In-game event

v0.7.3

Grimveil · published

## Character level XP calculator

Added a Character Level tab to the website's Calculators page — enter your
current level/XP and a target level to see XP remaining, per-level costs,
and milestone breakpoints, the same way the existing Skill Progression
calculator works for earned skills.

## Friends List

- Added a "Hide offline" checkbox to the Friends List window and sidebar widget, so you can see only your online friends at a glance. The setting is remembered between sessions.

## Premium name color

Premium players now get a gold name, both above their character in the world
and next to their messages in chat — the same way moderators and admins
already stand out in blue and red.Regular players' names are sky blue, so premium gold reads clearly
alongside them.

## PvP & Hunter Balance

Hunters were hitting far too hard in PvP, both with auto-attacks and with
spells — a big chunk of that came from a rebalance that meant to buff every
class's melee damage equally but ended up double-dipping on hunter's bow
damage too. We've clawed that back:- Hunter auto-attack damage (bow) is reduced — the recent buff there is
scaled back from roughly +30% to +15%.
- Hunter arrow spell damage scaling (Aimed Shot, Charged Arrow, Flaming
Arrow, Explosive Arrow, Arcane Arrows, Frozen Arrow, and others) has been
trimmed so fewer of them are hitting for 300+ damage at high level.
- Added small physical armor bonuses to helmets, gloves, boots, and belts
(previously only body armor could roll armor). Elemental resistance was
much easier to stack toward the cap than physical armor — this narrows
that gap, though only modestly; armor rolls stay low and meaningful
rather than a wholesale rebalance.
- Crippling Trap's slow duration is down from 10s to 8s, and its cooldown
is up from 12s to 30s.
- Ankle Strike's slow duration is down from 30s to 20s.

## New Imbuing Catalyst: Sapphire

A new gem, **Sapphire**, is now the rarest and most powerful Imbuing catalyst
— a +0.6% Forsaken bonus per Imbuing level and a +35 affix level bonus,
surpassing Quality Gem. It's an extremely rare drop, found only from the
toughest high-level mobs and bosses.

## Unread Chat Tabs Are Harder to Miss

Chat tabs with a new message now pulse between their normal red highlight and a brighter red, and run about 10% larger than the rest of the tab row, instead of just sitting there in a solid color. Easier to catch out of the corner of your eye if you're not looking straight at the tab bar. It settles back to its normal size and color the moment you switch to it.

## Mage Weapons Now Grant Bonus Crit Chance

Every staff and wand now has a built-in crit chance bonus, scaling from +1%
on starter weapons up to +6% on the highest-tier staffs (Cobra Staff,
Sacred Root). Casters were dealing comparable total damage to heavy-armor
classes but losing extended fights due to the HP gap — more crit gives
mage burst a better shot at closing that out.

## New UI Font

Switched the client's UI font to a cleaner sans-serif font. Should be noticeably easier on the eyes, especially for longer reading like chat and quest text.

## Fixes

  • Fixed "Agate and Ash" not appearing with Bram for turn-in even after gathering all the materials.

  • Added a Death XP Loss tab to the website's Calculators page, showing exactly how much XP a death costs at your level across every backpack tier and Premium status.

  • Fixed death XP loss being able to wipe out a large number of levels at high character level. Since XP loss was a flat percentage of total XP and each level costs more XP than the last, a level 300 character with no backpack could previously lose 9 levels to a single death. XP loss is now capped at 1.5 levels below your level, no matter the percentage.

  • Logging into the same character from another device now shows "You have been logged in elsewhere" instead of silently disconnecting you and triggering a reconnect attempt.

  • Fixed the Friends List window being too small and not resizable, matching the Guild window fix.

  • Reined in Blue Agate, Shadow Crystal Shard, and Quality Gem drop rates, which had crept up to absurd levels on some high-level mobs (55%+ on Death Champion, 100% on the vampire boss). Drop chance is now capped at 15% for regular mobs (raid bosses up to 30%); tougher mobs and bosses instead have a chance to drop several at once. Only level 100+ mobs really affected, most of the low level mobs are relatively unchanged.

  • Fixed system hotkeys (quest log, inventory, spellbook, stats, map, party, friends, guild, and more) firing even when a modifier like Shift/Ctrl/Alt was held — this meant a hotbar spell bound to e.g. Shift+Q would also pop open the quest log instead of just casting.

  • Bumped up the party window's tab labels, Leave Party button, and member/loot row text — they were noticeably smaller than the rest of the UI.

  • Fixed the party window sometimes restoring at a huge size (occasionally covering the whole screen, with the title bar and resize handle unreachable) and not sticking to a manually-resized size across sessions.

  • The master amulet-smithing recipe (unlocked via Rupert's "Golden Ambition" quest) now crafts a new Pristine Amulet, a step up from the Silver Amulet line, instead of the old plain Amulet.

  • Manually dropped item bags now despawn after 15 minutes (was 1 hour). Death-pile bags from dying are unchanged at 1 hour.

  • Fixed the website's Skill Progression calculator using an outdated, pre-rebalance XP curve for weapon/shielding/gathering skills and magic skill, causing its estimates to disagree with actual in-game progression. It now matches the live server formula.

  • Fixed spells (and melee attacks) being castable/usable through walls and other blocking obstacles — the line-of-sight check only recognized fully-blocked tiles, so any wall built from partial or directional blocking (most walls) was silently see-through.

  • Fixed trading a stackable item (e.g. food) to someone who already had one causing the trade to fail and, due to a client display bug, make the other item(s) in the trade look like they'd vanished (they were always safe — the trade was fully rolled back).

  • Agility's contribution to movement speed is halved (was +0.3 speed per point, now +0.15).

  • Fixed cast speed gear not reducing the shared cooldown between different spells of the same type (e.g. casting one attack spell locking out all your other attack spells for the full 2s regardless of cast speed). Cast speed now speeds up that shared cooldown too, matching how attack speed already worked.

  • Knight's Charge now shares its cooldown with Chain Strike instead of the rest of the Knight's attack spells, so charging in no longer delays your follow-up attack.

  • Added some new unique items. Happy hunting!

  • Guildmates can no longer damage each other in PvP, matching the existing protection between party members. Spells, AOEs, and damage-over-time effects from a guildmate now simply won't land.

  • Fixed Hunt Tracker widget text sometimes sitting behind its scrollbar.

  • Strengthened Knight's Bleed — both the initial hit and the bleed-over-time damage scale harder with level and strength now.

  • Knight melee auto-attack damage has been scaled back — the recent buff there is reduced from roughly +30% (base and per-strength) to +15%.

  • Right-click a party member's HUD frame to Kick (if you're the leader) or Leave Party, and to Add Friend.

  • Fixed the Party window and Friends List not updating a member's/friend's level when they leveled up — it now updates live instead of waiting for a relog or party rejoin.

  • Elemental resistances (fire, ice, holy, energy, shadow) are now half as effective in PvP combat (a debuffed/negative resistance is unaffected). Physical resistance and PvE damage against mobs are unchanged.

  • Fixed elemental resistance's level-100+ diminishing-returns penalty also incorrectly decaying physical resistance. Physical resistance no longer decays with level; it only ever comes from vitality and gear, as intended.

  • Fixed a bug where elemental and physical resist could accumulate indefinitely over a play session (from repeated equip/unequip, buffs, or respec) instead of being recalculated correctly, leaving stale resist behind even with no gear or stat points allocated.

  • Fixed stun and freeze effects (Shield Slam) not actually preventing movement, attacks, or ability casts — the debuff icon showed but targets could still act.

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