Official servers now show Low/Medium/High for population.

Increased guard presence in Eldier and Helm. Additionally guards should more readily come to the assistance of players within town limits.

Players can no longer cast heal on monsters.

Potions of growing will once again make the player larger instead of making the world smaller.

Fixed issue with some enchants persisting once the enchanted item was removed.

Can no longer add containers with contents to crafting orders.

Fixed issue with hired merchants walking away from their locations.

Essence stacks can no longer be placed in the essence slot of the enchanting table. Essences must be placed one essence per slot.

Added reagents and bandages to Catacombs merchant NPCs.

Fixed issue with teleporting to invalid locations in Death’s Lair within Catacombs.

You can no longer cast Summon Mount in dungeons

Summon mount now requires the correct reagent: Essence

Cotton from fields now stacks properly

Using bandages will no longer cancel “Auto Fire Arrow.”

Barren Lands cotton is scarcer but more fruitful.

Added cotton to Barren Lands and Black Forest.

Increased the yield of wild cotton plants.

Removed bolts of cloth from tailor stores.

Contempt Ogres now have a chance to drop Skull of the Void.

Unearthed treasure chests should now properly remain for 30 minutes in all cases.

Gold and Cobalt are now the correct weight (You may need to make a new ingot and create a new stack for this to take effect).

Fixed issue where players with negative vitality could not gain vitality back from bards or hearths.

Updated the appearance of the Founders Cloak.

Gazers and demons will no longer attack each other.

Fixed a bug causing chickens, turkeys, and harpies to not drop meat.

Spell scrolls can once again be added to spellbooks by dropping them onto the “Drop spell scroll here” slot inside the spellbook.

Can now gain magical attunement with wands.

Fixed saddle tooltip listing Black Bear as a viable steed instead of Great Bear.

Summon Mount and Etherealize spells and scrolls now work properly.

Graveyards will now increase their spawn rates dynamically as more players are around.

Quest kills are now awarded for helping to kill a target, instead of solely on final blow.

Added Taming Mission dispatchers at all stables.

Min roll of all enchants raised to 50% of max roll (big increase).

Each enchant type applied to a piece of equipment must be for a unique property (Evasion, Accuracy etc).

Missions mirror combat missions, requiring tamers to travel to the desired location and taming a quota of creatures.

Missions can be accepted at a new NPC at any Stablemaster.

Death spawn timer has been fixed.

The Summon Mount recipe should now work properly in the inscription window.

Ogres and wretches should no longer attack each other.

“Auto Fire Arrow” should now function properly when triggered from a mounted position.

Combat should no longer stop the “Auto Fire Arrow” ability.

Using “E” to toggle “Auto Fire Arrow” on a bow should now function properly.

Prestige abilities can no longer be used without the required skill of their corresponding profession level.

Fixed a bug prevent stacks on the ground from being split.

Now live:

Fixed issue with Helm/Pyro’s Landing sewers exiting and releasing corpses to wrong locations.

Players are no longer able to use “Fire Arrow” ability on protected players.

Orcish Cleaver now spawns with appropriate properties.

Starting gold now stacks with other gold.

Songs should now properly affect “friendly” player pets. Area of effect and targeted riddles will no longer affect “friendly” player pets.

Renamed the Void Shadow required for the Grandmaster Mage profession to Greater Void Shadow to avoid confusion with the Void Shadows in Death’s throne room.

Fixed issue with splitting items in containers set for sale.

The Void Channeler in Catacombs no longer fights with Void Mages.

Fixed bug that was causing player merchants to list items incorrectly.

Fixed issue with some with enchanting table allowing some enchants to be applied to invalid items.

Bow “E” ability “Auto Fire Arrow” can now be toggled on/off by pressing “E” again.

Performing an action, such as equipping a new bow, will now cause “Auto Fire Arrow” to stop.

Quests now give info text, play a sound, and a visual effect when they update.

Items placed for sale on a plot, which are not in a container, will now properly increase the plot sold items count.

Bards may only be tipped by patrons within a distance of 10m.

Skills are now rewarded at the end of fighter intro to evaluate equipped weapon more appropriately.

Coming soon in today’s client update:

Fixed invisible textures for wolves and coyotes.

Fixed the Catacombs sounds not being heard away from the spawn.

Added the Ambience Volume slider to the Audio Settings.

Fixed bug where damage enchants and properties were using an incorrect damage calculation.

Blood required for Apprentice Alchemist reduced to 10.

