Patch note, 5 November 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.
Barter
The base-game barter window is replaced by a new one. The whole thing is described on the Barter page.
- Ask the same way as before: Barter on the player's radial menu or your quickbar, or drag an item or gold onto them. They get a request and have 60 seconds to accept.
- Gold, every kind of token and up to 50 items a side, bags included - a bag is traded with everything inside it, listed under it.
- Offer, then Confirm. Once both sides have offered, both confirm. Any change on either side cancels the other side's Confirm and makes it wait 3 seconds, so nothing can be swapped in under the other player's click.
- All or nothing. If anything fails, nothing changes hands; when it succeeds both characters are saved at once, and you get a message listing what you gave and what you received.
- You must be in the same area and within 10 meters, out of combat, not polymorphed and not in a battleground. A barter with no change for 5 minutes closes by itself.

Loot
- Bad luck protection now covers every tier 4 and tier 5 item, legendaries included, instead of epic items only.
- New Loot Details window, from the dice button on the character sheet: your bad luck protection, the current dungeon's loot mode, your Need Power and the Need costs, the Hardcore bonus and Vengeful chance of the run, your kills and dungeon clears, and a switch for your loot pickup messages.
-my_rngis back in the/helplist. - Unique creatures upgraded their loot table every time. The chance meant to decide it was rolled on the wrong scale, so a CR 20-30 unique dropped two epic items on every kill. It is now a real chance; a unique still always drops loot.
- World bosses can drop Sealstone, on all three tiers.
- A world boss's minimum level counts your ECL, so a character of a race with an ECL can loot a Corrupted boss as soon as level plus ECL reaches 15.
- Bosses killed while flying always leave their loot. A boss killed in the air during a flight or a teleport left no corpse - Drammagar, the Northern Orc King and King Graktan among them. A creature can no longer be killed while it is flown away.
- Event boss loot is decided by the damage the damage meter counts, the killing blow included. Damage to a boss's adds counts a quarter, as intended; it counted in full.
Combat, Classes and Spells
- Disarmed and taunted creatures fight normally. They were locked into melee and could not cast at all, not even to heal.
- Associates' attack orders end on any voice command, and when the target leaves the area or is more than 50 m away.
- Divine Power with Weapon Finesse while unarmed added your Wisdom on top of your Dexterity instead of replacing it. It now replaces it, as it always did with a weapon. Its description now says what the spell does on this server.
- The character sheet shows the right attack bonus under Divine Power and with a pact weapon: for finesse weapons, unarmed strikes, creature weapons, the off hand, and ranged pact weapons with Zen Archery.
- Armor of Agathys adds the Armor of Agathys enhancement on your gear to its temporary hit points. It was worked out and then left out.
- Valkyrie's Cry no longer hurts neutral creatures.
- Cold Blooded (Northern Templar): full immunity to knockdown, and immunity to attack bonus decreases up to -5, not against combat modes or effects that bypass immunities.
- Flurry of Blows can be switched on straight from another combat mode, base game bug has been resolved internally.
- Automatic ammunition reload works with socketed, purple and Nordock ammunition, and no longer gets stuck on a stack it cannot equip.
- Animal Empathy is refused while you already hold a dominated creature. A second domination used to release the first one without a word.
- Healing Fatigue shows its own name and icon for each step, as a hostile effect, on the character sheet and in the effects window.
- The attack-round reset exploit is detected more accurately: monks in bracers or holding a torch are judged as monks, Cleave, Great Cleave, Circle Kick and Whirlwind are not counted, and a change of combat mode no longer looks like the exploit. It is penalised from the first detection.
Item Sets
- Changing gear no longer drains your bonus spell slots. Every equip or unequip took the set's spell slots off and put them back, which emptied them: any ring swap could drain a sorcerer to zero. Set spell slots now wait until you have stopped changing gear for a second, and only the ones that must change do.
- Arcanists' 3 bonus spell slots sit on the two rings and the amulet. The two ring damage immunities move to the weapon and the off hand. See Item sets.
Vengeance
- A vengeance roll no longer strips an item's own Spell Immunities. Every Spell Immunity on an item looked alike to it, so a roll could offer one the item already had and wipe them all - Werdna's Envy lost its Interposing Hand immunity this way.
