at once.

See Housing. - Quest NPCs have a "Quest" right-click option. Left-clicking a quest giver now shows a Quest entry (under "Open Paperdoll") that opens their quest - the same as double-clicking them. Only quest NPCs have it. - Player tooltips show only the name. Hovering over another player now shows just their name, like an NPC - no guild rank, titles, or other info. (Your own details are still on your paperdoll and [profile.) - "Show skillgain chances" is a right-click option now. Toggling the per-attempt skill-gain readout moved from a click-over-your-head message to a left-click context-menu entry on yourself - "Show skillgain chances" to turn it on, "Hide skillgain chances" to turn it off (same as [skillgain). Also removed the unused "Toggle Champion Title Display" menu entry. - Nameplates can hide behind open windows. New option Hide nameplates behind windows in the Nameplates manager's General tab draws overhead names behind your open windows (paperdoll, containers, and the like) instead of over them. Off by default, so names show through as before. Also new: a Name Plates entry in Options (Alt+O) opens the nameplate manager, same as the gear icon. See Nameplates.

2026-06-30

  • Sailing near the boating arena no longer teleports you. The boating PvP arena covers a big patch of open ocean; sailing through it used to eject you ("no spectators") and drop you randomly in the middle of the ocean. That auto-eject is removed - you can sail past the arena freely.
  • Left-click yourself to toggle skill-gain chances. A "Show skillgain chances" entry on your own left-click context menu turns on a per-attempt readout of your skill-gain chance (and reads "Hide skillgain chances" once on).
  • "All come" keeps your pets with you. Saying "all come" now brings your pets to your side and they follow you afterward - they no longer stop or wander off once they catch up.
  • Volley needs arrows. The Archery Volley talent now requires arrows in your quiver or pack and spends one per shot (it used to fire for free); it won't trigger or burn its cooldown if you're out of ammo.
  • Pack animals drop no rare loot. Pack Horses, Pack Llamas, and other harmless farm animals no longer drop rare items or open the group loot-roll window.
  • Stonereach moongate fixes. The Stonereach moongate no longer lists "Lyonspyre" twice in its travel menu, and the world map now labels it Stonereach (it was mislabeled "Eaglespire"). Also corrected the Thornmarch moongate/town label (was "Thornreach").
  • No more land-cast field spells onto ships. Fire Field, Poison Field, and a summoned Energy Vortex no longer damage players or crew aboard a ship when the caster isn't on that same ship. Casting from land (or another hull) onto a ship's deck is now blocked - same-ship and on-land fighting are unaffected.
  • Adventurer's Coffer restock/resupply now sees your pouch. Restock Pack now returns reagents and potions you'd tucked inside a pouch or bag (it used to only look at the top of your backpack), and Resupply tops up the stack already in your pouch instead of dropping a fresh loose one.
  • Paperdoll HELP button opens the Help menu. The ? (Help) button on your paperdoll now opens the Help menu (Teleport to Lyonspyre + Page a GM), instead of your Profile.
  • Clearer guild candidate message. In the guild Roster tab, clicking Accept on a candidate who hasn't accepted their invitation yet now tells you so ("…hasn't accepted the guild invitation yet…") instead of the confusing "You don't have a pending guild invitation." (Only the invited player can accept; you can still Decline to withdraw the invite.)
  • Your resonance is private again. Hovering over another player no longer shows their resonance levels - your build stays your own (you can still see your full resonance breakdown on your own [profile).
  • Stablemaster menu is consistent now. Saying "stable" or "stable!" (any phrasing) to a stablemaster now always opens the stable menu - it no longer sometimes popped a target cursor instead. The menu has a new Stable Follower button (a target cursor to stable one pet at a time), alongside Stable Nearby (stables everything around you, same as saying "stable all"). Retrieve All now also gathers any pets that wandered off into the world, so the separate Summon Pets button has been removed (it did the same thing).
  • Resurrection works everywhere now. Removed the old "the veil of death in this area is too strong" message - you can be resurrected (and bandage-rezzed) in every dungeon, including the catacombs that previously blocked it.
  • Spyglass on land. Using a spyglass while not aboard a ship now simply says "This must be used on a boat" instead of showing a moon-phase reading.
  • Pet command fix. Fixed pets that would stop responding to commands ("all follow", "all kill") until you moved or relogged - a pet whose area had gone quiet wasn't waking up when you gave it a new order, and using the right-click "Rename" entry could freeze a pet outright. Both are fixed; a fresh order now always wakes the pet.
  • All your pets share kill XP. Every pet you control now earns the full experience from a kill, even pets that didn't land a hit - and even when you land the killing blow yourself before your pets reach the target. Bring five pets, kill one monster, and all five level toward it (pets must be controlled, alive, and nearby).
  • Stable list polish. The stablemaster list now shows two-word creature names with a space (e.g. Cinder Drake, not "CinderDrake"), spells out "slots" in full, and shows a running total slots used at the top (stable capacity will be capped later).
  • Page a GM, improved. The page system no longer shows the old external-website reminder text. You can now Cancel Page right from the Help menu, and sending a new page replaces your old one (no more being stuck on "Sent." or spamming the queue). Staff get a clearer in-game alert and a dedicated channel, and there's a quicker way for GMs to work the queue.
  • Houses can't be placed in dungeons. Player housing is now blocked across the entire eastern map (dungeons, ship interiors, and system areas), closing a gap where a house could be placed inside a dungeon.
  • Some skills hidden for launch. Bushido, Chivalry, Imbuing, Mysticism, Necromancy, Ninjitsu, and Spellweaving are not part of the shard at launch - they no longer appear at skill trainers or in your profile. They may return in the future.
  • New in-game Help menu. Type [stuck or [help (or click HELP in your Profile) to open a Help menu with two options: Teleport to Lyonspyre (returns you to the town - blocked while you're a criminal or in combat, like a recall) and Page a GM (type a short paragraph describing your problem and send it straight to staff). The old Ultima Online help/stuck menu is no longer shown to players.

