1.0.5.1 Game content 1.0.5.1 · Client 1.4.3 No client update this time. You stay on 1.4.3. A fixes patch for things that were broken or unclear in 1.0.5: housing packs leaving invisible walls, Advanced Restore eating a Moving Crate, bard riddles that would not target, new characters starting with 10 Strength, Outcasts locked out of hearthstones, and a handful of tooltips that did not match the game. Chaos Camp and Hell chests pay more, and a Chaos Resonance Shard carries camp alerts with you. You reported these Packed houses no longer leave invisible walls. Packing a plot, picking up furniture, or moving something into a container left collision behind until the next restart. Walking through "empty" lots would stop you. That collision is gone when the object leaves the world. Advanced Restore no longer eats the Moving Crate. Repacking a 12×12 Advanced Restore plot without unpacking the crate destroyed everything inside it. The crate's contents come along on a repack, and Advanced Restore now asks you to confirm what you are giving up. If a plot pack fails to save, the house comes back. Recovery used to point at objects that no longer existed, then destroy the crate with the plot still inside it. New characters get the stats their trade was designed for. Character creation never applied the template's Strength, Agility and Intelligence, so a new Macer started at 10/10 instead of 30/30 — 150 health and a 4-second swing. Fighters now start at 30/30, the Wizard at 30 Intelligence, and Advanced at 20 in each. The Macer starts with a mace. Theft victims see the warning again. "You catch X trying to steal" never appeared. Treasure-count achievements can be earned. Lifetime counts carry over, so the achievement appears on your next dig. Item tooltips show durability. Bard riddles hit the enemy you chose. Riddle of Indulgence, Stupidity and Virility could fail with "Need to be fighting" and never offer a cursor. They now take a chosen enemy and keep it. Two bards no longer share one penalty: each performance keeps its own remaining time, and the enemy gets the strongest copy. Outcasts can use hearthstones and escape scrolls unless they are On the Run. Gatekeepers also take them to Crossroads, not only Black Forest, Oasis and Frozen Tundra. Treasure maps are not eaten until the chest exists. A failed or interrupted dig used to consume the map and still credit the dig. The map stays until a chest is confirmed. Camp-event cargo starts on a slope, and tells you why it failed. Begin Encounter could fail silently. Clicks use horizontal distance, so uneven ground no longer blocks you. Recall and Portal work with any rune you could pick up — your pack, the bank while a banker is in range, the ground, or a container you have access to. Not another player's pack, a shop listing, or a locked chest you cannot open. Mark still needs a blank rune in your backpack. Never hurt other players survives a hearthstone. The two-hour toggle used to wipe on region transfer. Remaining time now persists through login and travel. Gazers always drop beast leather. The 40% miss was baked at spawn, not a harvest roll. Summoned Chaos Imps are named separately from lootable ones. The unlootable corpse decays in three minutes. Housing Advanced Restore's placement confirmation is clearer: it names the plot size, that you are placing it here, and that this takes it out of Item Storage so the old layout can no longer be restored automatically. Bards Performing near a hearth builds Inspired for the bard, not only for listeners. Same Musicianship tiers, five-minute buildup and 60-minute buff. Hotbar and songbook text show the real values for all nine bard abilities, including how Entertainment scales them. Bard songs still need both Musicianship and Entertainment to succeed, but Musicianship is now rolled even when Entertainment fails, so it can gain. Tooltips and the character sheet Equipment matchups say whether they change damage dealt or received, instead of a signed percentage that could be read either way. Magic weapons, instruments, tools and crooks no longer show physical armor matchup lines. Enchant and essence tooltips show an obtainable equipped maximum when gear can stack past a hard cap (for example Clearcasting stops at 15%). The enchantment statistics window lists combat procs and equipped ability runes. Hearthstones show where they are bound (Bound to: Home, Southern Hills) or that they are unbound. Remaining on-screen "karma" wording is now "reputation". /karma still works as an alias. Attack, mana regen and spell power refresh when Vigor, Brawling, Channeling or Inscription change, without a relog. Wound's tooltip matches the ability (70% for 3 seconds). Vanguard's buff text shows 80% reduction. A failed cook no longer claims it destroyed "some" ingredients when the whole recipe is lost. Hell, Chaos, and camps Hell converter fees are 20,000 gold for Pure and 35,000 for Volatile (was 25,000 / 50,000). Chaos Camp regional spam is gone. You get one attack announcement per encounter, and one when a Breach Hell portal actually opens. Demonic Gatekeepers announce as one omen for the whole batch, not one message per spawn. Optional camp-event cargo now guarantees a themed extra supply stack. Two-wave events also guarantee a utility reward. The offer tooltip shows quantities before you accept. Chaos Camp chests pay more. Gold is up 50%. Completing a camp guarantees all four reagent types plus healing, mana and stamina potions. Warcamps and Breaches also drop crafting supplies and a jewelry roll (Outpost 10%, Warcamp 20%, Breach 30%). Breach reinforcement guards have 1,200 health, down from 1,500; they stay lootless. Hell bosses drop themed spoils sized for a group sharing one chest: bigger material stacks, artifact fragments, gems, potions and reagents. Chaos Resonance Shard. 10% in every Chaos Camp chest. Attune it to hear camp attacks and successful Breach portals from anywhere, including while it is in the bank or a house. One attunement per character; the shard remembers who. Looks like an Infernal Shard, but it is a separate item and it survives leaving Hell. Combat and artifacts Bow abilities are Primary (Stab, Mortal Strike, Overpower, Bleed). Empty weapon-ability slots are hidden in the prestige book, and the hotbar clears the icon without forgetting the binding when you swap to a weapon that has no ability there. Artifact signatures no longer push you past combat caps. Hit and defense chance fill up to 25 but not past it. Spell-cost signatures share the 30% mana-reduction floor with essences, so a Molten Staff cannot stack under it. Alliances and new players Alliance quartermasters are seeded in Eldeir, Pyros, Helm and Valus (Aldren, Corvin, Garrick, Thoren) so they return after a world reset. The Fighter intro gives a Martial Book to anyone who doesn't have one, so Rogue, tamer and Battle Mage characters can use Martial abilities after that quest. Hard starting trades warn you during character creation.
Legends of Aria Eternal Patch Notes
Official Legends of Aria Eternal patch notes and update announcements, tracked for changes and ordered by publication date.
Back to Legends of Aria Eternal game hubPatch 1.0.5: Reputation, the Infernal Covenant, Pet Abilities and More!
