Patch note, 12 October 2026
A record of what changed on this day, imported from the announcement as it was written. It is not kept up to date: for how the game works now, read the page for the thing itself. See all patch notes.
The North: 10 new quests
Ten new quests around the Benzor Mountains, Stonehammer and the Trommel Woods. Quests 471 to 479 need level 21, quest 480 needs level 40. None of them is repeatable, and most of them complete remotely.
Stonehammer Trade
| Quest | From | What you do | Reward |
|---|---|---|---|
| Orc Ears | Black Hand Mercenary, Benzor Mountains | Kill 100 Northern Orcs in the Benzor Mountains caves and Stonehammer Mines 1-3 | 20,000 gold, 5,000 XP, 5 Epic Tokens, and the Celestial Silver Key |
| Part 1 | Black Hand Captain, Northern Pass - Durel River | Kill the Durel White Dragon in Northern Pass - Frozen Lair | 1,000 gold, 500 XP, 5 Epic Tokens |
| Part 2 | Crafting Guild Master, at the stranded caravan in the Benzor Mountains | Take the Northern Orc War Orders from the Northern Orcs | 10,000 gold, 2,500 XP, 5 Epic Tokens |
| Part 3 | Crafting Guild Master | Kill the Northern Orc Warchief in Benzor Mountains - East Caves | 5,000 gold, 2,500 XP, 5 Epic Tokens |
| Part 4 | Crafting Guild Master | Deliver the War Orders to Old Axe Stonehammer, at Stonehammer's Smithy | 1,000 gold, 500 XP, 5 Epic Tokens |
| King of the North | Old Axe Stonehammer | Kill the Northern Orc King in Stonehammer Mines - Orc Lair | 1,000 gold, 500 XP, 5 Epic Tokens, and your choice of one of eight Nordock Relic armours |
The armours on offer: Druid, Light, Resilient Heavy, Solid Robe, Sorcerer Robe, Wizard Robe, Warlock and Fury Medium.
Wildmen of the North
Karl Stonehammer, at the Smithy, has three more once the War Orders are delivered.
- Part 1 - sneak into the Wildmen's village in Benzor Mountains, Far North and find the Nordock Relic Fury Armor they stole.
- Part 2 - find the memorandum in the Wildman Lodge. You will not be alone: Henrik the Red Sage is waiting there while you are on this quest.
- Invasion of Benzor - take the Wildman Gem from the Lodge, go through its Dimension Door, and destroy the four Arcane Amplifiers in the Wildmen's staging area in Benzor - Shops. Two crates there open once per character afterwards: one with war trinkets, one with Nordock Relic weapons.
Each pays 1,000 gold, 500 XP and 5 Epic Tokens.
Fallen Druid: Ending the Corruption
Speaker Elsbeth Oakleaf, in the Trommel Woods, has an ending for those who finished Marika's quest. Kill the Colossal Forest Troll in the south of the Trommel Woods, near Grissom's cove (quest only), and bring back its Corrupted Essence of Nature together with your Nightshade Nectar. She will exchange it for an upgraded Nectar: Bless Weapon 5 times a day instead of 3, at caster level 25.
The places
- The Wildman Lodge has been rebuilt, from a small hut to a full 32 by 32 area, with a second entrance from the Far North, a portal room behind a locked door, cages, meat racks and a lot more Wildmen. The old pedestal portal in the Lodge no longer works; the Dimension Door replaces it.
- Stonehammer's Smithy has its own name now, and Old Axe and Karl Stonehammer at the forge.
- The Benzor Mountains caves and the Stonehammer Mines have new orc encounters, and the remains of dead guards and miners to search. Stonehammer Mines - 3 has three trapped arbalests that fire Fireballs at caster level 30.
- The Frozen Lair's gold pile is now a proper treasure container, and there is a new locked, trapped chest.
- Common Wood has ambient sound and day, night and battle music, which it never had. Its Fire Creatures are tougher (CR 25 to 28).
- Benzor - Tradeskills Workshop: Junior Apprentice Carl will tell you that you need coal as well as wood in the furnace to smelt Cold Iron.
