Patch 44



Draconian. You have dragon blood running through your veins, and a face only a mother could love.
Draconians are extremely tough (+20 stamina max, allowing 170 max hp) but their intellect is primal and animal (-40 intellect max). Their natural toughness allows them to rest to 150 vigor (+70 over humans). They also have an even bigger stomach capacity than half-orcs (Draconians can eat 40% more food over human, while half-orcs can only eat 20% over).

Draconians are naturally 10% resistant to slash, pierce, and thrust damage thanks to their tough hide. Unfortunately, they’ve still got squishy human organs, so they are -10% weak to bludgeon. Reflecting those values, they have +2% to slash, pierce, and thrust max resist but -7% to max bludgeon resist. That means they can only ever achieve 68% bludgeon resist and 77% slash pierce and thrust resist, assuming you can piece together that much specific weapon resistance.

Draconians deal 15% increased damage with punch attacks thanks to their claws. Punch damage IS a part of touch spells, which are also boosted as a result. Don’t let a weapon-less Draconian get near you.

Draconians can’t use human headgear.


The boss of the Maze can drop socketed gear. (see video)
A massive creature that has taken up residence in the Maze can drop armor that holds spells in the form of engraved runes.
Feretories hidden in the maze can contain weapons of ancient power.
Relics can boost your entire guild.
ADEPT ABILITIES If you conquer the maze, you may choose ONE spell or skill to master above all others. Right now there are 8 choices.

Scimitar Wielders can drain small amounts of vigor with their strikes.
Dagger Wielders gain defense as they get lower in health.
Hammer Wielders can make short leaps at enemies to close the gap to melee raneg.
Inert Form specialists can triple their resistance to elemental ailments.
Earthquake specialists damage triple the range.
Flame Dash specialists travel triple the distance.
Fireball specialists can deal splash damage.
Lightning bolt specialists can chain lightning bolts to one extra target (prioritizes enemyplayers).
PASSIVE QUEST SYSTEM These quests are designed to guide players through the game.

Raza door timer tripled. You now have six seconds to pull both levers, so that new players may do it themselves.
Newbies now always go to Marion as their starting hometown.
Characters created after this patch won’t get reincarnation progress reports until they complete a reincarnation quest chain. (Confuses newbies) You can still reincarnate without doing the quests.
A bigger portal to the desert has been constructed in the basement of Bourgeois Castle. You can find the basement entrance behind the princess.
There’s no longer a portal in the Mocker’s Chamber.

Guilds no longer have any base rent. Members also no longer have any rent associated with them. To clarify, if you have a basic guild with no hall, your rent will never increase. This means you can have a basic guild of an unlimited number of members and it will never ‘time out’ and never have to pay rent. However, ***BE AWARE*** that setting guilds to enemy increases your rent. You will begin to time out if you have enemies. Enemy guilds add +5 to rent per rent tick, the equivalent of having 5 members under the old system.

Ally guilds no longer reduce rent because basic guilds are free.

Remember that the spell Egress can return you to your hall at any time. It has a long focus and works like Blink; everyone has it.


Official kill counters
Combat scenarios (capture the flag anyone?)
Reward & victory conditions
GUILD HALL UPGRADES Guild masters and officers can now purchase upgrades for their guild’s Hall.

Shard Fusing Device
Shard Shattering Device
Portals to themed locations
Permanent enchantments, such as Rejuvenate, that can be stronger than otherwise possible (spellpower above 99)
Improved Meditation aura (using Meditate inside the hall will use less Training Points per % gained, rate varies by hall)
Reliquaries (place powerful objects in a place of honor to give all guild members a bonus)
Bartenders in appropriate halls that sell food and inkies
Meditation ratios!
The power or maximum number of each of these upgrades depends on the hall’s quality.

SHARD DEVICES By using the power of the guild hall as a forge, these offer the long-awaited ability to combine and downgrade shards as needed. Fusing rates range from 8 into 1 higher (worst) to 4 into 1 higher (best). Shattering rates from 1 into 2 lower (worst) to 1 into 4 lower (best).

Ratios: Mercenary Alley – Fuse 8 into 1 higher, Shatter 1 into 2 lower Ivory Chapel – Fuse 8 into 1 higher, Shatter 1 into 2 lower Sewer Hideout – Fuse 8 into 1 higher, Shatter 1 into 2 lower Abandoned Warehouse – Fuse 8 into 1 higher, Shatter 1 into 2 lower Jaarba’s Abode – Fuse 7 into 1 higher, Shatter 1 into 2 lower Konima’s Abandoned Dwelling – Fuse 7 into 1 higher, Shatter 1 into 2 lower Hall of Explorers – Fuse 7 into 1 higher, Shatter 1 into 2 lower Friends of the Forest – Fuse 6 into 1 higher, Shatter 1 into 2 lower West Tower – Fuse 6 into 1 higher, Shatter 1 into 3 lower Bookmaker’s – Fuse 5 into 1 higher, Shatter 1 into 3 lower Den of Shadows – Fuse 5 into 1 higher, Shatter 1 into 3 lower Wryn’s Keep – Fuse 4 into 1 higher, Shatter 1 into 4 lower Old Dwarven – Fuse 4 into 1 higher, Shatter 1 into 4 lower Slaughtered Command – Fuse 4 into 1 higher, Shatter 1 into 4 lower Waylay Oasis – Fuse 4 into 1 higher, Shatter 1 into 4 lower