- Vengeful items given as event rewards roll at the normal odds.
Stores
- Appraise raises the most a merchant pays for one item, for you, by the same percentage it improves your prices. Selling at that limit shows the extra as Appraise: +X gp.
- Examine your own item while a store is open to see what it sells for there and the most that merchant pays.
- Stolen goods are priced at the buying store's own markdown, and get the same Appraise raise.
- Clicking in a store no longer freezes the server. A store with several stock tables could hold the whole server for up to 7 seconds a click.
Events
- Event gear restrictions go by item tier. Each rule allows up to a tier, and some allow weapons, ammunition and gloves one or two tiers higher. A vengeful or masterful item counts one tier up. See Events.
- The event board appears as soon as you enter the event dungeon, its clock reading Run not started until the run begins. It has a Lock box instead of Move, a button that puts the lines against the right or left edge, and a dark backing. Its X, or
-hud off, hides it until-hud on. - You are rested every time you enter an event dungeon, not only when the instance is created, and no longer a second time at the start of the run.
Character Sheet and Windows
- The effects window can show what your items grant permanently - Haste, True Seeing, See Invisibility, Ultravision, Regeneration, Freedom of Movement, Concealment, Spell Resistance, and in red Slow, Blindness and Deafness - with the amount for regeneration, concealment and spell resistance. Tick Show permanent item effects in its settings, now behind the gear button on the character sheet's effects tab.
- The damage reductions tab lists Regeneration with every source and the total, capped at +20.
- A spell book can be linked to a quickbar setup: restoring the book restores that quickbar too.
- The effects window and the mini-map keep the spot you locked them in right after a drag. A damage meter left open opens again at login.
- The Atlas follows your UI scale: clicks land where you click above 100%.
- A UI scale above 120% gets a warning at login: the custom windows might not work or display properly above it.
- The event board and the DM event windows reopen where you left them.
- Map pins and party names no longer show colour codes.


Players List, Mail and Party Finder
- The mail button flashes while you have unread mail, and a new message plays a new sound.
- Select PAGE beside Bulk Delete ticks every message on the page, so a page can be cleared at once. Bulk Delete is no longer left enabled after you change page.
- The Party Finder button flashes while your ad has join requests waiting, and a new request plays a sound.
Damage Meter
- A fight is the party in one area. A party member fighting somewhere else has a fight of their own instead of showing on your meter and keeping yours running. A fight follows you through a transition while you take part in it, and a loading screen keeps it open.
- Leaving a fight or logging out stops your time in it, and after a relog you are back in the party's fight, with your numbers, within a second of the invite.
Hardcore
- The death shout names the killer and the area - the area always, so whoever carries a Pure Balm knows where to go.
Crafting
- 22 GTS recipe items were missing properties - use limits, immunities, freedom, darkvision, a bonus feat, damage against a race or alignment. Every copy ever crafted or bought lacked them. The copies you own are rebuilt with them, keeping their appearance: Amulet of Necromancer, Amulet of Senses, Armor of Algoroth, Armor of the Black Knight, Armor of the White Knight, Biting Bastard Blade, Brock's Dagger, Composite Longbow of Distant Death, Demon Bane Shortbow, Demonic Fury, Fire-Blasted Red Plate, Greater Katana of the Dragons, Greater Mortikies Ring, Kai'leth's Rage, Katana of the Dragons, Mith-Baruk Hunter Crossbow, Mortikies Ring, Shadow Cloak, Shield of Algoroth, Shortbow of Dark and Silent Death, Swift Tooth and Windwalker Breastplate.
- New art for the tier 9 nodes: the adamantium vein, the petrified wood tree and stump, the duskbell herb, and their raw resources' icons.
- The three craft skills have their own icons instead of the base game's trap, armour and weapon crafting ones.
- The recipe tree names locked recipes, with their skill counter, as the list does.
- The crafting windows fit your screen at any UI scale; a window bigger than the screen gets a scrollbar instead of opening with its title bar out of reach.
Weapon Effects and Socket Gems
- The weapon effects pack is updated: fixed weapon models, reworked Axiomatic effects, four new weapon models with built-in effects (Devastating Criticals, Negative, Neon and Disease), and four new weapon effects: Massive Criticals, Bloodlust, Radiant and Spiritual Weapon.
