New: Added the option to use the Place feature for larger items which you cannot take into inventory.
New: White Cloth, leather and studded leather armour can now be dyed.
New: Dragging an item from a container or inventory window to a world object will cause it to be moved to the object’s inventory, without the need to open it in a window manually.
Change: You should do more damage when destroying off deed items if they are owned/created by you.
Change:You will now get the option to spawn at your deed token even if the terrain is too steep. The spawn location will have a Steep warning in the dropdown menu.
Epic Mission Tweaks:
Avenger of light missions will no longer spawn.
Increased amount of mission creatures spawned (up to 50% extra of the required amount).
Spawned mission creatures will age faster and die after a few weeks.
Mission difficulty will not always go up on a successful mission completion.
Mission requirements will be a bit less across most missions.
Changed sacrifice creature missions so the action is only 12s long instead of 30s. Changed the chance of interruption during the action to be a lot less.
Epic Change: Characteristic skillgain has been increased by 30%.
Metal items update
New: Many metal items and tools can now be crafted with any metal.
New: Metal items will now take on a hue depending on the metal used in creation
Change: Ore is no longer capped at 50 Quality on Epic Home Servers.
New: Metal lumps can now be combined to up to 64 of the item or 64kg, whichever is the higher.
Note: This allows lumps such as gold, silver and brass to be combined past the 64x count, allowing it to be used to create larger items.
Metal items will now have special bonuses and penalties depending on metal type used:
Note: All values are compared to iron.
Adamantine:
Armour
5% DR
5% Movement Speed
Weapons
10% Damage Dealt
General
-60% Damage Taken
8x Trader Price
15% shatter resistance
-60% decay reduction
5% lockpicking bonus
15% Pendulum Area of Effect bonus
7.5% bash damage bonus
10% ql bonus to items created
Brass
Armour
1% DR bonus
Weapon
-1% damage dealt
5% bonus to damage dealt to armour
General
-5% damage taken
2.5% ql gain per improvement action
6x trader price
-5% decay damage
10% bonus to quality upon creation
2.5% bonus to repairing
2.5% bonus to pendulum area of effect
5% bonus to bash damage
Bronze
Armour
1% DR bonus
Weapons
-1.5% damage dealt
7.5% bonus damage dealt to armour
General
-10% damage taken
5x trader price
-15% decay damage
5% bonus to quality upon creation
5% bonus to pendulum area of effect
2.5% bonus to bash damage
Copper’
Armour
-1% DR
1% movement speed bonus
-2% glance rate
Weapon
Deals 35% less damage
Deals extra poison wound at 30% of damage after 35% reduction
General
5x trader price
15% extra damage taken
-5% decay damage taken
5% bonus to quality gain per improvement action
2.5% bonus to repairing
-5% lockpicking penalty
-5% to pendulum area of effect
-10% to bash damage
Glimmersteel
Armour
5% DR Bonus
10% movement speed bonus
Weapons
10% attack speed
General
-40% damage taken
25% shatter resistance
10x Trader prices
-40% decay taken
5% bonus to repairing
5% lockpicking bonus
20% bonus to pendulum area of effect
10% ql bonus to items created
Gold
Armour
-1% DR
-5% movement speed
2.5% bonus to glance rate
Weapons
-5% attack speed
-2.5% damage dealt
5% bonus to armour damage
General
10x trader prices
20% extra damage taken
-60% decay damage taken
20% resistance to shatter
-5% penalty to repairing
-2.5 penalty to lockpicking
Can be used to make holy items (altars, statuettes)
10% bonus to pendulum area of effect
15% bonus to bash damage
Can be used to make unicorn shoes
Lead
Armour
-2.5% DR
-2.5% movement speed
Weapons
-50% damage dealt
Deals extra poison wound at 75%% of damage after 50% reduction
General
.75x trader prices
30% extra damage taken
-20% decay damage taken
10% bonus to quality gain per improvement action
5% bonus to quality upon creation
-10% repair speed
-5% penalty to lockpicking
-10% penalty to pendulum area of effect
20% bonus to bash damage
Seryll
Armour
5% DR
10% bonus to movement speed
Weapons
5% attack speed
5% damage dealt
General
12x trader prices
-50% damage taken
-50% decay damage taken
100% shatter resistance
5% bonus to repair speed
5% bonus to lockpicking
Can be used to make holy items
25% bonus to pendulum area of effect
7.5% bonus to bash damage
Silver
Armour
-.75% DR
-2% movement speed
1% glance rate bonus
weapons
10% damage to hunter mobs (most aggressive)
-2.5% parry rate
General
8x Trader prices
2.5% extra damage taken
-30% decay damage taken
10% resistance to shatter
2.5% bonus to lockpicking
Can be used to make holy items
Can be used to make unicorn shoes
5% bonus to pendulum area of effect
10% bonus to bash damage
Steel
Armour
2.5% DR
Weapons
