Important information on shard announcements, updates, rules and details on news items.
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deepblue
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by deepblue » Sun Jan 26, 2025 11:35 pm
[Misc Updates/Fixes:]
- Fixed issue with Quest experience delivery
- Fixed bug with Regisfall Creature's constant reinforcement spawn mechanic
- Fixed bug with Regisfall Creature's secondary skill deployment
- Fixed case where Skill Research Perks spent on Lockpicking would set the skillcap to 100 after 3 Perk points rather than 5; this could later cause Feat Resets and Character Reforges to re-assign that skillcap to 60
- Added "Change Locks" button to the House Gump
- Updated the following gumps with the new Regisfall gump background/border: Merchant Board, Merchant Rewards, Upgrade Bank, Character Info, Exp Bar, Forestwalking
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deepblue
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by deepblue » Mon Jan 27, 2025 7:03 pm
[New Merchant Guild Item - Dye Table:]
The dye table is a replacement for traditional dye tubs. It is an all-in-one dye station that will allow players to dye weapons, armor, clothing, and furniture.
By default, all players have access to the Classic Palette, and the 3 Specialty Palettes which were previously obtained upon selection of a crafting feat. In addition, players may unlock 4 color palettes by increasing their Renown with the Merchant Guild.
Dye Tables have been placed in the following locations:
Note: With this update, existing dye tubs have been wiped. The exception to this being the limited-use tubs which were previously gained through quests. These dye tubs may be turned in at a Merchant Guild Representative for a 1.5x return on their original cost in gold. Below is the full list of tubs which may be returned:
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deepblue
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by deepblue » Thu Jan 30, 2025 6:32 pm
[Fixes and Balance Changes:]
- Modifications to the Cavalry Feat
- Removed coding error which added a 100% damage bonus on top of the base Cavalry damage bonus
- Cavalry bonuses no longer improve beyond level 20
- Modifications to the Holy Fire Feat
- Holy Fire will now add 4 additional damage/healing-over-time ticks on the target, following the initial instance of damage or healing
- Additional damage ticks now have a 10% chance to stun the target for 3 seconds(2 vs players)
- Additional healing ticks now have a 20% chance to cure standard poisons
- Updated animations/sounds
- Modifications to the Lifetap Totem Feat
- Totem range increased from 5 to 6 tiles
- Added LOS check between totem owner and enemies in range
- Totem damage is now scaled up when 4 or fewer enemies are within the radius:
- 1 Enemy in radius: +150% bonus
- 2 Enemies in radius: +100% bonus
- 3-4 Enemies in radius: +50% bonus
- 5+ Enemies in radius: no bonus
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deepblue
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by deepblue » Thu Feb 06, 2025 4:34 pm
[Misc Updates:]
- Player corpses left within the Burning Depths at the end of a run will now be teleported to the entrance orb
- Added fix for Dwarven Pickaxe context menu bug
- Added test versions of three new Dragon "World Bosses"
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by deepblue » Sat Feb 15, 2025 4:55 pm
[Updates to the Rogue Class]
- Added the Bard subclass, a direct replacement for the Scoundrel subclass
- Existing Scoundrels will be converted into Bard, with their Oddsmaker feat refunded if taken
- Changes to Assassin feats:
- Grievous Wounds will now apply a small level-based damage increase when the Assassin strikes a mortally wounded enemy
- Marked for Death active duration has been reduced by 15 seconds; cooldown has been reduced to 1 minute from 2 minutes
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deepblue
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by deepblue » Sun Feb 16, 2025 6:40 pm
[New Language: Keltish]
Keltish is an ancient yet newly rediscovered language, available through the Perk system. As a secondary Human language, it is not known by default but can be learned by those who seek deeper cultural or historical understanding.
[Misc Updates/Fixes:]
- Various Bard Song fixes and tweaks
- Added new "NPCfriendly" tag as a staff tool to use during select events; prevents the tagged mobile from being targeted/attacked by NPC AI
- Fixed naming issue with Dirty Tricks abilities Eye Gouge and Throat Chop
- Added PvP checks to Eye Gouge and Throat Chop
- Language Training Perks will now enable the Lupine language once 100 skill has been met
- Players with a Lupine skill of 100 will have the language enabled upon login
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deepblue
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by deepblue » Fri Feb 21, 2025 7:15 pm
[New Item: Roleplay Experience Zone]
The Roleplay Experience Zone(RP Zone) is a replacement for the xml-based Roleplay Reward Zones, which have typically been placed in taverns. RP Zones have multiple customization options such as the reward amount, reward delay, the zone's effective range, and the minimum active roleplayers required to receive experience. All of these may be customized by staff to provide a suitable reward zone for any given location.
- Players will be notified when they enter or leave an RP Zone
- Speech or emotes used within the RP Zone will declare that player as an active roleplayer for 4 minutes
- Value in brackets beside the "Minimum Players" property indicates the current number of active roleplayers within the zone
- If the active roleplayers meet or exceed the minimum player count, all active roleplayers within the zone will be rewarded with experience on a set delay
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deepblue
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by deepblue » Thu Mar 06, 2025 3:15 pm
[Misc Updates:]
- Updated Granite Storage Box with new menu gump, including a "Withdraw All" button; box weight now changes based on amount of granite held in storage(1 stone per piece of granite)
- Updated Deathcharger mount to anim 346

- New Noble Steed summonable mount artifact has been added to the Old Encrusted Object list

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deepblue
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by deepblue » Sat Mar 08, 2025 2:22 pm
[Misc Updates:]
- BaseCreature Fire Breath damage no longer scales up with MaxHits; breath enabled creatures now have a base Fire Breath damage which scales down normally as creature hits are reduced
- Dye Tables can now be used to dye horse barding and all container types
- Increased charges on Instant/Greater Instant poisons
- Added three new Drake creature types
- Added new Ent and Treefellow creature types; both are friendly to shapeshifted Druids
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deepblue
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by deepblue » Mon Mar 17, 2025 2:30 pm
[Fixes to Dispersion:]
- Dispersion may now only be used to target the caster or their party members
- Dispersion can no longer be applied if another party member has an active Dispersion effect