The creatures
- The Wildmen have been rebuilt, and they are much tougher. A plain Wildman goes from CR 6 and 70 HP to CR 11 and 154 HP; their leaders climb to CR 27 and up to 483 HP, and a new Wildman Warrior (CR 27, 577 HP) joins them. More class levels and more spells across the board.
- The Northern Orcs are tougher too, and two new ones join their encounters: the Northern Orc Smasher and the Northern Orc War Magus, both CR 32.
- The Durel White Wyrmlings in the Frozen Lair are stronger: CR 13 to 17, 372 to 420 HP.
- Level 40 bosses HPs reduced: the Elder Wyrm 15,000 to 12,500 HP, the Dead Wyrm God Avatar 20,000 to 18,500, Lord Tyrmon Sulnerios 15,000 to 14,000. The Draconic Warrior goes up, 712 to 782.
- Cerberus goes from 705 to 805 HP, and has a new voice.
- Grissom now appears only for players on the quest "Farouk: Mirror of Balance".
- The Feral Githyanki in the Northern Chasm fight with ordinary magic bastard swords instead of Brilliant Greater Bloodletters.
New and changed items
- Smoldering Blade - an epic (tier 4) longsword: +7, keen, 2d12 fire, 2d8 bludgeoning and 2d6 magical damage, and a fiery explosion on a critical hit. From Mastodon the Ancient in the Black Deep raid, and from the general epic drop pool. Mastodon's Heavy Stone Club moves to the table every raid boss rolls.
- Brilliant Strength of Gruumsh - armour, AC +5, +4 Constitution, +4 Wisdom, and bonus cleric and druid spell slots of levels 7, 8 and 9. A rare drop from King Graktan.
- Brilliant Northern Orc Axe - a greataxe, attack +5, 2d6 cold and 1d6 bludgeoning damage, freezes on a critical hit. A rare drop from the Northern Orcs.
- Ring of Insanity has been reworked: it loses Dispel Protection, Will +2 and Spell DC +1, and gains Regeneration +5, +5 to all saves, and +5 Discipline and Pick Pocket. Mind immunity and the Concentration penalty stay. Rings you already own are converted to the new version.
The Party Finder
A new ad board for finding a group, built into the players list. Open it with the Open Party Finder button in the Players List, and switch back with Players List; the window stays where you put it. The whole tool is described on the Party Finder page.

Posting an ad
- Pick an activity - Raids, Dungeons, Leveling, World Boss, Social or Any - and the party size you are aiming for, from 2 to 6, or Any for social events and world bosses. Your class, level and Hardcore status are filled in from the character you are playing.
- One ad per account. It stays up for 5 minutes, or 30 with Long Ad, and comes down by itself once your party reaches its size. If you log out, it stays on the board greyed out until it runs out.
- The ad tells everyone how big the group is and how big it will get:
[LFG] 1/6while you are alone,[LFM] 3/6once you lead a party, and a+when there is no limit. Only a party's leader can post for it, and the ad ends if you join someone else's party or hand the lead over. - Generic ads are for a character you are not playing right now, while you are not in a party. You choose the class - or Any Class, if you will bring whatever the group needs - the level and Hardcore yourself, and the ad shows your account name instead of a character. Players can message you about a Generic ad, but not ask to join it.
- Broadcast shouts your ad to the whole server, tells the players of a matching level, and posts it to Discord. Once every 5 minutes per account - switching character does not reset it.
- The Filter at the top shows one activity at a time, and the footer counts the ads for each.

Joining
- Press the join button on an ad to ask its owner to let you in, and press it again to withdraw. You can ask several ads at once, while you are not in a party.
- The owner sees who is asking - name, account, level, race and ECL, class group and level, Hardcore status, and whether you are in XP range, and can message you, accept you straight into the party, or decline. A declined player cannot ask the same ad again.
- Joining any party withdraws all your other requests.
- The
-lfpcommands post an ad as well as sending the notice.-lfp_rpis now for social groups, and-lfp_dungeonslooks for dungeons only, no longer raids as well.
Ads are kept only until the server restarts.
