Grimveil · published
Expanded several legacy ring prefix lines (`Coiled`, `Gilded`, `Etched`, `Veined`, `Pulsing`) with high-level tiers so they remain relevant into endgame.
Added new accessory prefix families focused on hybrid identity and build flexibility: `Balanced`, `Bloodbound`, `Mindwell`, `Duelist's`, and `Warded`.
These additions increase viable ring/amulet roll combinations without replacing existing staple affixes.
Base auto-attack damage and the damage-per-Strength/Agility scaling are up
about 30% across all classes, so weapon swings and arrows hit noticeably
harder as you level and invest stat points, independent of your gear.
Combat has been reworked under the hood to fix the stutter people have
reported when fighting large groups or casting area-of-effect spells.Previously every single hit created a brand new sound player behind the
scenes — so a spell landing on thirty mobs spun up thirty of them in one
frame, then threw them all away a moment later. Sounds now come from a small
fixed set of reusable players, and identical hits landing in the same instant
are combined into one slightly louder sound instead of dozens stacked on top
of each other. Thirty simultaneous hits never sounded like thirty hits anyway
— they just clipped into a single wall of noise — so this should sound
cleaner as well as run better.The other half of the work was cutting out effort spent on fights you can't
even see. The server used to send every hit in a zone to every player in it,
and your client drew a damage number and a blood splatter for each one, even
for mobs off the edge of your screen. Now those notifications only go to
players close enough to see them, so a crowded area costs everyone nearby a
lot less.- Damage numbers, blood splatters and block sparks are no longer drawn for
fights happening off-screen. Combat sounds still carry from just past the
screen edge, as before.
- Fixed the mining and woodcutting loop sound stacking an extra audio
connection every time you started gathering.
Killing a mob used to give full XP to whoever landed the final hit. Now XP is
split proportionally between everyone who damaged it: if a mob gives 100 XP
and you dealt 50% of its total damage, you get 50 XP — regardless of who got
the killing blow. Parties still share XP exactly as before amongst
themselves, but a party is now treated as a single contributor against
everyone else — if a party did 50% of the damage and a solo player did the
other 50%, that solo player gets 50% of the XP and the party splits the
remaining 50% the usual way.Loot bags are now locked for 62 seconds to whoever dealt the most damage to
the mob (a party counts as one unit, so any party member can loot during
that window) before opening up to anyone.
backfilling level 35 spell gaps:- Cleric: **Divine Favor** — blesses all nearby party members, boosting
their weapon and magic skills for a long duration.
- Hunter: **Explosive Arrow** — a targeted arrow that detonates in a fiery
blast, burning everything caught in the radius.
- Knight: **Judgement** — a crushing shockwave around the knight that hits
every nearby enemy.
- Paladin: **Divine Strike** — a holy blow that arcs from the target to
strike additional nearby enemies. Paladins also pick up **Whirlwind** at
level 25.
- Warlock: **Abyssal Tempest** — a churning storm of shadow energy at a
targeted location that damages and slows enemies inside it.
- Evasion's speed boost is now +30 (down from +50) and its duration is 45s
(down from 120s).
- Ember Surge's blast radius has been noticeably increased to better match
its visual.
- Warlock Poison Cloud's radius increased to 120.
Three new craftable amulets, unlocked from Rupert's and Bram's smithing
quest lines:- **Skull Amulet** (smithing 10) — crafted from a rare Rat Skull drop, grants
HP and MP regen.
- **Silver Amulet** (smithing 20) — grants a random primary stat plus flat
damage reduction.
- **Agate Amulet** (smithing 30) — grants crit chance plus a random
elemental damage bonus.Amulets can also now roll an affix that increases carrying capacity.
- Added the Reenforced Bow, a level 30 hunting bow.
- Creature drop items (fangs, hides, pelts, horns, and similar) are now
noticeably rarer across the board.
The trade window now docks to the bottom of your inventory window when open,
matching how the storage and imbuing windows already dock to its side.Also fixed a bug where clicking inside the trade window (a slot, a button,
or the gold field) could get your keyboard "stuck" in it, blocking hotkeys
like inventory (I) until you clicked on the ground.## Vitality Now Grants Physical ResistanceVitality now raises your physical resistance directly, on a steep curve that
tapers off — early points matter a lot, with diminishing returns as you stack
more. It caps out at 33% physical resistance around 400 vitality.- Fixed Intelligence's resist-all bonus (from the stat itself and from
resist-all buffs) incorrectly also raising physical resistance. It now
only affects fire, ice, holy, energy, and shadow, as intended — physical
resistance comes from vitality and gear instead.
The Escape menu now has a **VSync** toggle and a **Max FPS** setting
(Unlimited, 30, 60, 75, 120, 144 or 240).Until now the game had no frame rate controls at all, which meant it just
rendered as fast as your monitor allowed — 60 frames a second on a standard
display, but 144 or more on a high-refresh one. Since the world only updates
20 times a second, most of those extra frames were work your graphics card
did for nothing, and on some machines that showed up as heat, fan noise and
uneven pacing rather than a smoother picture.If the game has felt like it was working harder than it should, try capping
it at 60 and see whether things feel steadier.
Party members must be within a reasonable level range of each other to share
XP on a kill: the lowest-level member in range needs to be at least 2/3 the
level of the highest (e.g. a level 60 can share with a level 40, but not a
level 20).If a party's level spread is too wide, shared XP is disabled for that kill —
each member instead earns XP based on their own damage contribution, same as
if they weren't in a party.
Fixed a bug where dying with a buff active could make that buff's stat bonus (or penalty) stick permanently instead of wearing off.
Fixed a bug where a mob's elemental resistances could permanently drift after being hit with a resistance-altering effect, making some monsters (Elder Ent in particular) take far more elemental damage than intended. Resistances are now correct for all mobs.
Added a Premium tab to the help window (F1) showing your current Premium status, what it grants, and a clickable link to the Premium page.
Added a link to the website on the login/register screen.
Character select now shows a "Get Premium" link if you don't have it, or a "buy more time" link next to your remaining time if you do.
Fixed stack quantity numbers being tiny and hard to read on the equipped arrow slot and in the trade window; they now use the same readable badge as bag slots.
Fixed arrows and other stackable ammo failing to deposit into account storage — a missing database index meant the deposit would silently fail. Depositing ammo now also reports an error to you if it ever fails again, instead of failing silently.
Fixed Divine Favor (and any other skill_all buff) not showing its skill level bonus in the Character Stats skill list — the buff was working in combat, just not reflected in the displayed "(+N)" bonus.
Fixed Divine Favor's skill bonus incorrectly applying to gathering/crafting skills (mining, smithing, forestry, woodworking, fishing, imbuing) in the Character Stats display. It's now correctly limited to combat skills (sword, axe, club, fist, distance, magic, shielding), matching its intended effect.