Hey everyone! This is a big one. We have been cooking up a lot of new features and improvements over the past few weeks, and everything is finally coming together. Here is a rundown of everything that changed. Grab a cup of tea, there is quite a lot to cover!
Tradepost #
The Tradepost is a brand new player-to-player economy system. You can now list items for sale in exchange for Epic Tokens, browse what other players are offering, and buy things directly from the market, even if the seller is offline!
The Tradepost works with Epic Tokens only, in preparation of a major economy adjustment coming with the next patch.

How it works #
- Find a Tradepost NPC or representative in the major cities across the world. Look for them in Gracklstugh, Moonglow, Loknar, North Brosna, Benzor Bank, Mulrok Village, Nocturnae, the Underdark markets, and several others.
- Open the Tradepost window and browse by item type (weapons, wearables, mounts, pets, skins, socket gems). Filter by rarity, ILR, or Vengeful status, and sort however you like.
- To sell an item, click on the Add Item button, and target an item in your inventory. Choose a duration (24h to 14 days) and set your price. A small fee is charged at the time of sale (not at listing): 24h is free, 48h = 1%, 72h = 2%, 7 days = 3%, 14 days = 5%. Small sales below a minimum threshold are always fee-free.
- Once someone buys your item, you receive the tokens directly, whether you are online or not. If the listing expires unsold, the item is returned to your vault automatically.
- You will receive a Mailbox notification (see below) for every sale and every return, so you never miss a transaction.

Mailbox #
A new Mailbox system has been added to keep you informed of important server events. For now it is primarily tied to the Trade Post, but expect it to expand over time.
- When one of your Tradepost listings sells, you receive a message with the item name, the buyer, the price received, and any fee deducted.
- When a listing expires unsold, you receive a return notification with the listing date and duration.
- A small icon on the bottom right of your screen tells you when you have unread messages. Open it to browse, read details, and delete messages you no longer need.
- Messages support pagination, so your inbox stays tidy even over time.


New Feature: Associates Control #
You now have a new active feat in your quickbar: Associates Control
This feat gives you direct tactical command over every associate travelling with you, no more shouting into the void and hoping your henchman picks the right target. Point exactly where you want them to go and what you want them to fight, with a single click.
Associates that respond to this feat include henchmen, summoned creatures, animal companions, familiars, dominated creatures, and epic summons such as the Mummy Dust undead warrior and the Dragon Knight.
How It Works #
Activate Associates Control from your quickbar or radial menu. A targeting cursor appears, click a target to issue your command.