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Legends of Aria: Eternal — Patch Notes Game content 1.0.5.0 · Client 1.4.3 This patch needs the new client, 1.4.3. Steam updates it for you. Last week we held the big features back to ship them properly. This is that patch. Murder counts are gone and reputation takes their place, so a glance at a name tells you who's fair game. Pets learn about 70 new abilities, Hell gets three summonable bosses, the Chaos zone fills with demon camps, artifacts hit harder, and alliances get their own window and a way to go to war. Here's what to look for first, with the full notes below. Highlights Reputation replaces murder counts. Blue, grey, light red and red names tell you at a glance whether attacking someone costs you anything. Stay Lawful and you can't be tricked into flagging yourself. Murderers carry a reputation bounty, and Outcasts are hunted: guards attack them on sight, and they can't fast travel. Pet abilities. About 70 abilities across eight creature families, from a wolf's Pack Bite to a basilisk's Petrifying Glare, fired from a single Pet Ability button on your hotbar. Scorched, Venomous and Thawed Beetles can now be tamed, and the rare Emberwing Wyvern joins them as a caster pet. Wardens of the Dawn. Reach +20,000 reputation and Ser Aveline in Eldeir Village invites you into an order of knights, with contracts, commendation rewards and a shorter hearthstone cooldown. The Infernal Covenant. An altar in Hell summons Vaelthros, Cinderking Vex or Nhalis, each with mechanics of their own, a shared shard reward that grows with your group, and a rune trader that appears after the kill. Demon camps in the Chaos zone. Infernal Outposts and Demonic Warcamps rise in the rotating Chaos zone, and a cleared camp can come back as a Chaos Breach that opens a way into Hell. Stronger artifacts. Nearly every artifact signature hits much harder. Guilds and alliances. A new Social window with guild news, a sortable roster, war tracking and town cards, and alliances can enlist for open-world PvP against each other. Bards and new skills. Bards inspire their listeners at an inn hearth, Tracking is a new skill, and floor traps can be crafted. A better-looking game. A new login screen with live player counts, hotbars you can drag and resize, sharper text, and fixes for terrain seams and FPS Lock. Patreon supporters on Verdant Sky. Patrons on the official server now get a fifth character slot, no weekly house tax from Journeyman up, and at Expert and above the /boon command: double skill and stat gain for everyone in your region for an hour. Full Patch Notes Reputation replaces murder counts The criminal system is gone. In its place is a new reputation system, built so that a player's name colour tells you whether attacking them costs you anything. NameMeansAttacking themBlueInnocent (a deeper blue at 10,000 and 20,000 reputation)costs reputationGreydid something wrong in the last 5 minutesfreeLight redDisreputable: a recent murderer, or anyone below 0 reputationfree, and their reputation bounty pays outRedOutcast: a serial murdererfree; guards attack on sight, and they mostly walk In chaos zones, including Hell, nothing costs reputation, and blues show orange. Staying safe. Lawful (on by default) stops you doing anything that costs reputation or makes you attackable, even by accident through area spells, heals or pets. Never hurt another player stops you hurting other players for 2 hours, for raids and events; others can still attack you, and you can hit back. Your group, guild and alliance can't harm each other unless they agree to fight.In town, only blues are protected. Grey, Disreputable and red players can be attacked there freely. If someone attacks you, hitting back is always free, and killing them isn't murder. That holds until about 100 seconds pass without a hit; after that, attacking them again makes you the attacker. In the Oasis and the Black Forest Outpost, the guards strike down anyone who attacks another player, defenders included, so leave before you fight back.Murder makes you Disreputable until your reputation is back to +2,500, and puts a reputation bounty on your head: reputation points, not gold, paid to the blue players who kill you. About five murders make you an Outcast: guards attack you on sight, the only shrines that will resurrect you are red ones, and you can't fast travel: no recall, hearthstones or escape scrolls, and no player-opened gates except into or out of Hell. Gatekeepers will still take you to Black Forest, Oasis and Frozen Tundra, and dungeon entrances, ladders and stairs still work.Reputation bounties. Every murder adds 250 reputation to the murderer's bounty, up to 5,000. Killing your own characters, a brand-new character, or the same player again within a day adds nothing. When blue players kill a Disreputable player or an Outcast outside a chaos zone, the bounty is paid to them in reputation, split by how much damage each did; the murderer's own guild and alliance get nothing. It lasts until it's paid, and the region announcements when a murderer is spotted show it. As with all reputation, you have to be Lawful to earn it.An Outcast slain by players chooses a penalty:Skill Loss: a few points off your highest skills, more the deeper red you are.Punishment: Capital Punishment, −60% maximum health and mana for an hour.Pay Ransom: from 2,000 gold at −10,000 reputation up to 30,000 at −50,000. Half goes to the player who did the most damage. You choose before any resurrection, at a shrine, by a player or at your corpse; if the player who did the most damage can't be paid, the whole ransom is forfeited. Once settled, a 10-minute Outcast Reprieve means another death to players costs no penalty, though you can still be killed and looted. An Outcast's corpse can be beheaded once for a trophy head; it carries no skills.Earning reputation back (only while Lawful): daily logins, monster kills (up to 500 reputation a day), and reputation bounties, the only source above 10,000.Forgiveness: a murdered player can still forgive their killer, which refunds the reputation it cost. In game, type /reputation or click Reputation on the menu bar, and hover the? in the reputation window for a summary. Wardens of the Dawn Ser Aveline in Eldeir Village invites players with +20,000 reputation or more into the Wardens of the Dawn. Reputation above 10,000 comes only from reputation bounties, so the Wardens are the players who hunt murderers. Joining gives you: a permanent Dawnward title;half the normal hearthstone cooldown;access to Aveline's contracts and commendation rewards. Contracts. Aveline offers five kinds: clear a dynamic camp, recover a camp's cargo, kill a world boss, finish an Awakening, or hunt in a dungeon. The Catacombs' Void Guardian and Death have contracts of their own. You can hold one at a time, and each account can complete three rewarded contracts in any 24 hours. Camp and recovery contracts accept any camp of the requested type, in any region. Contract cargo is private to you.Each dungeon has its own list of enemies that count. Contempt and Deception need 30 kills, the others 10. Awakening contracts name the boss you're after.Commendations per contract: camp 3, recovery and dungeon 2, world boss and Catacombs boss 5, Awakening 6, and Hell 10. Gold is 500 per commendation.Accepted contracts appear in your quest journal and can be tracked on the HUD.You get credit for meaningful damage, your pets' damage, and healing the people doing it. Commendations buy: RewardCostNeedsDawnward Shield20Random pristine enchant3030 completed contractsRandom material crate (5–10 stacks of crafting materials)3030 completed contractsRandom Pure or Volatile enchant75100 completed contracts There are milestone titles along the way, and the gold you earn is collected from Aveline. The hearthstone tooltip shows your actual cooldown. Drop below +20,000 and your benefits and contract progress pause until you're back. Titles you've earned stay. Guilds and alliances The Social window, from the new Social button on the menu bar or /social, holds your guild, alliance and friends, and opens on the tab you last used. Guild overview: members online, founding date, alliance, town held, message of the day, and guild news: joins, promotions, wars and town captures.Roster: sort by any column, filter by name, see who's online and when others were last seen, and whisper or invite from it.Wars: live wars with score and countdown, declarations in and out, and past wars. After a surrender, the two guilds can declare war again 24 hours later.Alliance overview: banner, leader, an alliance message the leader guild can edit, alliance news, and a card for each of Pyros, Helm and Eldeir showing who holds it and whether it's open, protected or has lost its flag. Anyone can see the town cards.Add Friend sends a request by targeting a player. Alliance PvP enlistment. Members of an alliance can enlist for open-world PvP against other enlisted alliances, at the new Alliance Quartermaster in Valus or with Enlist for PvP on the Alliance tab, while in a guarded area and out of combat. Who can fight: enlisted players of different alliances can fight each other anywhere, guarded towns included, with no reputation cost and no guards. Anyone who hasn't enlisted stays out of it: they can't be attacked freely by an enlisted player, or attack one freely.No outside help: while an enlisted player is fighting, only enlisted members of their own alliance can heal or buff them.Seven days: enlistment lasts at least a week, and you withdraw by talking to the Quartermaster. It ends on its own if your guild leaves the alliance.You can see it: enlisted players carry a sword-and-banner marker overhead and an "Alliance PvP Enlisted" buff. Hell The Infernal Covenant A new altar in Hell summons one of three bosses for 50 Infernal Shards: Vaelthros, Cinderking Vex or Nhalis. Each boss has a 3-hour cooldown after it's summoned, and leaves after 30 minutes with nobody to fight, with no loot and no refund. Vaelthros fights where the Blazing Gazers spawn, and clears them out until he's gone.Every 20 seconds he calls a 10-second storm: four volleys of red-marked lines toward up to four players, 75 damage per line, with 2 seconds to step out.Every 30 seconds a storm field grows from where he cast it out to 20 meters, hitting harder with each pulse.Polarity: every player carries a + or − charge and moves 25% slower. Players with opposite charges within 10 meters of each other take steady true damage, so keep your charge with your own kind.His chain lightning weakens with each player it jumps to, and electrical hits stack a vulnerability on you, up to +50% damage taken.At 70%, 50% and 35% health he raises three conduit crystals you can see and target. You have 25 seconds to break them; each one still standing adds 100 damage to his Overload.Cinderking Vex is summoned among the cursed coin piles of Mammon's Gilded Hoard, which lose their swarms while he's there.Pillar of Fire every 20 seconds at up to five players. The spot is locked when he starts casting and you have two seconds to step out; staying costs 200 burn damage over ten seconds.A meteor storm every 30 seconds around himself.Every 30 seconds two portals open beside him and each lets out a Dark Imp (3,000 health, up to four at once). Imps cast Energy Bolt and Meteor, and every 20–30 seconds one marks a 15-meter red circle and silences everyone inside for 5 seconds.Nhalis vanishes and leaves decoys, and his images cast his full spell set: Energy Bolt, Poison, Repel, Bombardment and Meteor. While he's vanished he can't be targeted or attacked directly, but area damage can still reveal him. They resist magic. Vaelthros takes 80% less Energy and Vex 80% less Fire damage, and 30% less from other spells. Nhalis takes 50% less from all spells. Physical, bleed and true damage are unaffected. Rewards. Each kill drops one shared stack of Infernal Shards: 70, plus 10 for each extra player up
Patch 1.0.3.1: A Weekend of Fixes
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Legends of Aria: Eternal — Patch Notes Game content 1.0.3.1 No client update this time. You stay on 1.4.2. Why a small patch? We held several bigger features back so they can ship properly next week in 1.0.4, rather than rush them out on a Saturday. Here's a sneak peek of what's coming: Murder counts are out. Reputation is in. A full overhaul of PvP crime. A player's name colour tells you at a glance who's fair game, and staying Lawful means you can't be tricked into flagging yourself. Murderers become the hunted: Outcasts are attacked by guards on sight and have to walk everywhere, while the blue players who hunt them down earn reputation toward a new order of knights, the Wardens of the Dawn.Something stirs in Hell, and rotating demon camps appear in the Chaos zone. We'll let you find out the rest.Pets get abilities across eight creature families, and a new wyvern joins them.Tracking is a new skill, floor traps can be crafted, and ore spawns all over the wilderness.Hotbars you can drag, resize and add more of. In the meantime, this patch is mostly fixes for things you reported, starting right below. The Aria Collective server Verdant Sky is now connected with its Patreon. For now it's just in-game titles. One fix went out quietly after 1.0.3 and never made it into notes. It's included here. You reported these Mobs stop flickering at the leash. A mob dragged past its leash could bounce between leashing and attacking, going invulnerable every other second and never teleporting home. It now finishes walking home first. This hopefully fixes the "bugged invulnerable mob" report. Killing a dynamic event's boss skipped the cooldown if a wave mob was left alive and the event timed out. This was reported at the Destroyed Town. The cooldown now starts when the boss dies. Cotton. A player made 80 platinum in three days from cotton, so Barrens and Oasis cotton yields 1–6 per harvest, down from 1–18. Fluffy cotton's chance now depends on where the plant stands: 5% in towns, protected and neutral areas, 30% in unprotected wilderness. And 5% of cotton plants in unprotected wilderness are now ivory Fluffy Cotton Plants that always give 1–3 fluffy cotton. The buff bar is bigger. Icons are 34 pixels, up from 24, and timers sit under the icons instead of over them. Poison shows a countdown for the first time. Alliance tags on nameplates. A player in an alliance shows both tags: Bryn |IRON|. The tag appears and clears as soon as a guild joins or leaves, instead of at the next login. The merchant window is easier to read. The list sits on a dark panel, with prices in gold and anything you can't afford in red. A qty stepper on each row replaces the Buy, +10 and Custom buttons; click the number to type a quantity. Clear and Accept sit in the footer with your total. A stray "0" under the total and a scrollbar hanging outside the window are fixed. Prestige abilities train in inns and houses again. The Train button was greyed out inside an inn or your own house, because the location check was backwards: it allowed training everywhere except there. Training now works in an inn, in a house you can use, or within 15 meters of the hearth at the Oasis or the Forest