2.5% extra damage to armour
General
2.5x trader prices
-20% damage taken
-30% decay damage taken
2.5% bonus to repair speed
5% lockpicking bonus
2.5% bonus to pendulum area of effect
5% bonus to bash damage
Tin
Armour
-1.75% DR
2% bonus to movement speed
Weapons
4% bonus to attack speed
-7.5% damage dealt
-5% parry rate
General
20% bonus damage taken
-7.5% decay penalty
2.5% bonus to quality gain per improvement action
5% bonus to quality upon creation
-2.5% penalty to repair speed
-2.5% lockpicking penalty
-5% penalty to pendulum area of effect
-10% bash damage
Zinc
Armour
-2% DR
2.5% bonus to movement speed
Weapons
5% attack speed
-10% damage dealt
General
.9x trader prices
25% extra damage taken
20% extra decay damage taken
7.5% bonus to quality gain per improvement action
-5% repair speed
-2.5% lockpicking bonus
-5% penalty to pendulum area of effect
-15% bash damage
Bug Fixes:
Bugfix: Fixed the issue where all names on the UI friend list went blank instead of just the specified removed friend.
Bugfix: Fixed an issue which allowed you to plan a structure greater than your skill with no option to finalize or destroy the plan.
Bugfix: Bridge pavement is now removed when a bridge section is destroyed and reverted to a plan.
Bugfix: Recipe Cherries Jubilee should now be in everyone’s recipe book and can actually be made now.
Bugfix: Building door history is properly recorded whether or not you have an item activated during the lock/unlock process.
Bugfix: You should now be able to tar a floor board underwater to the same depth you can lay them.
Bugfix: Prying catseyes and waystones on deed should do more damage than off deed.
Bugfix: Fixed the double pray in the context menu for Nahjo on a water tile inside a cave.
Bugfix: Fixed a bug which caused damage to water instead of a reduction of weight to the water during a failed tailoring advanced creation attempt. (Ex. Using water on a cloth shirt to make a black vested shirt).
Bugfix: Fixed a bug which caused items with glow runes attached to never cool down.
Bugfix: Fennel seed should no longer show as being made with a mortar and pestle on any spice in recipes.
Bugfix: Freedom Isle missions should properly reset after 3.5 days if the mission is less than 33% complete. Note that this only applies to missions that gradually tick up (not tree, traitor, build etc missions).
Bugfix: Followup fix to the January 2018 change to further address the lag on Elevation.
Bugfix: Items should properly decay and cool off while inside saddle bags and saddle sacks equipped on horses.
Bugfix: Additional fix to check that the 5% tax is not taken from crates stored in racks as soon as they are moved off deed.
Note: This fix does require a tax check to occur on deed prior to taking off deed to correctly update the period between taxings.
Please allow a few weeks for everything to get a tick before reporting issues.
In the meantime, continue to move items from crates in racks to new crates in order to prevent the immediate tax deduction off deed.
Bugfix: Special wounds of same type and position will now stack, similar to normal wounds.
Example of this is a FA weapon causing multiple burn wounds to the same position on the body if hit there multiple times. The normal weapon wounds would mostly stack (with some randomly causing a new wound), but fire wouldn’t stack. That fire wound will now stack with any existing fire wound at that position.
Bugfix: Creatures should once again lose aggression if you walk a distance away and choose No Target.
This website uses cookies to improve your experience. We'll assume you're ok with this, but you can opt-out if you wish.AcceptPrivacy and cookie policy
Privacy & Cookies Policy
Privacy Overview
This website uses cookies to improve your experience while you navigate through the website. Out of these, the cookies that are categorized as necessary are stored on your browser as they are essential for the working of basic functionalities of the website. We also use third-party cookies that help us analyze and understand how you use this website. These cookies will be stored in your browser only with your consent. You also have the option to opt-out of these cookies. But opting out of some of these cookies may affect your browsing experience.
Necessary cookies are absolutely essential for the website to function properly. This category only includes cookies that ensures basic functionalities and security features of the website. These cookies do not store any personal information.
Any cookies that may not be particularly necessary for the website to function and is used specifically to collect user personal data via analytics, ads, other embedded contents are termed as non-necessary cookies. It is mandatory to procure user consent prior to running these cookies on your website.