Click an enemy #
All associates converge on that target immediately. Each one fights using their own best method, a spellcaster opens with spells, an archer draws their bow at range, and a melee fighter closes to strike. The AI continues to make smart combat decisions each round while keeping focus on the commanded target. When the target dies, the override clears and everyone returns to normal behaviour.
Click yourself #
All associates move to your position and guard you. They follow closely and engage any enemy that comes within range using the best attack method available to them. If any associate is very far away or in a different area, they will teleport to your side first.
Click a neutral or friendly creature #
All associates move to protect that creature using the same guard behaviour above. Useful for protecting an NPC or another player during escort situations.
Click the ground #
All associates move to that exact location and hold position. They will still defend themselves if attacked but will not chase enemies or wander.
Commanding a Single Associate #
Want to send just one associate somewhere without disrupting the rest?
Click that associate first. You will see a confirmation message and the targeting cursor will remain active for a second click. That second click follows the same rules as above, but the order goes only to the associate you selected.
- Click an enemy → that associate attacks that target
- Click yourself or an ally → that associate guards that target only
- Click the ground → that associate moves to that position and holds only
- Press Escape → cancels with no action taken
Your Associates Still Think for Themselves #
Associates Control tells your companions *who* to fight or *where* to stand — it does not override *how* they fight. A spellcaster will still cast spells. An archer will still shoot from range. A melee fighter will still close and strike. All healing and self-preservation behaviour continues to function normally.
Voice Commands Still Work #
The standard voice commands from your companion party bar (Follow Me, Attack Nearest, Guard Me, Stand Ground) all continue to work as before. Any of these commands will clear the Associates Control override and return your associates to their normal AI behaviour.
Who Counts as an Associate? #
The following are all commandable through Associates Control:
- Hired Henchmen
- Epic summons: Mummy Dust undead warrior and Dragon Knight
- Regular spell Summons
- Animal companion
- Familiar
- Dominated creature
Sub-summons called by your henchmen/summons are also included.
Henchmen Rework – Fighter, Rogue, Cleric, Wizard #
The four core henchmen, Fighter, Rogue, Cleric, and Wizard, have been significantly reworked from the ground up. If you’ve ever felt your henchman was picking odd feats, dumping points into the wrong skills, or showing up with stats that felt nothing like a real adventurer, this update is for you.
Each henchman now levels up in a way that reflects their class identity, making them noticeably more capable companions at every stage of the game.
What Changed #
Feats #
All four henchmen now take feats appropriate to their role at each level rather than the default selections the engine would otherwise assign. The Fighter picks up the combat feats you’d expect from a frontline warrior. The Rogue invests in the abilities that make them useful in and out of combat. The Cleric and Wizard both prioritise feats that support their spellcasting roles.
Skills #
Skill points are now distributed in a way that makes sense for each class. The Rogue in particular sees a meaningful improvement here, with points going into the skills that define the archetype rather than being scattered at random.
Spell Selection #
The Cleric and Wizard now come with spell selections that reflect how their class is actually played. Expect better coverage of useful spells across all spell levels rather than a mix of situational and redundant picks.
Starting Stats #
All four henchmen have had their base ability scores adjusted to be more in line with what a player character of their class would reasonably start with.
Henchmen Healing Behaviour Improved #
Henchmen will now use healing kits on themselves when their health gets low, in addition to using them on their master when you are very low health or disabled for some reason.
This means your companions are less likely to limp through a dungeon at half health while their kit sits unused, and you are less likely to need to babysit their HP between fights. Give them some healing kits to carry around, and they may save themselves, or you!
Custom Character Sheet #
The default character sheet has been replaced with a fully custom window that shows far more useful information in a cleaner layout.
- Siz tabs: Character, Skills, Feats, active Effects from Spells and Abilities, active Immunities, active Damage Reductions
- The Character tab shows your portrait, all three class slots with icons and levels, all six ability scores with modifiers highlighted in green or red, saving throws, and a detailed attack breakdown for your main-hand and off-hand weapons.
- The attack breakdown includes your full damage dice, all modifiers, critical threat range and multiplier, and any bonus damage from effects or feats, all formatted into a readable multi-line breakdown.
- Two-Weapon Fighting penalties are shown correctly in the off-hand column.
- Haste and Slow effects are reflected in your listed attacks per round.
- The XP section adapts dynamically: a progress bar during normal leveling, a “BEGIN LEVEL UP!” button when you are ready to level, and a simple label when you have reached the level cap.
- The sheet auto-refreshes automatically to catch any new or expiring buff, equipment change, etc.
- The window remembers where you left it on screen and reopens there (only the window about that specific character, not for your associates).
- If you ever want to compare with the original vanilla sheet, type -chars in chat to open the base game version side by side.
- Or enable to permanently restore the original character sheet if you prefer the classic look (and classic bugs), from your Player Menu.






Custom Players List #
The default player list has been replaced with a custom window that gives you much better information about who is online and easy access to social actions.
- Filter the list by All Players, My Party, individual factions (with a marker showing your own faction), Hostile players, or a Test filter.
- Click a player’s portrait to select them, the selection highlights so you always know who you have targeted for actions.
- Party actions available: Invite, Leave Party, Remove Member, and Transfer Leadership, all accessible with a single click on the selected player.
- Send a message to your entire faction through the Faction Message button.
- Private message a selected player directly.
- Toggle PVP attitude against another player via the Hostile button.
- The footer shows each faction’s online count with their faction color, plus a total player count.
- The list updates automatically when players join or leave your party or the game.
- A Hardcore filter option is available to show/hide HC players.


Cleric Domain Change — Quest #460 “A Matter of Faith” #
Clerics can now change one of their domains through a new fetch quest.
- Seek out the Priestess of Ineth’Xa at the Shrine of Ineth’Xa in Abiz. She will speak with Clerics who are seeking a change of faith.
- She will send you to recover three relics: Once you return all three relics, a Domain Swap window opens. You can choose which domain to replace and select a new one. Feat icons and descriptions are shown so you know exactly what you are getting.
- The system includes a conflict check (you cannot pick a domain you already have) and a rollback safeguard in case anything goes wrong during the swap.
- Minimum level 16 required.