2026-06-29

  • Playtest: everyone can use [tele now. For playtesting, the [tele (teleport) command is open to all players - type [tele and target a spot to teleport there. This is a temporary playtest convenience and will be removed before launch.
  • Vendors now pay from your bank automatically. Buying from an NPC vendor no longer requires gold in your pack - if you're short, the vendor draws the cost from your bank box (gold and bank checks). If that's still not enough, it checks the banks of your other characters on the same account and pays from there, with an overhead note telling you which character covered it.
  • Pets level up - and bond - much faster. Pet leveling XP has been cut sharply for playtesting. The biggest change is the bonding gate: a fresh tame now reaches Level 1 (and bonds, so it survives death) within a fight or two instead of a long grind, and the whole curve is roughly 10× faster to climb.
  • The crafting window opens on the right tab. Double-clicking a second crafting tool while the [craft window is already open now switches the active tab to match that tool (e.g. pen → Inscription, mortar & pestle → Alchemy) instead of staying on the old tab and showing "no recipes."
  • The pet-release confirmation is cleaner. The "release" / "all release" confirmation is now a dark-themed prompt with a single CONFIRM button (the old box had a clipped "CONTIN…" button). Right-click it to cancel.
  • The server-reboot chime plays once. The warning chime that accompanies a "server going down for a patch" notice now sounds a single time at the start of the countdown, instead of once per countdown message.
  • Mounts never tire - ride as long as you like. Mount fatigue is gone: mounts no longer build up "too fatigued to move," so you can run indefinitely on horseback (or drake-back). On-foot stamina is unchanged.
  • Animal Taming trains all the way to your cap by use. Hunting with a top-tier pet (a nightmare, hiryu, or reptalon) now carries your Animal Taming and Animal Lore up to your own skill cap - 150 with Scrolls of Mastery - instead of stalling around 130. Mid-tier pets still ladder you up to their tier as before. See Taming.
  • Picking things up while overweight drains stamina fast. Being over your weight limit now costs stamina every time you lift an item, so you can't park a load on your cursor to dodge the encumbrance penalty and keep running. Stay under your weight limit to move and loot freely.
  • Tamed drakes, dragons, and wyrms now obey "all follow me" and the leash like every other pet. Dragon-type pets (drakes, the swamp dragon, white wyrm, cinder drake, and the rest) used to re-grab a nearby enemy the instant anything moved - so "all follow me" couldn't pull them off a target and they ignored the 18-tile leash, while a tamed wolf behaved fine. They no longer re-acquire targets on their own while controlled: they follow, disengage, and break off on command and on distance just like any other pet. See Pets in combat.
  • Your pets now reliably break off after you leave - even if you recalled far away. Yesterday's 18-tile pet leash only kicked in while a player was near the pet, so a pet you'd sicced on something and then recalled away from (say, into a dungeon) could stay stuck attacking it forever. Pets left more than 18 tiles from you now disengage and return on their own within a couple of seconds, whether or not anyone's nearby. See Pets in combat.
  • Spyglasses hold far more charges, and you can check them with a click. A spyglass now starts at 200 charges on an iron glass (up from 20) and scales to 400 on a Lyonspireite one - an exceptional one still doubles that. Left-click a spyglass any time to read its remaining charges overhead, the same number shown in its tooltip. See The spyglass.
  • The Adventurer's Coffer now banks your best spyglasses by tier. Drop an Exceptional, full (never-used) spyglass into the coffer and it files into its own metal-tier row - store an exceptional Lyonspireite glass and that exact glass comes back out at full charges. (A partially-used or non-exceptional glass is refused; the coffer still hands out a basic iron one on the Boating tab.) See Storing gear.
  • The Talents window headers are genuinely bigger now, with room to breathe. The category header (TAMING, MELEE, …) and the lane labels (OFFENSIVE / DEFENSIVE / UTILITY) are larger and no longer crowd into each other, and a jumped-to tree fills more of the screen. (Same in the standalone Talents window and the Talents tab of your Profile.)
  • Mounts reliably drop you to foot when you enter a dungeon. Riding into a no-mount dungeon (The Pit and the rest) now always dismounts you on your own screen too - an ethereal mount could previously still look like it was under you even though the game had already set you afoot. Your mount is returned to you when you leave, as before. See Dungeon Mount Stash.