Outpost, and only once your combat conflicts have expired. You can no longer train out in the open world. A greyed-out Train button now tells you why. Alliance gear is finally for sale Allard in Valus now sells the alliance cloak (30,000), the alliance horse statue (18,000), and the battering ram and gatesman's mallet recipes (320 each). Until now none of them had a source anywhere. His waterskin is buyable at 25, which 1.0.3 announced but didn't actually fix. Support the official server on Patreon The Aria Collective official server, Verdant Sky, now has a Patreon, and pledging directly supports the project. For now the in-game perk is a Patron title named after your tier, which you can wear from the Other tab of the Achievements window. More patron perks are on the way. To pledge or link your account, type /patreon or talk to Lazarus, the Patreon Crier, in any of the major towns. /patreon also shows whether your account is linked, and at which tier. If you linked your account on LoA Classic, you're already linked here. After linking, restart your game client to pick up your status. Barding Provoked creatures fight. They sometimes stood next to each other and never swung. The cause was in the creature AI and also hit ordinary fights: a monster that switched targets mid-fight kept waiting for its old one. Fixed for both. Your selected target is used. Peacemaking acts on it straight away, and Provoke takes it as the first creature and only asks for the second.Creatures turn on the bard when a feud ends or a calm wears off, if you're within 20 meters.No more stuck cooldown. If another cursor replaced Provoke's, it stayed "on cooldown" forever. Pressing it again now restarts it.Cooldown depends on how it went: 10 seconds on success, 5 on a failed roll, none if you never played (cancelled cursor, bad target, no instrument).Neither ability dismounts you.Provoke lasts 30 seconds, up from 20. A creature can be soothed again 15 seconds after its calm ends, down from 35. 97 more creatures can be barded. They were added after the original data and never got a difficulty, so they were immune by accident: bandit, rebel and barbarian camps, all of Hell, the elemental camps, vipers and more. Hell's creatures can be calmed but not provoked. Twelve ordinary creatures were also flagged as bosses and are now fair game: Skeleton Warrior, Ghoul, Inflamed Imp, the Void Worshiper, Marksman, Apprentice, Executioner and Mage, the Gazer, Titan Beetle, Banshee and Lava Golem. Combat Charge chases. It now follows a moving target, routing around obstacles, and stuns only on actual contact. It can't hit through fences. You can't steer while charging; the pursuit ends after 2.5 seconds or 35 meters, or if it's blocked, without a stun. A target that steps out of range during the windup no longer cancels a Charge that had already started. Root, Enfeeble and Disarm immunities never wore off, so every second Root reported "root immune". Fixed.Empower's secondary heals respect line of sight, and no longer heal a target under Mortal Strike or Enrage.Intimidation works in the wilderness. A red can now use it on an unrelated blue in unguarded wilderness.Bow hits no longer build Bloodlust against players or their pets, since bows get none of the PvP bonuses. Bows in PvE are unchanged.Alexis' Decree of Blood repeats every 25–30 seconds, up from 18–24.Volatile runes take 80% of an item's maximum durability, down from 90%. Hell All four district events have a 15-minute cooldown. Vharok's Infernal Court had none; the Eye of the Storm and Mammon's Gilded Hoard drop from 30 minutes. Gorvath's Charnel Feast was already 15. /timer shows when the next Demonic Gatekeepers spawn, so you know when Hell opens next. The entry dialogs warn you that dying without a resurrection respawns you outside. Hound of the Gate's fire ring now burns. Every 30 seconds it lays a 20-meter Gatefire that deals 200 true damage over 20 seconds, in every phase. It also silences everyone within 20 meters for 5 seconds as part of its ability cycle. Locked chests pay better. Every Infernal Deathly Chest guarantees an Imperfect or Perfect ruby, sapphire or topaz ring or necklace, and a pristine enchant, on top of its normal loot. The Guillotine decoration, which looked like a plain wall, is out of the loot pool. Veilborn Hexers (1%) and Tempests (3%) drop Charged Storm Lens Fragments, toward the Stormeye crafting material. Loot Dungeon crates. The dungeon bosses drop their Artifact Crate more often, and each dungeon has a second carrier: MobCrateChanceContempt's ogre boss, Deception's drake boss, Ruin's pristine dark lordTheir dungeon's18%, up from 9%Corruption's demon bossCorruption9%, down from 18%Contempt's pristine ogres, Ruin's pristine lich lords, Deception's pristine drakesTheir dungeon's4.5%, new The lich lord at the Asper graveyard no longer drops a Ruin crate. Camp contracts. Pirate contracts count any 50 pirates across Pirate's Grotto and the Ship Wreck, not just captains in the Grotto.Contract enchants go straight into your backpack, with no reward bag to open.The guaranteed Pristine reward could hand out Mythic Binding. It can't any more. Barbarian camp maps. A small Barbarian camp's chest holds a map to a medium camp, and a medium camp's to a large one. Interface The status bar can be dragged again, by its name row. The Leagues tab is gone from the achievement window, since leagues were retired. If you earned a league title, the tab stays so you can still choose it. Fixes Recall, Mark, Portal and Charge Runebook ignored their cast times. Recall cast in 0.75 seconds instead of 5. They now take their proper time: 5 seconds for Recall and Mark, 6 for Portal and 10 for Charge Runebook. (Went out after 1.0.3.)Camp defenders no longer get stuck walking back to a spot inside camp furniture. Standard defenders aggro at 10 meters (some older camp AI was aggroing across its whole 30-meter chase range) and won't chase you more than 30 meters from home.Pets come with you. Hearthstones, escape scrolls and Recall bring all your pets in the region, not just the ones within 10 meters.Barbarian camp chests sat in the campfire or faced the tent and failed the line-of-sight check. They've moved into the open.Renaming a rune no longer dismounts you. For server operators Town siege stalls. A large /siegestart could stall a region badly enough that the cluster watchdog restarted the whole shard. Siege attackers are much cheaper to run: shorter march legs that stay under the pathfinder's 50 m cap, one pathfind per leg instead of two, and no per-second player search. /siegeaddcamp, /siegestatus and /siegestart print the projected attackers per wave (camps × per-camp counts × defender scale), since wave counts are per camp. A stall guard aborts a running event if the region's timers fall more than StallAbortSeconds (default 4, 0 = off) behind twice in a row, before the watchdog steps in. Manage Awakening only opens on real Awakening controllers, and its window cleans up properly. Account properties at login. The server can look up account properties from an account service when a player logs in through Steam, set by two new cluster config elements, AccountPropertiesUrl and AccountPropertiesKey. Leave them unset and nothing changes. The Aria Collective uses this for Patreon tiers; Patreon itself is part of the Aria Collective mod and doesn't appear on other shards. Deploying 1.0.3.1: run resetworld as usual. It also puts the new barding difficulties on creatures that were already spawned, which otherwise keep their old immunity until they respawn. Global scripts changed, so this is a restart, not a reload.