The Damage Meter
A damage meter for you and your party, directly in-game, no external software needed. It counts every kind of damage: weapons, spells, procs, everything. The whole tool is described on the Damage meter page.
NOTE: This tool will surely expose some classes/combinations over performing or under performing compared to other classes/combinations. This is normal for a game like NWN where balance is much harder due to its nature. We'll monitor the reports and might or might not take actions.
NOTE2: Even if you do not open/use the meter, the meter runs in the background anyway, creating reports for each party.
Opening it
-dpsshows or hides it, or use Player Tools > Open DPS Meter in the Player Menu.-dps extswitches the extended view,-dps reportopens the report of your party's last fight.- Counting never stops. Closing the window only stops the drawing, so you can open it after a fight and still see it.
The meter
- Damage or Healing, chosen in the settings (the gear button). The header shows your DPS or HPS and your time in the fight; below it, one line per party member, you first, with their share of the party's total on a bar in their class colour.
- Healing counts only what you heal on the other members of your party - healing yourself or your own associates does not count, and neither does healing that lands on full hit points.
- Associates count for their master. The extended view splits each member's damage by type - fire, cold, slashing and the rest, and gives each associate a line of its own. A party of more than 6 players is shown short automatically, to keep it readable.
- The arrow restarts your own view from now; the fight and its report are not affected. Lock keeps the window in place, untick it to drag it around. The window reopens where you left it, and your settings are kept per character.


The report
Press the chart button, or -dps report, for the whole fight in three tables.
- Your party: damage, DPS, share, damage lost to the targets' defences, what their immunity, resistance and damage reduction took off your blows - and each player's top target.
- Your defences: the damage you took after your defences, what you regenerated, attacks against you, hits and criticals, misses, concealment and parries, and an estimate of the damage your defences spared you.
- The creatures: the damage each took, the attack bonus it showed, the AC your hits and misses narrowed it down to, what its own defences absorbed, the saves it showed your party, and who hit it hardest.
- Hover a number for what it means, and press the magnifier beside it for the detail by damage type.
- Your last ten fights are kept, per character, and survive a server restart. Pick one from the list at the top.





What counts as a fight
A fight belongs to the party. It starts with the first hostile blow, given or taken, and ends when nobody in the party, associates included, has fought for 15 seconds, or after 60 seconds without a single blow. Its length stops at the last blow. Player versus player fights count too, both ways.
Vengeance
- A roll no longer freezes the server. A click on a roll used to hold the whole server for half a second or more; it now takes a few hundredths of a second.
- Old vengeful upgrades have been repaired. The conversion in the last patch recorded an upgrade of an item's own property as a brand new grant, so the first reroll on such an item deleted the property outright - a Greater Brawler's Belt could lose its own bludgeoning resistance. Nearly 50,000 properties were rewritten as the upgrades they are, and 118 properties that a reroll had already stripped were put back.
- An item can now improve any property it already carries, even one vengeance would not grant on that slot. That frees about 266 properties that could never be improved, including skill bonuses on 150 weapons and the Eldritch Blast bonuses on warlock armour, helmets, rings and shields. New grants still follow the slot rules.
- Throwing weapons can carry an Eldritch Blast damage bonus, and so can roll or improve one.
- Torches no longer roll an AC bonus. The game never applied a torch's AC, so the roll gave you nothing. A torch that already rolled one keeps it.
- The roll result is described with the item's own text. It used to rebuild the number from a table and could announce the wrong value - a +13 Animal Empathy roll was announced as +16.
The Atlas
- The mini-map zooms. Three new buttons beside Lock, with the base-game map's own icons: show the whole area, zoom in, zoom out. They magnify the area around you, while - and + still resize the window. The closest zoom shows five tiles across, so a small area has fewer levels or none. Your zoom is remembered per area for your whole account.
- The smallest mini-map size is a little larger (140 to 180), so the new buttons fit.
- The map no longer weighs on the server. It stopped reading the database several times a second, and only redraws when you change area, click, or move a few metres; in a crowded area its markers update a little less often.
- Switching back to the base-game World Map from the Player Menu now closes any open Atlas and mini-map windows.