2026-06-28

  • Your pets stop fighting if you leave them behind. A pet only keeps attacking (or guarding) while you're within 18 tiles of it. Run or recall farther than that and your pets break off and come back to you instead of brawling on alone across the map - re-issue "all kill" / "all guard me" once you're back together to send them in again. See Taming.
  • Spyglasses are now a craftable naval tool you can use from a ship. Double-click a spyglass while aboard a ship to open the fleet-watch view ([spyglass still works too). Tinker them from any metal, Iron up to Lyonspireite - like a pickaxe, a higher-tier spyglass holds more charges and sees farther (an iron glass adds +8 tiles and 20 looks; a Lyonspireite one +72 tiles and 60 looks; exceptional doubles the charges). Each look aboard ship spends a charge, and a spent glass crumbles. A basic iron spyglass is also stocked in the Adventurer's Coffer (Boating tab). Off a ship, a spyglass still reads the moon phases as before. See The spyglass.
  • The Talents window is easier to read, and jumping to a tree fills the screen. The big category headers (MELEE, MAGIC, …), the column labels (OFFENSIVE / DEFENSIVE / UTILITY), and each talent's name are now a touch larger and far easier to read at a glance. Clicking a tree in the jump strip above the canvas now zooms that whole tree to fit your screen - larger, and using the full height - instead of snapping to one fixed zoom, and the strip now highlights the tree you're currently looking at so you always know where you are. (Works the same in the standalone Talents window and the Talents tab of your Profile.)
  • Docking no longer drops you into the ground at raised piers. When you dock a ship at a Dockmaster standing on a raised dock or pier (planks set above the water line), you now step off onto the pier instead of being dropped down to the water level beneath it. Anyone riding along - and their pets - lands on the pier with you.
  • Server announcements now ring a chime. When staff send a server-wide message - like a "server going down for a patch" notice - a short bell now plays alongside it, so you notice it even when you're not watching chat. It follows your sound settings: turn game sound off (or pull the sound slider to zero) in Options → Sounds and the chime stays silent like every other effect.