Patch Notes 9/24 - Barding Fixed, Martial Prowess back in PvP
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Game content 1.0.3 · Client 1.4.2No client update this time. You stay on 1.4.2.Barding finally works as a skill, Martial Prowess is back in PvP, Hell's events and bosses get faster and meaner, dynamic camps have to be cleared before they pay out, and gold across the wilderness has been rebalanced. Also a fix for regions that sometimes failed to come back after the daily restart.A handful of these fixes went out quietly in the days after 1.0.2 and never made it into notes. They're included here.Barding1.0.2 made Barding trainable. This patch makes it worth training.Every creature has a Barding difficulty now. Nearly every creature carried the same flat difficulty of 100, so Provoke rolled against 150 on everything — a negative success chance at any skill level, and gains stuck at the floor. Difficulty now comes from each creature's health and attack on a 5–100 scale: rabbits and chickens 5, wolves 20, grizzlies 55, trolls and liches 60, wargs 75, dreads 85, dragons 95, mature wyverns 100.Friendly NPCs, mounts, summons, bosses and scripted encounter creatures have no difficulty at all and can't be provoked or soothed. That includes named bosses such as Gavri, Alexis, Ser Malrec, the Orc Blademaster and the Lizardman General. Regular top-end monsters like dragons and wyverns are still fair game. The premium mounts sold by Zenobia Valcaris can no longer be tamed or barded.Peacemaking joins Provoke on the Barding page of the skill book. Play to a creature and, on a Barding check against its difficulty, it forgets its target and everything it was angry at, and stays calm until something hits it — then it turns on whoever did. The calm lasts about a minute on the weakest creatures and 15 seconds on the strongest. Peacemaking has a 10-second cooldown, and a creature can't be soothed again until 35 seconds after its calm ends.Provoke actually provokes.The threat went to you. The enraged creature turned round and attacked the bard. It only seemed to work from 10–15 meters away, outside the creature's chase range. The threat now lands on the creature you chose.Most camp and dungeon creatures ignored it entirely. Zombies, ghouls and most camp and dungeon mobs run on a newer AI that never heard Provoke. They do now.It works within a faction. A zombie can be set on another zombie. Before, Provoke took both clicks in a graveyard or an orc camp and silently did nothing. The two are enemies to each other, and only each other, for 20 seconds. It ends early if one dies or a bard soothes either of them.Grandmasters can set dragons on each other. A provocation is as hard as the average of the two creatures plus a small surcharge. It used to be the first creature plus half the second, so any two strong creatures were out of reach even at 100. Dragon onto dragon is now a coin flip for a grandmaster.One roll, not three. A hidden second roll that failed about one attempt in eleven even at grandmaster is gone, and Musicianship gains were fed the inverse of the real success chance. The performance and the Barding check are the only two rolls now.Creatures only. Provoke sets a creature on another creature. Players and their pets can no longer be the victim.Provoke tells you when it worked, has a 10-second cooldown, and the Barding page of the skill book finally has an icon.Both abilities need the instrument in your hand. Using Provoke with the instrument in your backpack crashed silently — no cursor, no message. That was the original "Barding doesn't go up" report from the player's side.Martial Prowess returns to PvPMartial Prowess abilities work against players again, at reduced strength. In original LoA, Enrage and Overpower stacked for enormous hits. The PvP values below keep that from coming back.AbilityAgainst players and their petsPvEMartial Prowess passiveA quarter of the PvE weapon bonusFull bonusBloodlustBuilds as in PvE—Enrage+15% attack for 8 seconds; healing still blocked+50%Intimidation10% attack-speed reduction for 15 seconds20% for 30 secondsExecute50 true damage on a target at or below 30% health; consumes all Bloodlust; can missScales with BloodlustNemesis+15% physical damage against the marked player for 2 minutesCreature-type bonusShield WallAt 100 Blocking, 25% less physical damage from your current player target for 6 seconds50%Nemesis has a cost in PvP. While you have a player marked, you take 15% more physical damage from every other player and their pets — bow or not.Execute now has a 30-second cooldown, in PvE as well.Using Intimidation on a player flags you, the same as attacking them. Taunt and Defiance still don't affect players.Bows get none of the PvP bonuses. With a bow equipped against a player or their pet, there is no Martial Prowess passive bonus, no Enrage bonus and no outgoing Nemesis bonus, and Execute refuses before it spends your Bloodlust. Bows in PvE are unaffected. Nemesis checks the weapon that actually made the hit, so swapping weapons mid-fight doesn't carry a bonus onto a bow.Enrage, Nemesis, Shield Wall and Intimidation keep their real remaining time when refreshed, and Enrage and Nemesis also across a relog. Their tooltips and the Martial book say which restrictions apply.HellDemonic Gatekeepers stay up for 30 minutes, up from five. They were easy to miss entirely. The three-hour cadence and the five-minute passage are unchanged.The entry warning is clearer. It spells out that Hell is meant for the most powerful groups of adventurers, and lists what won't get you out: recall spells, runebook recall, player-made portals, hearthstones and escape scrolls.District events need far fewer kills. Events dragged on with mobs piled on top of each other, and how many kills a stage needed depended on which event it was. Kill credit is now the same across Vharok, Stormeye, the Gilded Hoard and Gorvath, and requirements are at least 40% lower — about half for stages 2 and 3 of Stormeye, the Gilded Hoard and Gorvath. A group of seven maxed characters needs 16, 27 and 38 kills for stages 1–3. Stage 3 has a new pool: Infernal and Chain Demons for Vharok, and Blood Demons alongside Gluttons for Gorvath.Infernal Demons are black, wreathed in flame, and trade their instant Heavy Strike for Infernal Burn: every 8 seconds, every player within 3 meters takes 3% of their maximum health as true damage each second for four seconds. It doesn't stack or refresh, and killing the demon ends it.Chain Demons keep their 60% slow and add a frontal cleave — 120 degrees, 3 meters, 12% of maximum health as true damage — on their 9-second ability cycle.Stormeye gains Mana Siphon. Every 30 seconds, starting 20 seconds in, it picks a random player within 25 meters who has mana and is in line of sight. You get 3 seconds of warning: get behind cover to break line of sight, or move out of range, and the siphon fails. Otherwise it drains 20% of your maximum mana. Stormeye stops moving and holds its Chain Lightning and Static Charge while it channels, and never picks a player carrying Static Charge.Gorvath gains two new mechanics:Seed of Corruption. Every 45 seconds, up to three random players within 20 meters are marked. About two seconds later each seed bursts for 40 Void damage within 4 meters, and seeds anyone else it catches.The Dead Beneath. A 10-meter circle around Gorvath, who holds still for its two-second warning. Anyone caught is stunned for one second, then for ten seconds their spells and prestige abilities take 50% longer to cast and bandages and health potions heal them 50% less. First available 20 seconds in, then every 30.BossesAlexis stops getting stuck. He and his adds could stall on the way back to his throne or while chasing a target they couldn't reach, and a warning from before a reset could still land on players afterwards. Recovery, target switching and cleanup are fixed. Five players had kited him round a pillar to 20%, so he also hits harder:Cleave now bleeds everyone its telegraph catches, for 45–65 damage in total over five pulses two seconds apart. The separate random bleed is gone.King's Judgment (from phase 2, at 70% health): a 10-meter circle around Alexis with a two-second warning and a one-second stun. For ten seconds after it lands, spells and prestige abilities take 50% longer to cast and bandages and health potions heal 50% less.Lord Barkas cleans up his warning circles properly and does far less work each tick while his Closing Crown moves. Players reported frame-rate loss during and after the fight that only went away by changing