The Abandoned Warehouse has had significant layout changes. It is now filled with crates that make it more dynamic than just being an empty rectangular area. The internal blink spot will allow you to climb some of the crates for a height advantage.

The Hall of Explorers had the building behind it bought out and demolished. It now has access to an alleyway and a large private garden.

Mercenary Alley has a new secret passage somewhere within its walls.

Miners in the Old Dwarven Hall uncovered a massive reliquary hall that was never finished. The fate of the dwarves remains unknown…

The Bookmaker’s Guild House now has a secret exit available only to those with no sense of shame.

The Wryn’s Keep had some of its bar tables trimmed so that players can get behind them. What’s the point of a bar with no bartender? ­čÖé Wryn’s Keep also now has a bartender.

GUILD HALL MEDITATE RATIOS These meditation ratios are designed to encourage players to visit the hall for large TP expenditures. Generally, the more specific the theme, the stronger the bonus. The same is true as hall quality rises. –> They only work inside the hall and if you own the hall. <– –> To reiterate, these do not work in the foyer! <– –> You will not get your TP back if you screw up! <– The Abandoned Warehouse boosts meditation of all spells and skills by a tiny 5%. The Sewer Hideout boosts meditation of Qor and Banditry by 10%. Konima’s Abandoned Dwelling boosts meditation of all spells and skills by 10%. Jaarba’s Abode boosts meditation of all spells and skills by 10%. The Home of the Friends of the Forest boosts meditation of all Jala, Faren, and Shal’ille spells by 15%. Mercenary Alley boosts Weaponcraft and Banditry meditation by 20%. The Old Dwarven Hall boosts meditation of all spells and skills with Might or Stamina as primary stats by 20%. The Den of Shadows boosts meditation of Jala, Qor, and Banditry by 20%. Waylay Oasis boosts meditation of Faren, Banditry, Sorcery, and Witchery skills and spells by 20%. The Ivory Chapel boosts meditation of all Shal’ille spells by 25%. The West Tower Guild Hall boosts meditation of all Kraanan spells by 25%. The Bookmaker’s Guild House boosts meditation of Riija spells by 25%, but don’t go using those illusions to scam gamblers! Hall of Explorers boosts meditation of all spells and skills level 3 and below by 30%. The Hall of the Slaughtered Command boosts meditation of all spells and skills level 4 or above by 40%. Wryn’s Keep boosts meditation of all spells and skills by a tremendous 60%. … and The Inner Sanctum of Queen Venya’cyr boosts meditation of Qor, Riija, and Faren by 100%, while hindering any other meditations -90%. In other words, if you try to meditate upon something like Shal’ille spells in front of your Queen, she’s going to eat your TP. PORTALS Each hall generally has between one and six fixed portals that can take guild members to various locations around the world. These are designed to encourage regular hall use that involves opening the door / pvp risk. Portals in abandoned halls are dark and do not function. Bookmaker’s Guild House has no portals. Necromancer hall has no portals. The Ivory Chapel has no portals. Old Dwarven has no portals. Mercenary Alley has a secret portal that helps with defense. The Abandoned Warehouse has a portal link to the Jasper Vaults. Konima’s Abandoned Dwelling has one portal to Konima’s final resting place. Sewer Hideout has a river portal for another angle of attack at North Barloque. Jaarba’s Abode’s sole portal is actually in the chest room, and acts as an escape hatch for the owner to a destination unknown. Home of the Friends of the Forest has two portals to two important forests. West Tower has one portal for quick deployment outside the Ko’Catan city walls. Slaughtered Command has three portals: the Trading Post and two lonely & abandoned places. The Den of Shadows has pvp angle portals to the Abandoned Fountain Tavern in Tos, the center of North Barloque, and a surprise route into Cor Noth. The Hall of Explorers can take you to the four corners of the world – literally. Waylay Oasis has three portals to the entrances to the Prisms of Acid, Fire, and Ice. Wryn’s Keep has 6 portals that go to: Pogg king, Thrashers, Brax, Trading Post, the Desert, and the Orc Pit. Be sure to examine the portal first to see where it goes. Not all are safe. PERMANENT SONGS Take a moment to relax in your guild hall. Certain rooms or areas of the hall, such as a bar room or a secluded hospice, may have permanent Jala songs to help you recuperate. They cannot be discorded and only function if the hall is owned. These songs can be (and often are) stronger than a player could hope to perform on their own, but can often be very small in range. As a reminder, Invigorate is vigor, Restorate is health, and Rejuvenate is mana. Mercenary Alley has no songs. Old Dwarven has no songs. Abandoned Warehouse has a normal Rejuvenate in one tiny corner in risky view of