2026-06-27

  • Talent points stop at 30 per zone. Each dungeon's talent tree caps at 30 points, which is also the most you can spend there, so the game no longer hands you points past 30 that you can't use (and no longer nags you to spend points you couldn't allocate). Anyone who had banked more than 30 in a zone has been trimmed to 30; the talents you've already spent are untouched.
  • Skills can be trained to 150 by using them. If you've raised a skill's cap above the old 100/120 ceiling with Scrolls of Mastery, that skill now keeps gaining from normal use all the way up to your cap, instead of freezing at the old ceiling. This covers every use-trained skill (Animal Lore, Meditation, Anatomy, Eval Int, Tracking, Arms Lore, Item ID, and the rest). Combat, crafting, and the bard skills already trained past the old ceiling against harder targets and still do.
  • Pets earn experience from their kills again. A pet that lands damage on a creature it helps kill now gains XP from the kill - everywhere, not just the Pit. A bug was discarding every pet's XP at the exact instant of the kill, so pets had been earning nothing at all; that's fixed. And a tamer's own damage now counts toward their pet's XP too - fighting alongside your pet rewards it the same as if it had soloed the kill, so you no longer starve your pet's experience by helping it. See Taming.
  • You can now paint a dry-docked ship. Installing hull, cannon, or sail paint from the off-water boat menu (the Dockmaster's Inspect view) now works on a docked ship instead of failing with "that is not an upgrade, crew, or ability deed." The colour is stored on the docked ship and shows when you launch it. (Painting a launched ship from its on-board menu already worked.)
  • Dungeon talents no longer cut out as you move. Your learned talents now stay active the whole time you're inside their dungeon, instead of locking with "That talent isn't learned in this region" once you walked far enough from where you entered (most noticeable deep in the Pit). They refresh the instant you change zones, so you don't have to reopen the Talents window to wake them back up.

2026-06-26

  • Riding a mount no longer eats a pet slot. You command up to 5 followers, and a mount you're riding does not count toward that 5. A tamed mount costs a slot only once you dismount (it counts as 1 then); an ethereal mount is a token and never counts. If you end up over five followers (for example by dismounting a tamed mount onto a full pack), your pets still answer "all follow me", but guard and attack orders are refused until you drop back to five. See Taming.
  • Animal Lore opens the creature stats panel. Using the Animal Lore skill on a creature now opens the same stats panel as left-clicking it and choosing View Stats, instead of the old text gump. See Taming.
  • The Resurrection spell now works on a dead pet. A spellcaster can target a fallen bonded pet with Resurrection (8th circle) and bring it back, the same as resurrecting a player. See Taming.
  • Arch Protection no longer flags you criminal. Casting Arch Protection on yourself near a criminal or murderer no longer turns you criminal or buffs them. The area protection only ever lands on you and your allies. (Casting a beneficial spell directly on a flagged target still flags you, as before.) See Magic.
  • Pets get quest credit for kills in the Pit. Kills your pet lands in the Pit now count toward your quest progress and tribute. (Some Pit kills were silently dropping it.) (Pet experience from kills was a separate, deeper bug - fixed 2026-06-27, see above.)
  • [help opens your Profile. The [help command and the paperdoll HELP button now open your Profile panel. A dedicated help-and-stuck page is coming later.
  • Commodity deeds now come in 5,000-unit bundles that stack and split. Pulling a resource "as a deed" from the coffer mints fixed 5,000-unit deeds - so every deed of a resource is identical and they stack into one slot with a count and drag-split like any normal item (ask for 25,000 boards, get a stack of five 1-stone deeds). Redeem a deed (or a whole stack) in your bank/commodity-deed box for the full amount, or let the crafting bench cash in whole bundles automatically. See Adventurer's Coffer.