region. This should help, but we haven't measured it in the client yet — tell us if it still happens.Rhutkis no longer stalls holding a dead or departed attacker as his top threat, and Meteor minions no longer appear after a cast was cancelled or he was removed.Bosses could freeze when one of their configured ability lists was empty. Fixed across all bosses that use it.Crypt Dragons now reset 20 meters from their spawn: they return to it, drop their target and heal to full.Dynamic campsClear the camp before you open the chest. A key drop or a lockpick used to let you skip most of a camp. Every remaining defender now has to be dead before a camp chest can be unlocked, picked or opened. Your key isn't used up on a blocked attempt.Camp attacks show on the map. When a camp sends its regional attack announcement, its location appears on the New Celador map with the camp's name and Under attack, for everyone on that region. The marker goes when the camp is cleared, destroyed or reset.Huge-camp reward caches stay put. The Captured Bandit Caravan Cache, Captured Rebel Caravan Cache and Orc Warlord's War Chest can no longer be picked up — loot them where they stand. Chests are meant to come from Carpentry.Camp bosses pay like bosses. The strongest camp bosses paid out about the same as their followers. The Rebel Commander and ten top camp bosses now drop their own gold and one guaranteed reward:BossGoldPlus one ofRebel Commander350–450broadsword, war mace, brigandine tunic, leggings or helm, curved shieldBandit Duelist Captain600–750longsword, poniard, leather tunicOrc Bloodaxe Lord350–550large axe, war mace, chain tunicGoblin Bombardier Chief175–27510–15 iron or 10–20 metal scrapsKobold Ambush Chieftain225–350spear, dagger, leather tunicBarbarian Berserker Chieftain375–525large axe, bone helm, bone tunicPirate Boarding Captain225–350saber, poniard, bucklerGiant Earthshaker225–32515–25 iron or 20–30 metal scrapsBroodmothernone10–15 silkNecromancer600–80010–15 moss or mushroomsCultist High Lord175–275saber, longsword, curved shieldElementals drop the reagents of their element: air moss, water ginseng, earth mushrooms, fire lemon grass. Lesser, standard, greater and guardian elementals give 1–2, 3–5, 6–10 and 10–15 reagents and 15–30, 45–75, 90–140 and 150–225 gold. Lesser gold is unchanged.Camp boss loot levels follow the fight. The Bandit Duelist Captain and Goblin Bombardier Chief drop at loot level 10 (from 12 and 11), in the level 6–10 essence tier. The Necromancer drops at 11 (from 13), which keeps it in the 11–13 tier.Elemental camp rewards no longer include scrolls for spells you can't cast: Chain Lightning, Ice Rain, Pillar of Fire and Reflective Armor.Gold and prestige booksGold. A global 1.5x multiplier was inflating ordinary loot.Ordinary loot gold is 1.0x. Loot in a chaos zone — all of Hell, and the rotating overworld chaos zone while it's active — pays 1.5x for the open-PvP risk. The eight world and awakening bosses had their own gold raised by half, so they pay what they did before, and more if you kill them inside a chaos zone.Camp chests pay by camp size: small 250–499, medium 500–999, large 1,000–1,499, huge 1,500–1,999. Camps in protected areas pay half.Treasure: tier-4 buried treasure pays 1,000–2,000. Sunken treasure pays 100–199 at base, then 200–299, 300–499, 500–749 and 750–999 for tiers 1–4.Liches in the Asper graveyard and all Thawed Beetles drop 200–275 gold. Lich lords, and liches anywhere else, are unchanged.It
Patch Notes 9/18 - Hell Chaos Dungeon, Alliances, Town Sieges and So Much More
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Legends of Aria: Eternal — Patch NotesGame content 1.0.2 · Client 1.4.2 Steam will update your client automatically. You must be on 1.4.2 to log in. The largest content patch since launch: a new endgame dungeon, alliances, town sieges, a rebuilt wilderness, and a long list of fixes — including the reason attack speed has never felt right. Hell — a new endgame dungeonHell is a persistent shared PvPvE region, not an instance — everyone who gets in is in the same Hell, and the whole dungeon is a Chaos zone with open PvP rules. Getting in. Demonic Gatekeepers appear roughly every three hours across Barren Lands, Black Forest, Eastern Frontier, Frozen Tundra, Southern Hills, Southern Rim and Upper Plains. Killing one opens a passage for five minutes, capped at ten characters and one entry per character. Entry takes a deliberate interaction and shows a danger warning you can permanently opt out of. Recall, runebooks, escape scrolls and ordinary portals cannot bypass any of this. Getting out. The paired Hell-side passage stays open for extraction and is not population capped. Three more extraction portals open at randomized safe anchors every two hours, for five minutes each. You can also buy your way out. The Infernal Sacrificial Altar takes 100 Infernal Shards and a 10-second uninterrupted channel — stand still, and movement or damage breaks it — then opens a portal that lasts five minutes. It drops you at a random one of nine wilderness locations across Southern Rim, Southern Hills, Upper Plains, Eastern Frontier, Black Forest, Barren Lands and Frozen Tundra, so you get out but you don't choose where you land. Shards are only consumed once the portal actually forms; a ritual that fails costs you nothing. Infernal Shards crumble when you leave, and that is the whole decision. Keep farming under PvP pressure; spend 50 with Malrec on a relic schematic and try to escape with what you bought; spend 100 at the altar to leave on your own terms right now; or take what you have to a free exit and lose the rest. What's down there. Hell's own creature population — Cerberus, hounds, imps, demons, wraiths, reavers, golems, gargoyles, gazers, scribes, lanterns, screechers, serpents, succubi and Veilborn elites — with tiered health, damage, recolors, auras, stealth behaviour and reinforcements. Named and dynamic encounters cover Caldris, Malrec, Vespera, Vharok, Mammon, Gorvath, Xalith, Stormeye and the Archfiend. Eight new craftable artifacts, each reserving signature slots out of nine: Hellfang — a third consecutive hit within six seconds deals 15 true damage and restores 5 stamina. 10s cooldown.Mammon's Claim — 3% weapon-hit proc marks a target for six seconds and returns 25% of the damage it dealt as true damage, capped at 30. 12s cooldown.Spectral Wound — 3% weapon-hit proc stops health and stamina regeneration for six seconds. 15s cooldown.Fleshrender — 3% weapon-hit proc cuts healing received by 20% and deals 4 poison damage per second for eight seconds. 15s cooldown.Stormeye Conduit — harmful spell hits have a 2% chance to charge a target for ten seconds; moving while charged deals 5 true damage per second. 15s cooldown.Ashen Pursuit — Fire Arrows deal 10% more direct damage, attacks deal 15% more to demons, and ranged hits have a 5% chance to burn for 9 fire damage over three seconds.Malrec's Passage — five rechargeable charges, each opening a gate into Hell.Fallen Light — while no ally is within four meters, weapon damage +8% and hits grant 10% magic resistance for four seconds; hits also have a 25% chance to burn demons and undead for 10% of maximum health over five seconds, 2% against bosses. Reserves three signature slots.The first five drop as schematics and catalysts from their themed bosses on independent 10% rolls. Ashen Pursuit and Malrec's Passage unlock after Malrec's quest chain and are bought as resource sinks — 50 Infernal Shards, 50 Blightwood Boards, 4 Soul Fragments, and either 50 Demon Blood or 50 Spectral Bones each. Three jewelry sidegrades — Infernal Signet, Soulglass Ring, Obsidian Ward — on one mutually exclusive roll per eligible kill, from 0.10% on veterans to 3% on bosses. Quests. A Debt Unburied, Malrec's five-step boss hunt, awards 13 Infernal Shards and unlocks his two schematic purchases. The Forsworn Passage is an outlaw-only Caldris chain — kill Malrec, then ten players inside Hell — rewarding an Outlaw's Rune to Hell, usable only while you still qualify as an outlaw. The Infernal Heart. Completing three distinct Hell district events in a cycle summons Azael, the Fallen Light: a fallen angel tuned for five players, with a spread check, a telegraphed spear strike, a ranged Ashen Wake debuff leaving persistent black fire, a dark fire ring, and district-themed summons. Killing him broadcasts across Hell, opens a five-minute deep extraction route, starts a twelve-hour cooldown, and creates a contested reliquary that takes an uninterrupted eight-second channel to unseal — awarding Fallen