the foyer. Jaarba’s Abode has a normal Rejuvenate in one room. Konima’s Abandoned Dwelling has a 200% Rejuvenate in one room. The Sewer Hideout has a 200% Restorate in a position to defend its gate. It is the only hall with a specific PvP-placed song. Hall of Explorers has a 200% Invigorate around the fireplace. The Den of Shadows has a 200% Restorate in its bar area, near the bartender. West Tower has 200% Rejuvenate in one small room. Bookmaker’s has 200% Invigorate and normal Rejuvenate together in one private area. Slaughtered Command has 200% Rejuvenate and 200% Invigorate together in one area. Wryn’s Keep has 200% Invigorate, 200% Restorate, and 200% Rejuvenate in the main newsglobe / bar area. Friends of the Forest has 300% Rejuvenate and 300% Restorate together around the campfire. Waylay Oasis has 300% Invigorate, 300% Restorate, and 300% Rejuvenate together in one major chamber. Ivory Chapel has 300% Invigorate, 300% Restorate, and 300% Rejuvenate together. It is the only hall whose songs reach the foyer, in accordance with Shal’illes giving teachings. Anyone may partake of the benefits. RELICS Guild halls now have a varying number of Reliquaries based upon hall quality and theme. Some halls, like the Old Dwarven Hall, have as many as 6 Reliquaries. Some have none. Relics are a new class of treasure that have no effect on players themselves, but which can be placed in Reliquaries to give the entire guild bonuses. Be wary, however, for the magics of the Reliquaries usually require that they exist in the main areas of the hall. If any thieves or intruders manage to gain entrance to the hall, they can typically steal these valuable Relics without conquering the hall or guessing the chest password. Armor relics include various types of ancient gear, from gold plate to greaves bearing the King’s lions. As one example, an ancient helmet gives 20 defense to all guild members while in a Reliquary. Ancient gold armor grants all guild members half a point of melee weapon damage. For some reason, ancient greaves grant one and one fifths points of damage to punches. There are many examples of armor relics. You will recognize them when you find them in treasure in the upcoming maze (they are not available quite yet). (feature coming soon): Other relics will soon include objects of current power, such as Major Heartstone Shards, God Gifts, Magic Spirit Helms, and more. You’ll have to discover for yourself what powers they grant while in a Reliquary. (coming soon): The most notable relic guild masters must be aware of is the tear drop of wisdom. Each tear drop of wisdom in a hall reliquary increases the experience gain of the guild’s members by 10%. In the example of the Old Dwarven Guild Hall, that means that if one was lucky or wealthy enough to acquire six tear drops of wisdom, the guild’s members would gain experience 60% faster from any source. Hall of Explorers has no reliquaries. The Ivory Chapel has no reliquaries. Abandoned Warehouse has 1 reliquary. The Sewer Hideout has 1 reliquary. Friends of the Forest has 1 reliquary. Konima’s Abandoned Dwelling has 2 reliquaries. Jaarba’s Abode has 3 reliquaries. West Tower has 3 reliquaries. Bookmaker’s Guild House has 3 reliquaries. Den of Shadows has 4 reliquaries. Slaughtered Command has 6 reliquaries. Wryn’s Keep has 6 reliquaries. Waylay Oasis has 6 reliquaries. Old Dwarven has 6 reliquaries. The Inner Sanctum of Queen Venya’cyr has no reliquaries. SHARDS You can now obtain a shard one tier higher for some of the previous shard, using a shard fusing device. You can also split a shard into some of the next lower tier, using a shard shattering device. Both devices are available for purchase as guild hall upgrades. The efficiency of the devices depends on the quality of the hall. The lowest quality halls can fuse 8 into 1 of the higher tier and shatter 1 into 2 of the lower tier. The highest quality halls can fuse 4 into 1 of the higher tier and shatter 1 into 4 of the lower tier. Minor > Augmentation > Improvement > Major > Disturbance > Disruption > Draining > Instilling > Empowerment

Heartstone shards have been upgraded from weighted Majors to weighted Disturbance shards. What this means is that instead of 3-6 mods, they will generate 1-2. However, there are two buffs. First, their effects have been improved: their weighted mods can be stronger now. Second, they don’t require a draining shard to use repeatedly. They will reroll over items with 1-2 mods like a Shard of Disturbance. The new item creation path with these (instead of heartstone, drain, heartstone, drain, etc), goes like this:

1: Heartstone shard repeatedly until you get a good mod(s). 2: If you only have one mod but you want to keep it, use a Shard of Augmentation to reach 2 mods. 3: Use a shard of improvement to reach 3 mods. 4: Use shards of empowerment to reach your desired final number of mods. 5: If at any point you get a bad mod, use a draining shard and then start over.