2026-06-25

  • You can now build your own ship. Carpentry has a new Shipbuilding group in the [craft menu that forges boat deeds from scratch - the same deeds the Shipwright sells for gold, so you can sail what you built. Three sizes, each in a standard and a dragon-prow variant: Small (600 boards), Medium (800 boards), Large (1,000 boards), plus cloth for sails and iron ingots for nails scaling with size. The board counts are deliberately large - a hull is a real project. Buying from the Shipwright still works; this is the materials path. See Shipbuilding.
  • The Adventurer's Coffer now stores crafting materials - and hands them back as commodity deeds. A new Materials tab holds boards, ingots, leather, and cloth in every tier, so you can dump your crafting stock into the coffer and stop hauling the weight. Every row has an "As Deed" button beside Withdraw that packs the amount you ask for into a commodity deed (one stone, however much it holds) - perfect for carrying a thousand boards to build a ship, and you can craft straight from the deed. See Adventurer's Coffer.
  • Crafting can now pull materials straight out of commodity deeds. If a recipe's materials are in a commodity deed in your pack (or a commodity deed box you're carrying), the craft draws from it directly - no need to redeem the deed to a loose stack first. Loose stacks are used first; the deed covers only the shortfall and is drawn down by exactly what's consumed. This is what makes the big bulk recipes (like a thousand-board ship) practical to carry. See Crafting from commodity deeds.
  • The carpentry starter quest now holds you to Moorwood the whole way through. "A Stool to Rest On" wants Moorwood at every step: the gather step counts Moorwood boards specifically (plain boards no longer count toward it), and the stool you craft and hand in must be a Moorwood stool - a plain-wood stool no longer counts at the craft step or the turn-in. You're also handed a loaner saw when you reach the craft step, so you have the carpentry tool to build the stool. See Your First Hour.
  • "Steel for the Pit" now forges the cheap tear kite shield, and only needs 8 Moorite. The quest's shield step now makes a Moorite tear kite shield - the cheapest shield to forge, at just 8 ingots - and the mining and smelting counts drop to match, so the whole quest runs on 8 Moorite ore → 8 ingots → the shield. The shield must be Moorite at both the forge step and the turn-in - an iron one no longer counts, and the quest giver accepts only the Moorite one. See Your First Hour.
  • Wear out your loaner pickaxe? You now get told to go get another. When the pickaxe handed to you on "Steel for the Pit" wears out, an on-screen nudge points you back to the quest giver for a replacement - instead of leaving you to wonder why your tool quit. (Replacements still only come when you have none, so there's nothing to farm.) See Your First Hour.
  • Gather progress on the starter quests now sticks. Once you've mined the ore (or gathered the boards) a quest asked for, that step stays complete - smelting the ore into ingots, or using the boards to craft, no longer knocks your count back below the goal. Finish gathering, then process and craft without watching the objective drop back to incomplete. See Your First Hour.