Vault Adjustments #
What’s New #
The vault has received a significant upgrade to its search system, along with a new command for quickly reviewing recently added items. Here’s everything you need to know.
Opening Your Vault #
There are three ways to open your vault:
| Command / Search | What it does |
| /vault | Opens your vault showing all items. |
| /vault search “sword” | Opens your vault with “sword” already in the search box. |
| /vault last 10 | Opens your vault showing the 10 most recently added items. |
💡 Tip: You can also type directly into the search box inside the vault window at any time. Hit the search button (magnifying glass) or press Enter to apply your search.
The Last N Feature #
The vault now tracks when each item was added (or last restocked). This lets you pull up your most recently deposited items quickly, handy after a crafting session or swapping gear between characters after a run.
You can use Last N in two ways:
- As a vault command: /vault last 10
- Directly in the vault search box by typing: last 10
- Combined with other search terms in the search box: sword last 5
- Or with any filter: category=0 OR category=1 crafted last 20
⚠️ Note: The last N must be at the end of your search query to function properly!
For example “sword last 5” will bring back the last 5 swords you put in the vault, but “last 5 sword” will fail and bring back no results!
Freezing the Display While Withdrawing #
When you use a Last N search and start taking items out, the list stays exactly as it was — items 11, 12, 13… won’t jump in to replace what you take. Only the items you’ve withdrawn will disappear as their quantity hits zero.
If you deposit an item while a Last N is active, the list refreshes immediately so the new item shows up. Hit the search button at any time to re-run your search from scratch.
⚠️ Note: Items that existed before this update will have a “time added” of zero and will sort to the bottom of any Last N result. Their timestamps will update naturally the next time they are deposited or restocked.
Searching Your Vault #
The search box supports powerful filtering. You can combine terms, use categories, item level restrictions, and more. Below is a full guide.
Basic Text Search #
Just type any word or phrase. The vault searches item names and base item types.
| Command / Search | What it does |
| sword | All items with “sword” in the name. |
| flaming | All items with “flaming” in the name. |
| “flaming sword” | Items containing the exact phrase “flaming sword” (with the space). |
| axe helmet | Items matching both “axe” AND “helmet” (space = AND). |
AND, OR, and NOT #
You can use logical operators to build more specific searches. Spaces and commas both count as AND — this means your existing searches still work exactly as before.
| Command / Search | What it does |
| sword OR axe | Items that are swords OR axes. |
| sword || axe | Same as above — || is shorthand for OR. |
| sword AND flaming | Items that are both swords AND flaming (same as “sword flaming”). |
| sword && flaming | Same as above — && is shorthand for AND. |
| sword, axe | Same as “sword AND axe” — comma means AND (backwards compatible). |
| !sword | Everything EXCEPT swords. |
| -sword | Same as !sword — dash also means NOT. |
| NOT sword | Same as !sword — NOT keyword also works. |
| +sword | Explicitly include swords (same as just typing “sword”). |
Parentheses #
Use parentheses to group search terms when combining AND and OR.
| Command / Search | What it does |
| (sword OR axe) AND flaming | A flaming sword or a flaming axe — but not a plain one. |
| crafted AND (sword OR dagger) | A crafted sword or a crafted dagger. |
| !(sword OR axe) | Nothing that is a sword or an axe. |
Filtering by Item Level Restriction (ILR) #
ILR is the level requirement on an item. Use the ilr token with a comparison operator to filter by it.
| Command / Search | What it does |
| ilr>10 | Items with ILR greater than 10. |
| ilr<5 | Items with ILR less than 5 (low-level gear). |
| ilr=15 | Items with exactly ILR 15. |
| ilr>10 sword | Swords with ILR greater than 10. |
| !ilr>20 | Items that do NOT have ILR greater than 20. |
Filtering by Category #
The category token lets you filter by the item’s store category. Common category IDs are listed below.
| Category ID | Item Type |
| category=0 | Armor |
| category=1 | Weapons |
| category=2 | Potions / Scrolls |
| category=3 | Jewelry / Wands / Magic staves |
| category=4 | Miscellaneous |
| Command / Search | What it does |
| category=0 | All armor. |
| category=1 | All weapons. |
| category=0 ilr>10 | Armor with ILR greater than 10. |
| category=3 !crafted | Jewelry and Wands that are NOT GTS crafted items |
Quick Reference Card #
| Command / Search | What it does |
| sword | Items containing “sword” |
| “flaming sword” | Exact phrase match |
| sword axe | sword AND axe (space = AND) |
| sword, axe | sword AND axe (comma = AND) |
| sword AND axe | Explicit AND |
| sword && axe | Explicit AND (shorthand) |
| sword OR axe | sword OR axe |
| sword || axe | sword OR axe (shorthand) |
| !sword / -sword / NOT sword | NOT sword (all three are equivalent) |
| +sword | Explicitly include sword (same as sword) |
| (sword OR axe) AND crafted | Grouping with parentheses |
| ilr>10 | ILR greater than 10 |
| ilr<5 | ILR less than 5 |
| ilr=15 | ILR exactly 15 |
| category=0 | Armor category |
| last 10 | Last 10 items added |
| crafted last 5 | Last 5 crafted items added |
Warlock Improvements #
Several quality-of-life and balance improvements have been made for Warlocks.
Eldritch Blast auto-chain #
- Eldritch Blast now automatically re-queues itself after each firing. Your Warlock will keep shooting at a target (or a ground location) without going flat-footed between blasts. If you want to cycle multiple targets, just issue EB commands on each one, the Warlock will loop through them in order until you interrupt by moving or clearing your action queue.
- Other spells or actions can be inserted into the sequence and the chain will resume after they resolve.
Other Warlock Adjustments #
- Eldritch Might level required reduced to Warlock level 10
- Eldritch Might Attack Bonus has been uncapped, can now scale up to Warlock level 40 and grant +8 Attack Bonus with the Pact bound weapon
- When Hideous Blow triggers an Eldritch Blast, the attack is made via a Touch Attack check
- Hideous Blow proc chance has a new cap of 10% (Requires a +20 Charisma Modifier)
- Lifedrinker has received a boost: Now deals 1d6 Pure Damage each 10 Warlock Levels, and heals by the same amount + the Warlock Pure Constitution Modifier
Quests and Journal #
- The quests journal window is now slightly smaller on initial open for better readability. You can expand it manually to the size you want each time.
- The system now remembers the size and location of the previous use of the Journal, and will reopen it at that location, with the previous size used.
- The default sort order is now by Name instead of ID.
- Quest counters (total / completed / available) are now shown in the legend at the bottom of the window.
- Main quest steps are now tagged so they stand out clearly in the main quest section of the window.
- You can now filter for “Main Quest” to show only main quest steps
- You can now filter for “Faction” to show only quests that can be done by that specific faction. The value defauts to the faction of the character opening the journal.
- Adjusted Main quests pickup marker to PURPLE Exclamation Mark

