
Changes and additions
- 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
- Armour
- 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
- Armour
- 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
- Armour
- 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
- Armour
- 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
- Armour
- 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
- Armour
- 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
- Armour
- 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
- Armour
- 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
- Armour
- 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
- Armour
- 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
- Armour
- 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
- Armour
- Adamantine:
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.