2026-06-24

  • Crafting difficulty now ramps with the material tier. Higher-tier materials are progressively harder to craft - each tier up needs more skill to hold the same success chance. It's a soft curve, not a hard gate: you can still attempt anything you can gather, but a richer material means a lower success % at a given skill, and the top tier is very hard even at the 150 skill cap. A fresh ~50-skill crafter still makes the first colored tier (Moorite / Moorwood) comfortably - about 83% on a basic recipe. There's a catch for high-end leveling: above 100 skill you only gain skill by working high-tier materials (the gain window rises with the material), so to keep climbing toward 150 you must mine and tinker up to better ore, wood, hides, and tools. The same shared curve covers Blacksmithy, Carpentry, Tailoring, and Tinkering (roughly +6 effective skill per tier). See Crafting skills.
  • The Hostel is now a protected safe zone - and a bit bigger. The hall has no guards, but it's a strict safe area: no attacking, no stealing, no snooping, no dropping items on the floor, and no wall/field spells or explosion (purple) potions. The travel-lock (no recall or gate in or out) and per-renter chest protection stay as they were, and the rentable area is larger so more beds are available. Taking the exit gate now drops you at a new world spot just outside - except a red (flagged murderer) who uses the exit is exiled to Thornreach, a lawless region, instead of the normal landing. See The Hostel.
  • The carpentry starter quest now wants a Moorwood stool. "A Stool to Rest On" no longer accepts a plain-wood stool - its stool step now asks for one crafted from Moorwood (the first colored wood tier), so you'll cut and craft from Moorwood boards. See Your First Hour.
  • MAKE LAST now tells you why it can't repeat. The [craft window's MAKE LAST button greys out when it can't run - with the reason on hover (no crafting tool, skill too low, or out of materials) - instead of silently doing nothing. The material-tier selector also got a little breathing room so its second row no longer clips into the group bar below it.
  • The big gray-mountain faces can now be mined. Those tall, pale stone mountainsides - the "grauberg" cliff faces - used to be dead rock: swing a pickaxe at them and nothing happened. They're now live mining tiles like any other mountain wall, so a lot more of the landscape pays ore. See Mining. (Per-vein yield is generous during the playtest and will be tuned down before launch.)
  • A mining swing is now a touch slower than a wood chop. Working a vein takes 1.8 seconds a swing; chopping a tree stays at 1.6 - so mining is the slightly slower of the two harvest loops. See Mining.
  • Ore and ingots now weigh like logs and boards - and smelting is one-for-one. A unit of ore weighs 2 stones (same as a log), a smelted ingot weighs 1 (same as a board), and smelting now yields exactly one ingot per ore. You can smelt any ore tier with 50 Mining at a forge - there's no per-tier or tool gate on smelting. (Mining the vein in the first place is still gated by your pickaxe's tier; turning the ore you've dug into ingots is not.) See Crafting skills and Mining.
  • Smelting is now lossless once you have 50 Mining. A smelt no longer burns or loses ore - the whole stack converts to ingots one-for-one, guaranteed, every time. Previously a failed skill roll could eat a chunk of the stack even at 50 Mining; that roll is gone, so the ore you drop on the forge is exactly the ingots you get back. See Crafting skills and Mining.
  • Fixed the [craft window's button layout. When a recipe needed a tool you weren't carrying, the missing-tool banner could shove the buttons out of place and block CLOSE and CRAFT. The banner now sits correctly and the buttons stay put and clickable.
  • Internal panel commands no longer show up in your recorded macros. Behind-the-scenes commands used to wire up panels were occasionally landing in your macro recordings; they're now kept out, so a recorded macro contains only the actions you actually took.
  • More [craft window fixes. The footer now carries a single, correctly-placed CLOSE button - you craft from each recipe's own CRAFT button in its detail panel. The menu also pre-selects the highest material tier you're carrying (so Moorite ingots in your pack means Moorite is ready to craft - no more "no resources" when you've actually got the metal), and the Your Resources panel now lists every tier you hold (all your ingot types, or all your board types), not just the one tied to the recipe you've clicked.
  • Colored material tiers are now craftable at any skill - if you can gather it, you can work it. The colored ingot, leather, and tinkering-metal tiers (Moorite and up) no longer carry a per-material skill wall. Before, the smithing, tailoring, and tinkering ladders quietly required a skill threshold for each colored tier - and the tiers above 100 wanted power scrolls that don't exist here - so a fresh crafter could make plain iron gear but every colored material silently failed to craft ("no resources," or simply nothing happening). Now there's no skill gate on the metal or hide itself: the only things deciding what you can make are your harvest tool's tier (which ore/hide you can gather) and each recipe's own difficulty. This is the same way Carpentry boards already worked - every wood tier was always craftable from the start. Among other things, this is what fixes "Steel for the Pit" (and all colored gear) being impossible to craft - a fresh smith with Moorite ingots can now actually forge that shield. See Crafting skills.
  • The [craft window's CLOSE button now works on every tab. Switching between craft categories no longer leaves the CLOSE button dead - it closes the window from any tab.
  • "Steel for the Pit" now starts you on the bottom rung, teaches the smelt step, and ends in a shield. The starter mining/smithing quest now asks for 14 Moorite ore (the first metal tier) instead of a higher-tier metal, and adds a step to smelt those into 14 ingots before forging - the same shape as the carpentry quest's cut-into-boards step. The quest now ends in a Moorite metal shield rather than a war axe (a far surer craft at a fresh smith's 50 Blacksmithy). It also reminds you that you can equip the pickaxe and target a vein, or target yourself to mine the nearest one in range. See Your First Hour.
  • The pickaxe is now a Mace Fighting weapon. Wielded in a fight, a pickaxe trains and is governed by Mace Fighting, not Swordsmanship - so a miner's tool doubles as a basher. Mining itself is unchanged; this only affects swinging it at something that bleeds. See Combat skills.
  • The Crafter / Harvester path is now leaner - train the rest at the Skill Instructor. A fresh crafter now starts with only the core production and harvest skills at 50 - Blacksmithy, Carpentry, Mining, Lumberjacking, plus Healing and basic Swords. The six secondary craft skills - Alchemy, Cooking, Inscription, Tailoring, Tinkering, Cartography - now start at 0, which frees up skill-cap room to specialise. Train them up (for gold, to 50) at the new Skill Instructor near the starting area. See Your First Hour and Crafting skills.
