Please help us welcome our newest teammate, Sol. Sol is currently training to be a Counselor and will soon be on the front lines helping players out when possible. Welcome to the team Sol! For those of you curious about what Counselors do, please see: https://forums.legendsofultima.online/d/45-about-the-counselor-role

The Paralyze spell now interrupts the victim's spell cast on success The use of an invisibility potion now breaks spell casts Skeleton Keys now properly open chests of any level regardless of lockpicking skill Carpentry kegs have been fixed and no longer produce deeds

After next restart, cut off heads should display the full resurrection value of the dead.

We believe we have finally squashed the outlying performance bug that was forcing us to restart every 6 hours. As such, we will be returning to our usual restart at 5am US EST/9am UTC.

As a result, this next restart will take slightly longer than usual. We apologise for this, however rest assured that after this, we expect smooth sailing.

Thanks for your patience during this bumpy few weeks!

  • Non-Owners can no longer Destroy Campsites.
  • Taking damage while building a Camp/Tent should break animations now.
  • Dismount messaging fixed, and can no longer place/interact with Campfires while mounted.

Water definitions have been added to every town! In those areas:

  • fishing should be possible around all of the towns now
  • creatures will no longer spawn in water
  • players will no longer be able to go swimming
  • Missing when attacking in combat is now fixed
  • Not being able to split stacks is now fixed

Please log out and back in to the game to enable these fixes.

We'll remain offline for now while we work to solve this latest batch of issues. No ETA at this time.

Gameplay Notes

  • All bosses have had their AI updated.
  • All bosses have had their loot adjusted.
  • Higher level bosses have had their loot greatly increased.
  • Loot tables have undergone another balance pass.
  • Spawning in Despise has been adjusted.
  • Updated static collision.
  • There is now a chance, scaled by monster difficulty, that young players will lose young status when killing very difficult monsters.

Notable Bug Fixes

  • Staggering shot mount speed should return to normal after the effect has expired.
  • Bandaging a ghost will no longer yield skill gains if the healer is below the requirements for resurrection.
  • Attempting to cure poison will no longer yield skill gains if the healer is below the requirements for curing.
  • Adjusted durability warning threshold.
  • Move Speed should now always be recalculated on resurrection.
  • Fixed a bug that caused aggression when taming a creature without a distance check first.
  • Fixed an issue causing a criminal flagging when performing actions on yourself.
  • You can no longer report yourself as a murderer.
  • Fixed an issue causing bosses to continually reset.
  • Fixed an issue causing titles to reassign when gaining skill.

We have sustained another attack today, this time of a different type. It has been mitigated, however unfortunately we have had to endure a slight rollback to 11:30 UTC/7:30 US EST.

We do apologise for the inconvenience. We will continue to defend ourselves as necessary and work through these interruptions in our service.

Thanks for your patience during the downtime, we have received word that the issue is now resolved and we are now bringing our services back online including the game server. See you in-game and thanks again for your support

  • Murder participants will now always get additional counts based on how many were involved with a max of 3 (for now).
  • Blue players who are involved in a murder will not be subject to additional counts based on participants.
  • Murder participants will now remain in combat for (participants * 2) minutes with a max of 10 minutes. This means they cannot quick travel until this timer is up.
  • Blue players who are involved in a murder will not be subject to the additional combat timer based on participants.
  • Murder count decay has been reduced to 24 hours in game time from 72.
  • When a murderer decides to repent there will now be a server wide notification.
  • Destard has had some loot re-balancing done.
  • Wrong has had some loot re-balancing done.
  • Some high end monsters have become more difficult to bard.
  • Fixed an AI pathing bug when monsters are leashing.

Hi all,

Please click through to the link below to read this announcement in full.

We wanted to take a few minutes to write a bit of a 'state of the game' update. Firstly, thank you all so much for jumping on board with us. Seeing Britain Bank full of people, the streets of Minoc busy and ore flowing out of Minoc mines (when it doesn't get interrupted by a red-named individual!) and folks spelunking in our dungeons has been an amazing experience. We couldn't have done all this without you, so thank you!