- The
-oldmapcommand is removed; use the Player Menu option instead. - The map knows about the new content - the quest givers and places of the North quests are on it.

Stores
- NUI Store items you cannot use are marked, like the red slot in the base-game store: a faint red wash on the row and a red frame on the icon. Hover the icon, or examine the item, and it tells you why - "Level 30 required (yours 24)", the proficiency feat you are missing, "Too large for your size", or the class, race or alignment restriction and the Use Magic Device rank that would get you past it.
Dungeons
- Creating an instance no longer freezes the server. The Enter click used to build the whole dungeon on the spot. Now Create binds you straight away and the window says the instance is being created, for your party too, and you are told when it is ready and the button turns to Enter.
- An instance nobody enters within 45 minutes is released, and its players get their cooldowns back.
Hardcore
- You can switch off the [HARD CORE] shouts. A new Player Menu option, per character, hides the dying, lost, Pure Balm and level 20 and 40 announcements.
- The Pure Balm shout names who brought you back.
Crafting and Gathering
- Summons and henchmen work GTS veins and trees with their master's tool. Before, a pet's blow was refused for its empty hands, and a refused blow reset the node to full health, wiping your own progress every round. That is why adamantium veins seemed to have far too many hit points.
- Skinning takes a dagger, kama, sickle or short sword again, at every material rung. It had narrowed to daggers only. The crafting help says so now.
- A crafting window left open from an earlier login no longer crashes the server, and a failing crafting task no longer leaves the queue refusing to start.
- Golden Axes of Holding, Mage Hunter Axes and Skeleton Axes are crafted as a stack of 50, not 1.
More crafting ingredients in the world
Several ingredients that GTS recipes ask for were hard to come by. They now have proper sources:
- Bodaks haunt 13 crypts, graveyards and caves, and every one drops a Bodak's Tooth: Kabu - Fort Fakault, Kabu - Ruumania Crypt, Lowerdark - Barrows, Lowerdark - Lluth Dreir Crypts, Nocturnae - Abandoned Crypts, Nocturnae - Dead Fields, Swamp of T'Rel - Buildings, Trondor Cemetary, Underdark - Deep Caverns, Underdark - South Caves, West Coast - Cape Doom, and the Goblin Armory and Lair of the Archer dungeons. The Bodak itself is tougher: two claws and a bite that carry negative energy and Ghoul Rot, and an Aura of Cold.
- Skeleton Knuckles drop from the Legendary Skeletons (Chieftain, Warrior and Priest), the Abiz Temple Knights and Disciples, and the Dead Legion Bolters and Fighters.
- Black dragon scales drop from Italtachi'xitthys (5), Unger Blackheart (2) and the Ancient Black Dragons (1). Unger no longer needs the quest "The Duke's Duty: Securing the Mines" to appear in the Trommel Woods - Underground Caves: he is there for everyone, every 30 minutes, and still counts for the quest.
- Skree drops a blue dragon breath gland.
- Fenberry bushes grow in Benzor, Kabu - Fakault City - Buildings and the Magic Forest. Open one for a Fenberry; it regrows in 10 minutes.
Trade Hall, Trade Post and Vault
- The Trade Hall no longer buys back for more than it sells. A crafted Rubicite Bag cost 3,794 gold and sold back for 4,448. Crafted goods priced mostly by their materials now carry a proper markup when you buy them.
- Items sold to the Trade Hall keep their tier colour, instead of splitting off into a separate white-named stack.
- Sealstone can be listed on the trade post, in any stack size, priced for the stack. Every listing of more than one shows the count in its name - "Sealstone (x12)".
- The vault search knows about tiers.
tier=4,tier>3,tier<5,is:vengeful,is:masterful,is:epic,is:legendary,is:socketable,is:nordock,is:brilliant,type:plus a base item, and a Tier button that cycles through them. - Opening the vault no longer breaks the Atlas until you relog.
- Northern Orc War Orders and Corrupted Essence of Nature are quest items, and cannot be sold, vaulted or listed.