Pinions, the Fallen Light schematic, district materials and schematics, prestige books and jewelry. Prestige books in Hell are deliberately restrained; ordinary Hell creatures get no prestige tables. Fixed and selectively spawned bosses make one mutually exclusive 3% roll (2% Rank 2, 1% Rank 3); dynamic bosses one 5% roll (3% / 2%). Four Hell mobs finally get the magic resistance they were built around. The Vespera Willbinder, Xalith Cinder Broodmother, Hell Gazer Overseer and Mammon Gilded Warden were all authored against a third resistance tier that had never existed, so the game rejected the trait and they ran with no magic resistance at all. The tier now exists at −80%, so all four take considerably less magic damage than they did on test. Expect them to be noticeably tougher for casters. AlliancesAlliances replace militias as the large-team organization. An alliance is a group of guilds with a shared name, coat of arms, private chat channel, and the ability to hold a town. Militias are retired in the same patch, and the one piece worth keeping — the keep siege and each town's keep flag — is now how alliances take towns from each other. Everything here is cluster-wide and survives restarts. CharteringAllard, the trader in Valus, stocks an Alliance Charter at no cost. A Guildmaster uses it and fills in a name (4–35 characters), a tag (2–4, unique shard-wide), and heraldry from 37 designs — mandatory, there is no ratify button without one. Ratifying turns the charter into a memorial item recording the founding date. Your guild becomes the leader guild, and an alliance may contain only its founding guild, so you can charter first and recruit later. Membership and authorityA guild belongs to at most one alliance, and you participate only through your current guild. Authority belongs to the leader guild, not the founder — whoever is currently its Guildmaster is the Alliance Leader, so passing your guild on passes alliance authority with it. ActionAlliance LeaderMember GuildmasterEveryone elseInvite a guild, or revoke an invitationYesNoNoAccept or decline an invitation for your guild—YesNoRemove a member guildYesNoNoLeave the alliance with your guildNoYesNoDisband the allianceYesNoNoRead the alliance page, roster and townYesYesYesDeliberately narrower than guild invites, which an Emissary can send — joining or leaving changes the standing of every player in a guild. Invitations expire after 7 days and are swept off both sides. Officer and member changes never affect alliance membership, and neither does transferring a guild to a new Guildmaster. The leader guild cannot leave or be removed; the Alliance Leader disbands instead. Disbanding a guild cleans up its alliance ties. Alliance chat/alliance, aliased /a, reaches every online player of every member guild.Lines read \ Aldric |IRON|: hold the north gate — the speaker's guild tag is always shown./togglealliancechat mutes it for you; the setting persists across sessions and survives changing guild or alliance.3-second cooldown between messages. Being inside it is refused privately.Trial members are excluded in both directions. Trial is a rank a Guildmaster has to demote someone into — joiners land on Member — so it works as explicit probation.Membership is re-checked per message, so a guild that leaves or is removed loses the channel on its next line. /militia and /m are gone. HeraldryYour design is worn by the alliance cloak, the town banners of a town you hold, the keep flag, horse barding, and the alliance's symbol in the social window. A cloak belongs to its alliance, not its carrier — carry another alliance's cloak and you see their arms. Changing heraldry repaints every cloak: world-placed, in packs and banks, and carried by anyone who logs in afterwards. A cloak also updates itself whenever it loads, so one that sat in a bank through three changes is correct when you take it out. There is also an Alliance Horse Statue — blessed, and it unpacks into a horse already wearing barding in the alliance's colours. Holding a townPyros, Helm and Eldeir can be held. An alliance holds at most one, and a town at most one alliance; ownership belongs to the alliance, so guilds joining and leaving never move a town. Holding a town does one thing for now: every banner in it flies your heraldry and says who holds it — 33 in Pyros, 39 in Helm, 28 in Eldeir, free-standing poles and the keep's wall-mounted ones alike, repainting in a ripple through the town. Losing it puts the town's own banners back. Taxes, spawns, vendor access and defensive perks are later work built on this ownership record. A held town also gets an alliance portal on a stone platform — Pyros and Helm have platforms placed. The Alliance Leader targets a marked rune to set its destination and toggles Public or Private (owning alliance only). The portal exists only while the town is held. Taking a townAny member of an active alliance can take a town, and the keep door is closed to every alliance but the holder's. Battering ram — Carpentry craft, 70 Carpentry, 20 Blightwood Boards, recipe required. Use it on an enemy keep door to deploy the world ram. Swings every 5 seconds for 100 damage, and needs two or more attacking-alliance members within 12 units or it damages itself. The door warns the holding alliance by name, and breaks open at zero health.Gateman's Mallet — the defender's answer, 40 Carpentry, 5 Blightwood Boards, recipe required. Use on a damaged door to spend 5 Blightwood Boards for 250 health, 2-second channel, 2-second cooldown, including mid-siege. One supplied defender roughly matches one ram.The door will not auto-repair while a ram exists or enemy alliance members are inside the keep, so the breach stays open for the run and heals once they leave.Inside the courtyard, "Take Flag" on the keep's flag pole starts a 15-second channel. Completing it takes the town immediately — banners swap and the capture is announced shard-wide, naming the alliance that lost it. If your alliance already held a town, it gives that one up in the same transfer. A freshly captured town is protected for 24 hours — its flag cannot be taken and its door cannot be rammed. PvP around a siegeMembers of different active alliances within 30 units of the keep flag, or 20 units of the keep door, become lawful opponents for 10 minutes, refreshed while they stay in range. This works everywhere, including inside guarded towns, and guards do not intervene — they act on criminals, not alliance conflict. Players not in an alliance are never flagged and never become targets this way; interfering means normal PvP rules and normal consequences. The social windowAlliance management lives in the Social window alongside Friends and Guild, rebuilt onto the shared tab layout. /allegiance opens it on the Alliance tab, and repeating the command reopens that tab rather than closing the window. The old militia window is gone. No guild — the tab tells you a guild is required.Unallied guild — lists ev
Dedicated Server Update for Legends of Aria Eternal
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The Unity toolkit for Legends of Aria Eternal is now available! https://github.com/dbrinkmann/ShardsToolkit-Unity What you can buildCustom maps — one menu click gives you an Outdoor or Dungeon starter scene with lighting, camera and post-processing already wired up.Custom objects — turn any model into a client object and add it to your own library. You can also create empty objects for spawners and triggers.World content — Server data editors: regions, paths, seed objects, and collision painting. Steam Workshop packages — bundle it all together and publish your mod.Coming nextOfficial support for adding mobs and equipment is in the works. We'll share more as it gets closer. Getting startedYou'll need Unity 2020.3.49f1 and a few minutes of setup. The README has everything: installation, the build pipeline and server config examples. Iterate against local builds instead of Steam Workshop, and subscribe to your Workshop item once you publish. Issues and PRs are welcome. I'm very excited to see what you all create!General UpdatesIt's been amazing to finally open up the Legends of Aria server to a community run environment. Since its inception it's only been available to a small private admin program. This week, we can officially say we are now the first MMO to ever allow players to run and mod the game legitimately without having to run a grey shard private server. NGL, it's been a bumpy road since launching a few days ago. Lots of things are getting in the way of getting the server up and running for new admins. For the last few years I've had a dedicated group of admins who are used to jumping through hoops and know all the tricks to get the server running smoothly, so this was a surprise. I'm taking steps to improve the help and guides so new admins aren't spinning their wheels. I also plan to do some streams making custom assets in the Unity Toolkit in the near future. Shoot me a DM if there's anything you think could improve the dedicated server experience. — Supreem