Now for what the development team is up to right now:

  1. Our #1 priority is performance and stability - they really go hand in hand, and that is what we are prioritising right now. While you may not necessarily see it as a player, we are still tackling some back end performance challenges which simply must be addressed before we can move onto anything else.

  2. Critical bug fixes - I'm sure those of you that have sat through the multiple restarts with us already would be aware that we are beating down critical bugs left, right and centre. We know this is disruptive to your play time, and we thank you for your patience. It won't last forever, and we are making good headway here.

One of the most challenging bugs to date has been the trade window bug. Note that we are still working on the root cause for that one, and will advise just as soon as we're able to fix it.

  1. Anything else - this includes any low priority bugs (not game breaking), adding content, tweaking balance, filling out the world, and everything else on our (quite frankly huge) to do list. All of this is prioritised lower until we get #1 sorted, and to a lesser degree, #2.

With all of that in mind, we are going to be a little more disruptive over the next day or two with additional restarts, as we work on #1. In most cases, we have to do this to enable other methods of logging and debugging, in an attempt to get to root causes of various issues. You may also see 'lag spikes' on occasion as we get the info we need. You may also wonder why we even need to do this, as the game is performing great for you all! We'll ask you to bear with us on all of that, and trust that it is necessary.

You're also going to see bugfixes potentially introduce new, unintended bugs on occasion. Sorry about that! Know that we are working on all of this as quickly as we can.

In addition, you will still see oddities like mobs in the water or up on mountains. You might end up in black space (send in a /page!) or encounter other 'cosmetic' issues that are annoying. We do know about most of these and will work to fix them, however as mentioned earlier, if it's not 'game breaking', it's taking a lower priority for now.

I'm sure we'll get 3 or 4 weeks down the track and look back at this phase and laugh. What I can share with you though is we are well prepared to deal with the issues that you only encounter once you actually 'go live' and we will work through them all.

We could have also delayed the launch to address some of these items, but we wanted to stick to our guns this time. I am hoping most of you agree that the game is generally in a decently playable state, and are having fun out there!

Sorry for the (slightly) bumpy road in the meantime. We look forward to continuing this journey with all of you!

  • The in-game Macro system will be disabled as we research a performance issue with the system.
  • Thank you for your continued patience as we isolate, find, and fix performance issues and bugs.

After next restart, Karma should be functioning properly.

As many of you know we are working on development of a brand new factions system. We plan to release this new system in phases and we will be providing previews as development progresses. However, we do not want to hold up our players from fighting each other in factions PvP for this new system to be completed. So we have decided that today we are opening factions up for play! We will be providing new content to factions in phases. Today is simply going to be opening up PvP between factions. Keep an eye out for faction leaders looking for recruits!

We are aware of the issue with the official map and are working to resolve it. Thanks for your patience.

Some of you have reported persistent issues with being unable to fully update the game client using the LOA Launcher. At this time, if the troubleshooting steps outlined here: https://forums.legendsofultima.online/d/46-legends-of-aria-launcher-troubleshooting do not help, then we would normally advise users to download the client using the "Problems with the launcher? Click here" link on the download page, but the latest build has not been published there yet. We apologize for the inconvenience and are working with CS to get it published as quickly as possible for those affected. Thank you for your patience

  • (QOL) Players that deliver the killing blow on a non-player mobile will automatically open the corpse backpack if they are within looting range.
  • (QOL) New Right-Click Mutilate ability on non-player corpses will allow corpse pile micro-management by forcefully removing body piles while keeping the lootable backpack via the CTRL function.
  • Using the Harvest ability before Mutilate is ideal, as Mutilate will now automatically open the corpse backpack too.
  • Mutilate will also leave a bloodstain in the place of the body.

We are extremely pleased to welcome a new member to our team. Congratulations beekel!

beekel will be joining us as a Counselor, and behind the scenes, has already contributed greatly to our project in terms of the wiki, the related wiki bot and of course the interactive map.

He is also contributing in the form of custom music, which we hope to have in game very soon!

Please make him feel welcome.