Classes, Spells and Combat
- Six spells now do what they say:
- Aura of Glory - allies were given a saving throw against their own buff, and the area shape was never set. Allies now get it with no save, in a sphere.
- Banishment - its Hit Dice limit stopped applying once the pool ran out. It holds now.
- Circle of Death and Sleep - a creature under the 9 Hit Dice limit could be wrongly treated as 9 HD or more, so Circle of Death only damaged it and Sleep skipped it entirely. It now gets its save.
- Tenser's Transformation - a level 40 caster with Greater Spell Focus (Transmutation) but not Epic got no extra attack. They now get +1, as they do from level 21 to 39.
- The eyeball rays - the Inflict Wounds ray's slow and the Flame ray's knockdown had no duration and never landed. Both now last 1 round, like the Frost ray's paralysis.
- Mass Charm judges each creature it hits, not just the one you aimed at. Before, aiming at a humanoid charmed every race in the area, and aiming at the ground charmed nothing. Now only humanoids and animals are charmed, and players, associates, bosses, quest givers and creatures that cannot move are dazed for half the duration instead.
- Spell descriptions corrected: 167 errors across 73 spells and 10 feats: wrong dice, durations, saves and areas, three spells that carried another spell's text, and monster abilities that now have descriptions of their own. Fireball, Bombardment, Meteor Swarm and Spell Mantle now describe what they really do.
- Summoned Draconic Warriors no longer cast spells.
Character Sheet
- The weapon damage line includes Enchant Arrow on shortbows and longbows, and Tenacious Blows on both ends of a double-sided weapon.
NPCs
- 334 NPCs walk again. The NPC rework in the last patch left them rooted to the spot.
- The Gateway avatars - Aribeth, Halaster, the Valsharess, Nasher and Deekin are scenery again.
- Five Trommel Woods and Common Wood NPCs had absurd hit points (Speaker Elsbeth had 8,000) and are back to normal.
The Website
- The Armory: the option to make your account private is back in the Player Menu. The item tier pill sits beside the item name again.
- The wiki:
- the feats and spells lists run A to Z, with Type and School filters, and every caster class page lists its spells;
- 30 feats no player can get are gone, and every feat page names the class and level that grants it;
- spell pages print the corrected descriptions;
- item property values on the vengeance, set bonus and socket pages are printed as the game prints them - some ranges were wrong;
- Bard Song's progression is a table;
- any table can be sorted by clicking a column heading.
- The Build Creator repeats the level buttons at the bottom, and shows the cap beside AC, attack, saves and abilities.
Misc
- Trinkets and event boxes have a tier now. 51 of them: the donation trinkets, the faction badges, the lanterns, salves and Lights of the Sun, the Nightshade Nectars, the Rename Character token, and the Easter, Halloween and Christmas boxes, carry a tier and its colour like every other item, mostly 2 and 3, with the rarest at 4. All of them are plot items now, so they can no longer be sold to a store, and none is marked stolen any more. The copies you own are converted; Summon Maurizio and the Balm of Tenderization keep the charges you have left. Sealstone sorts with the tier 4 goods.
- The appearance editor locks only epic and legendary items. After the tier rework it was locking everything tier 4 and up.
- "Armor of the Wyrm: Part 2" and "Gauntlets of Hephaestus: Part 2" now complete remotely. The Book of Fire Spells offers Part 3 once you have handed Part 2 in.
- The test area menu can make a crafted (GTS) item Masterful, next to the option that makes one vengeful, and test characters can use the damage meter.
Fixes
- A home's recall exit is no longer overwritten by the first front door you walk through. Owners whose town of purchase was never recorded could find themselves returned to Miner's Rest or Gurnal instead of Mulrok. An exit already saved wrongly cannot be told apart from a real one, so it is not corrected - ask a DM.
- The socket window's name field no longer shows a stray
</c>, and no longer grows with every press of Socket. - The server hangs and crashes of early October - a known engine bug let the server keep reading a disconnected player's network data from memory it had already freed. The community fix is now built into our server.
See also
- Quests · Loot · Unique creatures · Vengeful
- The Atlas · Stores · Dungeons · Hardcore
- Crafting · Trade Hall · Trade post · Vault