Patch Notes 9/11 — Fixes, Heavy Armor Builds, and New Prestige Abilities
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PerformanceA significant pass on the two spawner systems that drive resource nodes and regional creature spawns. Both were doing an entire region's work in a single frame — on a busy region that meant a 35–44ms spike every second, and occasional 62ms spikes, against a 250ms tick.Mounted CombatWe brought mounted combat back in Eternal, but weapon abilities and prestige abilities still threw you off your horse. That's fixed.Weapon abilities no longer dismount you. Neither do Martial Prowess or Sorcery abilities. Your mount survives instant abilities, queued hits, and target-selected abilities alike.Poison no longer dazes or dismounts riders. Poison ticks were being treated like any other big hit — they'd daze you, and daze you off your horse if you were already dazed. Poison still hurts, it just doesn't knock you off any more.Abilities that dismount your enemy still work exactly as before, and ordinary forced dismounts are unchanged.ArcheryBalance pass on bows and a stack of bugs. The bow's basic Shoot action is gone. Shot stamina costs are now consistent, mounted or on foot:Shortbow / Longbow / Warbow shots — 10 / 15 / 20Wound / Stun Shot / Explosive Shot — 20 / 25 / 30Bug fixes:Centershot works at zero stamina again. Its free shots were being rejected by the stamina check before the free-shot logic ever ran.Auto-fire stops when you swap or lose your bow. Previously the old bow's stamina cost and firing rate would carry over to whatever you picked up next.Successful instant abilities now correctly report back to auto-fire.Invalid targets or a mid-fight weapon change no longer leave you stuck firing, and no longer break weapon lookup.Fire Arrow checks your target, weapon, and casting state before working out firing speed, and line of sight is only enforced where it actually should be.Prestige — More Fighter Builds, and Armor Has WeaknessesHeavy armor builds were too narrow. This opens them up, gives bashing a real job, and makes armor choice an actual trade-off instead of a straight upgrade.Hamstring and Adrenaline Rush no longer require Light Armor. Skill requirements stay, and Hamstring still won't work with a ranged weapon. A heavy-armored dagger build can now run Hamstring, Charge, and Adrenaline Rush together.Two new Fighter abilities: Parry (Rank 1) — Longsword, 40 Slashing, full Light or Heavy armor. A one-second stance that blocks parryable attacks from the front 180° arc and returns 50% of the blocked damage. 25-second cooldown. While parrying you move at half speed and can't attack, cast, use items, or use other abilities. Facing is checked when the damage lands, so exact side and rear hits get through — as do self-inflicted damage, certain hazards, and ongoing poison and burn ticks. Reflected damage can't bounce back and forth. Shattering Impact (Rank 3) — Qualifying bashing weapon, 80 Bashing, full Light or Heavy armor. Primes for ten seconds, then the next qualifying hit reduces the target's armor by 20% for eight seconds. Refreshes rather than stacking, and respects minimum defense. 45-second cooldown.Both come with rank-correct books in the loot pool, their own icons, and activation visuals.Armor now has explicit weaknesses:Every Heavy head, chest, or leg piece adds +10% Bashing vulnerability.Every Light head, chest, or leg piece adds +10% Slashing vulnerability.Cloth adds neither. Mixed sets accumulate each weakness independently, so a mixed build takes a bit of both.Vulnerability applies after mitigation and doesn't affect reflected damage. Your totals are shown in equipment tooltips.Boss mechanics ignore Parry. Telegraphed boss hazards bypass both the block and the reflection, so you still have to move out of them. This covers DragonFire's breath, Vazguhn's gas, fire eruptions and landing shockwave, Barkas's creeping roots, closing crown and phase blast, Azura's failed-challenge shockwave and Frozen Judgment, and Wendigo's frost ring and ground blast. Damage, radii, and telegraphs are all unchanged.Skill Gains — Weapons Train FasterWeapon progression between 80 and 100 was badly out of step with magic, which can be trained on repeatable casts while weapons need valid combat checks against suitable opponents.Against an equal-difficulty opponent, roughly:Skill80–90Above 90Piercing / Slashing / Lancing / Bashing~92% faster~188% fasterVigor~54% faster~131% fasterBrawling~33% faster~100% fasterArchery~25% faster~88% fasterThe difficulty curve itself hasn't changed. We deliberately didn't widen it — that would have made easy and trivial targets better training than they should be. Appropriate targets simply pay out more. Content you succeed against 100% of the time still gives nothing.Power Hour, Combat Mastery, and the skill gain buff all multiply on top as before. A fully buffed melee character above 90 is now training at roughly 11.5x the old unbuffed baseline.New CharactersRogues and Craftsmen starting templates can finally use bandages. Neither had any Healing, which meant a Rogue healed 11.5 HP per bandage where a Swordsman healed 33.3 — and a Craftsman had no healing option at all: no Healing skill, no spellbook, but still a dagger and the expectation they'd survive with it. Both now start with a small amount of Healing that doesn't cost them any of their build points or show up in the creation screen. A Rogue and Craftsman now starts with 50 bandages.Fireball added to the starter spellbook, alongside Heal, Cure, Mana Missile, and Ruin. This only applies to newly created books.Your free starter gear can no longer be sold to merchants. It's worthless by design, and selling it was never intended. Coin purses are unaffected and still spend normally.Entering the world for the first time no longer overwrites your login outfit or hands out duplicate starter items.Merchants and EconomyYou can now sell from bags inside your pack. The merchant Sell window looks through your backpack's containers, up to five levels deep. Locked and locked-down bags are skipped, and bags with anything in them are excluded so you can't accidentally sell a container full of your own gear.Merchants restock every 15 minutes, down from 30. The amount restored per cycle is unchanged.Reagents and arrows now stock up to 500. Moss, ginseng, mushrooms, and lemon grass all move from a target of 100 to 500, and arrows match. Merchants also buy up to that same 500 before refusing more, and the shop's Maximum column and sell cart now show the real remaining capacity instead of an inflated number.Inscription vendors sell basic staffs — 20 in stock at 100 gold.Land deeds now cost 5,000 gold, up from 2,000 gold.CraftingThe crafting window reopens after a failed craft. Previously, failing a single craft — or the last attempt in a batch — closed the window and left you clicking your way back in. Batches still continue on failure as before.BossesShrine Guardian, Ruins Wraith, and Enraged Lich Servant can cast Meteor again. They were configured for it but capped at 52 maximum mana against a 60 mana cost, so it never fired. Their Intelligence has been raised to give them the mana they need.Twelve dynamic bosses have their configured abilities back. Self-buffs and target effects weren't being dispatched at all in the shared boss combat phase. Their movement, spells, and weapon abilities are unchanged — they just do the rest of what they were always meant to do now.Quests\ You're a Wizard is completable again. It asked you to take and finish a mission from the combat Mission Dispatcher, an NPC that no longer exists in the world — so the entire mage profession chain dead-ended at tier one. Step 5 is now "gain 10 magic skill points in any magic skill," matching how the Fighter chain works. If you're currently stuck on either broken step, you'll clear automatically shortly after logging in — no need to abandon and restart.The tier-one hunting step now correctly requires the 20 kills its instructions ask for, rather than 15. If you're partway through that step, your count restarts from zero.