Unlike normal shards, with heartstones you can’t rely on Instilling Shards to fine-tune rolls on your item. The boosted mod that heartstones give will be reduced to normal values if you use an Instilling Shard.

Major hearstone shards – the kind you get from beating a Prism dungeon – can now be used as Shards of Disruption. This means they will generate 3-6 mods; aka they are better heartstone shards. However, they are also used as Bond reagents, so employ sparingly.


Hide now drops aggro comparing your % against Monster Level / 2 instead of Monster Level * 2. That means instead of maxing out dropping aggro from mobs level 49 and below (useless), it now drops aggro from mobs 198 and below (everything but level 200 mobs). This is incredibly strong and we’ll be watching the effect carefully.

Sneak and Hide now activate more quickly based on % and Agility. Sneak can activate as quickly as 0 ms, meaning a single walk step can activate it. This point is reached at 99% and 60 agility. Hide can activate as quickly as 2000 ms, meaning a walk of 2 seconds can activate it. This point is reached at 99% and 50 agility. In both cases, agility and % are about equally weighted (2% = 1 agil). In both cases, you are limited by how often the game checks for movement, so there’s a fundamental minimum that will keep these from ever being ‘instant’. They are, however, much faster to activate now.

Sneak and Hide will no longer drop when you run if your current stance is Light Feet (banditry 1). For now, we’re allowing switching stances without dropping Sneak and Hide, but if it becomes a problem in conjunction with Backstab, we’ll take away the ability to switch stances and keep up Sneak and Hide.

Poison Blade’s poisons have been doubled in effectiveness against monsters – both damage and duration.


Melee offense mods have been reduced to 1/3rd of their former values. This applies to all existing and future rolls. They can be retuned upward at any time (the original value still exists), we’re just trying some balancing.

THE MAZE OF THE MINOTAUR Early reports tell of lands beyond the Prism of Fire. Scouts warn of Air Elementals and a destroyed city rife with Chupacabras.

Feretories: mighty weapons and relics of power are contained in secret chests – but only if you can find them.
The Test of Mind and Body: if you can manage to follow in the footsteps (literally) of apprentice sorcerers, you can become an adept of a skill.
Mastered spells and skills have new extra abilities. You can only have one mastered spell or skill. If you choose another, you’ll lose the one you have. Your mastered spell or skill appears in your bio, such as ‘He is a renowned flame dash adept.’

Recall in the orc caves now takes you back to Icky cave. Recalling to the vigor pool then to aerie didn’t really make sense
from a quest / exploration perspective. Newbies with the quest ‘find the island’, for example, could just recall forward to places they’d never reached yet. This change shifts the onus of travel onto reaching the island instead of fast travel getting there but having to slow-walk back. Now it takes time to get there but you can enter the caves and recall to get back home rapidly. Of note is that Egress will take you to your guild halls on the island from anywhere, so island guild halls are buffed by this change.

Recall in the desert dunes takes you back to the drop spot instead of skipping the elemental canyon.
Recall at the drop spot takes you back to the mainland. Recall anywhere beyond the elemental canyon takes you back to Waylay Oasis. Recall in Waylay Oasis takes you back to the drop spot. These changes are to emphasize the distances involved and the way content’s supposed to be explored. Like the island change above, Waylay Oasis is still reachable from anywhere by Egress, so this buff’s the hall’s value. Recall in the maze will take you to just outside the maze. NOTE: >> RESCUE FOLLOWS THESE SAME RULES IN THE DESERT.

The desert ‘drop’ entry point no longer spawns any monsters. The Princess has ordered her Guards to defend it.
In design terms, this smooths the learning transition. Often, players were getting hit by phase dangers, and while trying to learn that, deadly monsters attacked them. Also, it’s super annoying to try to recall and get interrupted by a mob hit. The Princess Guards also built a ramp and defenses at the drop platform. If you are near the guards (such as on the drop platform, in their little fortifications, or in the tower) the threats won’t harm you. This will allow you to recall if you don’t have the proper gear.

Weather now comes with effects on damage that you can right click for info in the AE bar.
Rain lowers fire damage and raises shock damage. Snow lowers cold damage and raises fire damage. Humidity in the jungle lowers fire damage and raises cold damage.


Shields now correctly take into account defense rating magic mods.

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