- Nine visual effect gems - the four new effects plus Infernal, Axiomatic, Magic, Divine and Vorpal, which had none - are sold in the Black Market and the donors store:
| Gem | Black Market price |
|---|---|
| Massive Criticals, Infernal, Axiomatic | 4,500 Epic Tokens |
| Bloodlust, Magic, Divine | 7,000 Epic Tokens |
| Radiant, Spiritual Weapon, Vorpal | 8,000 Epic Tokens |
Items, Vault and Saving
- Your character is saved whenever an item is gained or lost. A crash could undo up to five minutes of trades and vault sales.
- A vault sale can no longer duplicate an item in a crash. The vault stored the item before the character lost it, so a crash in between left it in both places. The item now leaves your character, your character is saved, and only then does the vault store it.
- A vault page with two similar stacks of a plot item could crash the server. Fixed.
- Six socketable items that missed the socket conversion are now proper tier 3 socketables, gems kept. Their level requirement is corrected with it - one read level 7 instead of 30.
- Unidentified items examine as unidentified, and every examine marks temporary properties (temporary).
- A trade post refund for an item that failed to deliver took the full price back from the seller, who had been paid the price less the fee.
Quests and Places
- No more quest popup you cannot take yet. Handing in a quest remotely opened the next one in the chain whatever its requirements - The Zhengi Problem Part 2 needs level 10 against Part 1's
- It now opens only when you can take it.
- Duergar Blood: Zurn's Omen and Duergar Vengeance: The Fall of Zurn show their XP and gold in the quest window.
- Gurnal Island - Buildings was flagged as a no-PvP area by mistake. It follows the server's normal rules again.
- The chess pieces in Misty Island - Tower of Inodrio no longer react to you on sight.
- The Black Scale fight's burning floor no longer makes your game stutter when it changes.
- Pets follow at 4 metres (6 behind a large master), and step back when you walk onto them.
- The Mulrok arena, dressed for Halloween with the trick-or-treat pumpkins, is back to its usual look.
- Text fixes in the Library of Kaza and on the world boss Observer.
Fixes
- A boss mechanic checked before its stage was set could break the fight with a script error.
- The training dummy session report no longer breaks when the dummy goes down within a second.
- The summon appearance editor lists Gate again among the level 3 summons.
- Corrected descriptions: Divine Power, the Northern Templar and Cold Blooded; the Sun domain's turning bonus (1d4+1 to the check, 1d6+1 to the Hit Dice turned - the two were swapped); the Great Smiting splash, 3.33 metres rather than 2.25; Epic Spell, which now says that Clerics and Druids learn Mummy Dust, Dragon Knight, Hellball and Greater Ruin but not Epic Mage Armor or Epic Warding; and a typo in Mummy Dust and Dragon Knight.
The Website
- Live events: the running events' leaderboards on a page of their own, and on the home page while an event is live.
- The Armory: the stats page shows the players online, month by month, and each character sheet shows time played, counted from 14 October 2026.
- The wiki:
- prestige class pages stop at 30 levels and base classes at 40, and their spellcasting requirement reads as class levels;
- spell pages offer only the metamagic a class's slots can hold;
- the spell schools page carries the specialist wizard rules;
- Divine Power says what the spell does here;
- a new Barter page;
- race pages show the bonuses a race gets by place or time of day, the first class some races must take, and the Vampire's sunlight damage, and the races list has a column for each ability;
- Defensive Stance says what it does, the Weapon Master page carries the Epic Superior Weapon Focus bonus, Smite Evil, Smite Good and Great Smiting say when their damage is doubled, and Death Attack says what it opens with the kukri;
- old knowledge-base links lead to their wiki page.
- The Build Creator:
- allows ten levels of each prestige class before epic;
- reads a prestige class's spellcasting requirement as class levels, as the game does: 3 levels of Warlock, Wizard, Sorcerer, Bard or Assassin open the Pale Master, and 1 level of any of them meets the spellcasting requirement of the Arcane Archer and the Red Dragon Disciple;
- checks a race's starting alignment and first class, as the game does at creation - a Vampire must start evil, an Ogre Mage as a Wizard - while the alignment may still change after level 1;
- shows the favoured class of the races where it was missing, the Elf among them.
- The home page has new art and a new logo.