Stat gains now show in the chat log.

Changed the text color of some info messages.

Improved instructions for Master Fighter, Master, and Rogue professions steps.

Players are now granted 30 skill in the appropriate skills at the start of profession introduction quests instead of at the end.

The Skinning introduction quest now automatically starts during Tailor and Chef profession introduction quests.

The Healing introduction quest now automatically starts during Mage and Fighter profession introduction quests.

Lockpicking is now trainable by Eldeir Village tinkerer.

Fixed the appearance of Journeyman Rogue Tomes.

Profession Tome tooltips updated to more accurately reflect their usage.

Fixed a bug causing the “Begin Task” button to show up even when players didn’t meet skill requirements.

Fixed negative karma players being able to loot kills that aren’t theirs in protected areas.

Players who are playing through Steam can now redeem a Discord verified account code through the /discord command.

Runes can now be marked and teleported to in the Black Forest. The area around and including the swamp is excluded and will not allow marking/teleporting.

Players should now see a notification when they are granted skill from a quest completion.

Fixed issue that was causing plot bids to fail for players.

Monsters can no longer harm themselves with their own Meteor spells.

Apprentice Mining profession task requirement lowered from 500 to 200 iron ore.

Start a Profession quest now requires the player to actually open their professions UI to start the task.

Items can’t be picked up while trading, except from your backpack or the trade window.

Season 2 Furniture and Rare Furniture crates have released with 20 new items of furniture.

10 Minor artifacts have also been added to world drops, replacing previously named items.

18 New major Artifacts have been added to Legends of Aria, 15 of which are available in the Catacombs boss encounters and 3 at the Wilderness Awakening spawns.

Artifacts are powerful pieces of equipment offering a wealth of item properties, procs and effects.

Fixed Invalid Password prompt on “Back” from Character Select Menu in steam builds.

All NPCs in founders lounge should now be set to invulnerable.

Fixed players with under -10k karma from not being able to attack blues in wilderness.

Stone is now available to be mined.

NPCs (Gatekeepers) can no longer be killed.

Moved the “Notching Arrow” progress bar to above the players head to stop it from blocking other progress bars.

Blacksmith table recipe is now obtainable through carpentry crafting orders.

Fixed free horses not being given out to initiates.

Increased archery gain rate (due to it’s now fixed speed).

Concus now properly reduces the targets mana by 50%.

Vitality gained from hearth changed from 2 to 1.

If a guildmaster transfers the guild to an officer and then leaves the guild it will no longer cause the guild to disband.

Bards can now only be tipped when they are near a hearth.

Quest “Chef Part I” can now be completed.

Archery now counts as a weapon skill for the Fighter profession.

Fixed fighter profession progress not displaying properly in UI for lancers.

Songbooks are sold by NPC scribes.

Equipping a weapon while playing a song will stop the song from being played.

Using a riddle or song will decrease the bard’s movement speed by a significant amount while the song/riddle is being cast or channelled.

Bard riddles can be used without an instrument.

Bard songs require an instrument to be used, and will auto-equip one from the player’s inventory if found. The player will also be removed from combat.

Bard songs/riddles cost mana to use and increase in potency based on the bards Entertainment skill.

Riddle of Docility – Small chance to render nearby creatures incapacitated for 10 seconds. Lasts 10 seconds.

Riddle of Havoc – Nearby creatures take more magic damage for 10 seconds.

Riddle of Force – Nearby creatures more physical damage for 10 seconds.

Riddle of Virility – Reduces healing effects on target for 10 seconds.

Riddle of Stupidity – Reduces target’s resistance to abilities for 10 seconds.

Riddle of Indulgence – Reduces target’s resistance to spells for 10 seconds.

Song of Earth – Regenerates the stamina of nearby allies.

Song of Water – Regenerates the mana of nearby allies.

Song of Thew – Regenerates the health of nearby allies.

Songbooks added; these contain all the songs and riddles that a bard can to buff party members and harm hostiles.

Listeners can tip a bard through the “Give Tip” context menu on a bard they are listening to.

Players can listen to a bard via the “Listen To Music” option on the bard context menu (ie. right click).

Both “Play” and “Solo” when used near an inn hearth will regenerate the vitality of “listening” players.

Solo – the bard attempts to add a flurry to their song and has a chance to increase the vitality gain of nearby players.

Play – other players to listen to the bard and their band members, listeners will cause the bard to gain skill in Musicianship and Entertainment.