  • New NPC: the Skill Instructor. A teacher near the starting area who will train the six secondary craft skills (Alchemy, Cooking, Inscription, Tailoring, Tinkering, Cartography) for gold, up to 50 each - a deliberate gold sink. She trains a skill straight to 50 at a flat 10 gold per point - 500 gold for a full 0→50, less if you already have some. Pay from your bank in her window, or drop gold on her and she hands back the change; she never pushes you over your total skill cap. Anyone may train here, not just crafters. See Crafting skills.
  • Fletching is retired - bows are now Carpentry. There's no longer a separate Bowcraft / Fletching skill: bows, crossbows, arrows, and bolts are crafted under Carpentry (from boards), alongside the wooden weapons and furniture. The Fletching skill no longer trains or crafts anything. See Crafting skills.
  • Wear out a starter tool on a quest? The quest giver hands you another. If your loaner pickaxe (or hatchet) breaks during the early crafting quests, the NPC who gave it to you will give you a fresh one. They're blessed - they can't be sold, and you only get a replacement when you have none, so there's no way to farm them.
  • The Harvesting leaderboard is now four separate boards. Instead of one combined "Harvesting" rank, you're now ranked separately for Lumberjacking, Mining, Skinning, and Fishing - each with its own week / season / lifetime standings and its own #1 title (Master Lumberjack, Master Miner, Master Skinner, Master Angler). Skinning is now tracked: every hide you carve off a corpse counts toward the Skinning board. See Leaderboard.
  • The "?" over Elder Mara now shows from across the map on your very first quest. On "Report to Elder Mara," the green turn-in ? used to only pop once you were nearly on top of her; now it appears as soon as she scrolls onto your screen, the same as every other quest giver.
  • The off-screen quest arrow now guides only your very first quest. The green edge arrow that points off-screen toward a quest giver is now reserved for the opening "Report to Elder Mara" quest - there to walk a brand-new player to their first objective, and out of the way on every quest after that, so the screen isn't cluttered with an edge arrow on every later turn-in. The overhead ? over an NPC you can see is unchanged and still shows for all quests. See Quest Tracker.
  • New characters see the "Entering Lyonspyre" banner the moment they begin. Starting a fresh character now greets you with the town banner right away, instead of it appearing late (or not at all) because you already spawned inside the town walls.
  • Carpentry now builds from boards - and you cut boards with your hatchet. Lumberjacking still gives you logs, but the [craft carpentry menu no longer works straight off them. You turn logs into boards the classic way: double-click your hatchet and target your logs (this needs 50 Carpentry - a fresh crafter starts at exactly 50 - and, like harvesting, a higher-tier hatchet to cut higher-tier boards). Every piece of furniture is then built from those boards in [craft, and the menu now correctly counts the boards in your pack. Boards are lighter, too - 1 stone each versus 2 for a log - so a stack of building stock weighs half what it used to. See Crafting skills.
  • Colored, tiered harvest tools - and the top resource tiers are now reachable. Hatchets, pickaxes, fishing poles, and skinning knives can now be crafted from any material tier - plain iron up through Lyonspireite - and the tool's tier decides how far up the resource ladder it reaches. A tool of tier N works resources up to tier N; an iron tool covers the bottom band (up to Vermwood / Vermite / Vermhide, tier 3), an Emberite-grade tool is the floor for Emberwood / Emberite (tier 4), and a Lyonspireite tool is needed for the very top (Lyonspirewood, tier 8). This unlocks the upper tiers, which were previously unreachable for want of a good enough tool. Tap a vein, tree, water tile, or corpse with too weak a tool and you're told you need a better one. See Wilderness & gathering skills.
  • Harvest tools now wear out - and can't be repaired. Hatchets, pickaxes, skinning knives, and fishing poles now carry charges and break when they run dry, so a starter tool no longer harvests forever. Better tools last longer: a tool gets more charges from higher-tier material (base 50, +12 per material tier) and double the charges if it's Exceptional. See Wilderness & gathering skills.
  • Single-click to process logs, ore, and fish. Left-clicking a stack now runs the common processing step for you: single-click logs to cut them into boards (needs a hatchet in your pack), single-click ore to smelt it into ingots (needs a forge within 2 tiles), or single-click fish to cut them up (needs a blade). A quick shortcut for the everyday steps - the double-click tool and [craft paths still work the same. See Crafting skills.
  • New RECYCLE button on the crafting menu. A RECYCLE button now sits at the bottom of the [craft window. Click it, target a crafted item in your pack, and it's broken down to recover about half of its primary material - boards, ingots, leather, or cloth. It won't touch blessed or quest items, or raw resources. It's always a net loss against simply crafting the item, so it's there to reclaim material from goods you don't want, not to turn a profit. See Crafting skills.
  • The CRAFT button now greys out when you're short on materials. If a recipe reads "15 needed, you have 11," the CRAFT button is now visibly disabled instead of looking clickable and failing - so you can see at a glance whether you can actually make the thing.
  • The [craft window now tells you when you're missing the right tool. If a recipe needs a tool you aren't carrying, a line under the CRAFT / ADD TO QUEUE buttons now names exactly what's missing - a saw, a forge and anvil, a sewing kit, and so on - so you know what to fetch instead of guessing why the craft won't go.
  • The [craft menu no longer opens blank. It used to sometimes show "this system has no recipes" until you clicked another skill and back; it now loads the right recipe list on the first open.
  • Macro editor: search the action list. The big macro-action dropdown now opens with a type-to-filter search box at the top - type a few letters to jump straight to an action instead of scrolling all ~70 entries. (Same search the Cast Spell and Use Skill macro dropdowns already have.)
  • Character creation: the "Crafter" path is now "Crafter / Harvester." The name only - it always granted Mining and Lumberjacking alongside the crafting skills, and now it says so. See Your First Hour.
  • The starter carpentry quest now teaches the log → board step. "A Stool to Rest On" walks you through cutting your logs into boards with the hatchet (double-click the hatchet, target the logs) before you craft the stool, and reminds you that you can equip the hatchet and target a tree - or target yourself to chop the nearest tree in range. The starter mining quest gives the same tip for the pickaxe and a vein.
  • Stacked item names now read as plurals. A stack of bandages now reads "clean bandages" instead of "clean bandage : 399," and a stack of moorwood logs no longer prints its wood name twice in the tooltip.
  • Loaner quest tools are now blessed. The starter hatchet and pickaxe handed out by the early quests can no longer be duplicated by dropping and re-accepting the quest, or sold to a vendor.