Socket System #
- It is now possible to partially rename any socketable item by adding a postfix tag to the item name (32 characters limit)
- The socket window UI has been updated to show and modify items icons that you cannot modify via the standard items editor
- Gem names that are very long are now automatically abbreviated to fit within the item name character limit.

Items Appearance Editor #
- Support added for shurikens, darts, and slings in both the standard editor and the socketable item editor.
- Simple model weapons (axes, swords, etc.) now update appearance correctly.
- The editor will now block attempts to modify an item when your inventory is full, giving a clear message instead of silently failing.
- The editor interface has been updated with a new template including an item icon for easier identification.
Housing #
- Internal database integrity improvements and security hardening.
- Associates stored under homes a player no longer owns are removed.
- Removed some cases where it was possible to duplicate associates stored in a house. Unique constraints added to prevent duplicates from re-occurring.
- Added Tradepost furniture to the list of purchasable furnitures
Miscellaneous #
- Adjusted Taunt check to fail if the target cannot both see and hear you (previously if was only checking if it could only see you)
- Added a check to prevent deleting polymorphed characters, or characters wearing a custom skin
- Improved Paladin‘s mounts stats overall
- Added Trade Hall representative merchants into all main factions cities, aside of the new Trade Post Merchant
- Smite Evil and Smite Good passive damage: works against True Neutral targets too if the character is pure (Paladin/Divine Champion for Smite Evil, Blackguard for Smite Good). Also, you cannot smite a target sharing your own alignment, regardless if pure or not.
- Torches are now available for purchase from many more different stores across Nordock
- “Special Blue Pill” item converted to 3x/day uses
- Added Trade Hall merchants in most cities aside of the Tradepost merchant NPC
- Added spell name to brewed potions and crafted wands
- Removed HIPS as possible feat for Pure Rogue. Pure Rogue still receives a bonus feat at level 40 and receives Accurate Strike automatically
- Added quickchat command
/helpto get the list of all possible quickchat commands
Fixes #
- Fixed Cleric henchmen Charisma value being too low for Divine Might to work.
- Fixed Wizard henchmen spell memorization order.
- Fixed Cleric henchman having one extra domain feat assigned by mistake.
- Fixed the Hall of Fame Hardcore window initial bind and a specific element sizing issue that caused layout problems on first open.
- Fixed an issue with the PVP hostile message text.
- Fixed a missing damage type constant that caused incorrect behavior in certain spell interactions.
- Fixed some quest NPCs not granting quest completed when killed by another NPC
- Fixed icons on mobile devices not showing up for custom UI
- Fixed Looking for Resurrection, corpse check parameter triggering global LFR cooldown
- Fixed Divine Power stacking temporary HPs instead of refreshing them at each new cast
- Fixed unique items dropped in placeables not appearing for several different players if the placeable is targeted by multiple players at once
- Fixed Henchmen trying to use harm potions against opponents
- Fixed a specific type of doors having a wrong texture across different tilesets
- Fixed Misty Island
Dragon Slayer/Blue Dragon Riderritualist mechanic not working properly - Fixed Fairy Dragon familiar stopping actions when set invisible
- Fixed Henchmen buffs persisting at logout of the master
- Fixed Henchmen cleric unable to use Balm of Resurrection item
- Fixed Pact of the Blade not replacing the visual effect on the weapon properly, potentially adding the VFX indefinitely at each cast