Once equipped an instrument has two abilities “Play” and “Solo”;

Lute does not require a recipe, but Flute and Drum recipes are acquired via crafting orders.

Drum, Lute, and Flute added to crafting table under “Tools”.

Musicianship and Entertainment skills added to the game.

Professions added with tiers up to apprentice available:

Professions added with all tiers available:

New profession window added to track and organize player professions.

NPCs will shout at you to alert you that they can assist you with your progress.

Professions can be started via the professions window or from NPCs by speaking to them.

Tasks and rewards are limited to one time per character.

A character can freely pursue any profession at any time as long as skill requirements are met.

Each profession step consists of a task or series of tasks, and a reward.

Professions feature up to 4 steps or tiers, and each profession tier requires a certain amount of skill to begin.

Professions offer a path of progression for players relating to their chosen skills and playstyles.

Dart now lasts 8 seconds instead of 5.

Abilities Stunshot, Wound and Hunter’s Mark have been removed.

Archers can now use hamstring from range.

Hamstring now lasts 8 seconds instead of 12.

Existing ability books will be converted into corresponding usable items.

Once a profession tier of abilities is unlocked, the player can freely switch abilities from that profession and tier, with the only cost being prestige training points.

These new books are obtained in the world similarly to the old ability-specific prestige books.

Charge has been fixed.

Profession steps which grant access to prestige abilities also require a new type of tradeable book to complete the step and unlock the category of abilities.

Prestige abilities are now categorized by profession and by tier (Journeyman, Master and Grandmaster). A player may only know one ability from each tier concurrently.

Prestige abilities are now unlocked through profession progress.

Outcasts can now join Allegiances.

Allegiances are no longer karma restricted.

Fixed an issue causing event scoreboards to appear lower than intended when scaling down the UI.

Salt costs for Flask of Mending and Elixir of Holding Allegiance rewards reduced by half.

Added informational text for the victim and aggressor to indicate gain and loss of rank on kill/death.

Diminishing returns duration for slaying an enemy Allegiance fighter raised from 8 hours to 7 days.

Slaying enemy Allegiance fighters now rewards salt equivalent to the victim’s ranking, affected by diminishing returns.

Allegiance Leaders are now marked on the map for all Allegiance players when no Allegiance events are active. Location is updated once per minute.

Added hard limits to attack speed, weapon damage bonus, swing speed increase, cast proc chance, mana reduction amount, accuracy from items, and evasion from items.

Higher tier crafting orders will always result in an item reward.

Fixed bug where crafting order reward was not being created.

Crafting durability bonus reduced from 50 to 25.

Base item durability has been reduced.

All items show their durability.

Damage and accuracy stats autofixed on existing items to reflect enchanting changes.

Difficulties adjusted on all resource refining.

You can no longer GM crafting skills refining basic materials.

Added 2 new house blueprints (Mage Grand Tower and Tudor House Estate) for carpentry CO rewards.

The order the essences are placed in the enchant table will determine the prefix and suffix of the enchanted item.

A cost in gold is associated with the combining of each enchant.

Enchanting items and essence can be placed in the enchanting table to combine them.

Essences will apply unique prefixes and suffixes to items.

Some essences can only be applied to specific items (ie. armor, weapons, sheilds).

Enchanting essences have been added and are awarded from crafting orders.

Enchanting table added to all major towns (Pyro’s Landing, Black Forest Outpost, Oasis, Eldeir, Helm, and Valus)

Enchanting allows players to imbue armor, weapons, and shields with additional properties to better facilitate their play styles.

Champion mobs in the dungeons now drop a skull every time they are killed.

Skulls now have a chance to drop on regular mobs in their respective dungeons’ champion rooms.

The Catacombs is now persistent meaning it does not reset after players kill Death.

The portal to catacombs now activates when someone comes in range of the portal carrying all 3 skulls. Each person entering the portal must have the required skulls and they are consumed on use.

Catacombs updated to reflect the new ruleset changes

Players and their pets are cloaked/invulnerable for 30 seconds after logging in or changing regions

Gold and resource drops increased in Corruption.

Treasure maps drop in all of Celador.

The Deception skull was replaced by the Corruption skull, and now drops in the dungeon Corruption instead of Deception.

Added Wyverns and Drakes to sword isle mine.

Added Gazers to the dungeon Corruption.

Mobs and loot that were previously only available in the wilderness areas have been redistributed across Celador.