2026-06-23

  • Quest givers are easier to find from across the map. When your current objective is "report to" someone and they're off your screen, a green arrow and ? now ride the edge of your screen pointing the way - follow it straight to them from anywhere. The marker over a quest giver's head is bigger and bolder, too, so it's easier to catch the moment they come into view. Don't want the arrow? Turn it off in Options ▸ General ("Off-screen quest arrow") or with [questarrow off. See Quest Tracker.
  • You can now duck into your captain's quarters mid-combat. The old "no diving while in combat" rule is gone. Instead, once you climb back up to the deck there's a 15-second cooldown before you can descend again - try too soon and you'll be told how many seconds to wait. (Stops bobbing up and down to dodge blows.)
  • Hostile fleets now roam the open ocean. Sail out far enough and you'll run into themed enemy fleets - pirate, lizardman, orc, skeletal, daemon, or minotaur - each on a real ship with a captain at the helm, mounted cannons, and a deck crew. There are around fifty afloat at once; sink one and another appears elsewhere out on open water (never on top of you, your ship, another fleet, or land), so the sea always has fleets to hunt. Bigger hulls and tougher themes carry bigger crews - and pay a bigger bounty when you sink them (doubloons, resonance XP, Ocean talent progress, and a Fleet Hunters leaderboard tick). See Ocean Fleets in the wiki. (During the playtest the sailable sea is confined to its eastern stretch, so the fleets are concentrated there.)
  • 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.
  • Sinking an enemy fleet ship now pays a bounty. When you sink one of the hostile ocean fleets (pirate, lizardman, orc, skeletal, daemon, minotaur), every player who helped bring it down is rewarded: a stack of doubloons drops into your captain's-quarters chest (or your bank/pack if you're not aboard your own ship), plus resonance XP, bonus Ocean talent progress, and a tick on the new public Fleet Hunters leaderboard. Tougher fleets and bigger hulls pay more. (The themed fleets aren't roaming the sea yet - this is groundwork; you won't run into them in normal play just yet.)

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.)
  • Scripting tool: Auto-reconnect checkbox tidied up. On the script tool'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 realm-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 demand a special house flag - you can place them in your (public) house, full stop.
  • 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 old external 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 the realm doesn't use.
  • 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 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 Speak - 2 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 logbook - any 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 it 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 scripting-tool 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 the scripting tool'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 standard buff bar. When you popped Time Stop the standard 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 standard 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 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 standard 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 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 to the east of the realm. 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. 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 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 the realm's normal 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), an in-game 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 the base rate 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 the base rate. 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 - 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 the realm's flat 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 gain - stats.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.