Wilderness monsters drop 150% gold compared to their protected counterparts.

Wilderness zones have a higher availability of rare ore.

Players with negative karma can freely travel in non-wilderness zones (players with negative karma can no longer be attacked in non-wilderness zones, and will no longer be killed by guards in these zones).

Players can only obtain karma above 5000 by killing other players that have negative karma.

Protection Level under HUD no longer shows Town or Guarded, only appears when in wilderness zone.

Added “Allow Negative Actions” toggle which only appears when you enter a Wilderness.

Guarded zones expanded to encompass all regions in the game with the exception of the Barren Lands and Dungeon Deception.

The total number of sold items can be accessed through the “Decoration” tab of the plot management window.

Trying to sell more items than a plot will allow will cause the player to receive a message informing them they are all their sale capacity.

Plots 30×30 and above can sell 300 items.

Plots 20×20 to 30×29 can sell 200 items.

Plots 12×12 to 20×19 can sell 100 items.

Plots now limit the number of items that can be sold;

Owner can access this through the “Show me your ledger” option on their merchant dialog.

Showed the last 50 items sold including their; name, price, buyer, and sale date.

Non-owners can access this ledger but interacting with the merchant (ie. double click).

Clicking an item will show the purchase window for that item.

Mousing over an item will show that item’s tooltip.

“For Sale” ledger shows all the items the merchant sells and their price.

Player owned merchants have two ledgers, “For Sell” and “Sold Items”, they can show players.

Fight a series of minibosses like the Cultist Snake Charmer to spawn and defeat the Cultist King.

A new awakening has appeared in the Barren Lands!

Alchemists can craft summon mount potions the have the same effect as the spell.

Etherealize spell has been replaced with a Summon Mount spell which uses Magical Essence as the reagent.

Stable masters sell saddled horse statues instead of basic horses.

Llamas and Great Bears require a saddle to mount.

Saddles can be applied to horses, llamas and great bears which turns them into a mount statue.

Fabricators can now craft leather saddles.

Staves and wands grant evasion when worn based on your magic skills, just as spellbooks do.

Attuned staves and wands drop throughout the world, and cannot currently be crafted or enchanted.

Attuned staves and wands grant an amount of spell power based on a combination of the item’s quality and your Magical Attunement skill.

Players can now gain the skill Magical Attunement by equipping an attuned staff or wand and casting spells.

Existing player coins and items for sale have been automatically converted to use the new denominations.

1 old platinum = 1,000,000 gold or 100 platinum

1 old gold = 10,000 gold or 1 platinum

Currency denominations have been revised to gold (lowest) and platinum (10,000 gold).

While notching an arrow archers will move significantly slower and can not cast spells.

Auto Fire Arrow – will continuously use “Fire Arrow” until the target is dead or cancelled.

Fire Arrow – will instantly shoot an arrow at the target and cause the player to notch another arrow.

The archery skill has been reworked. All bows now have to have two abilities “Fire Arrow” and “Auto Fire Arrow”.

Low spell circle difficulties made easier.

Vitality may be lost when engaging in skill bearing activities (practically everything).

Torch no longer shown as equipped when using certain tools, instruments.

Wiki opens when user chooses help from settings menu.

Added chat font size options (defaults to medium).

Added message for gaining/losing vitality.

Added reagent vendor to Helm.

Crafting orders offer a more appropriate message when handed in incomplete.

Refining raw materials provides skills gains to 80 skills.

Added Pedesii NPC outside of Valus inn, this NPC will teleport players to the PRZM Lounge.

Only crowdfunding backers at the 75$ and up level (this does not include Founder’s Packs) are allowed to enter the PRZM Lounge.

Changed kite shield to a better looking shield .

Craft order option appears on the greeting screen as well now.

All items given to new characters upon character creation are now worthless to NPC merchants.

Fisher merchants train treasure hunting.

Frequency of rain reduced by 33%.

Players can no longer leave a group if they are in conflict with another member.

Cooking pots can be opened, but not used, when not in your backpack.

Dug up treasure chests last for 30 minutes instead of 3 minutes.

Updated item icon images on event board.

Added resource cost to prestige system.

Awakenings show progress like a mission/quest.

Moved torch to its own slot so you can equip a shield and a torch.

Added Daze/Dismount mechanic on damage.

Replaced Dismount with Stun on quarterstaff.

Armor, accuracy, and attack adjusted to be skill based instead of material based when crafting armor and weapons.