Patch Notes List

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6th Jun 2026 patchnote

Tired of hauling multiple repair deeds or running back to town every time your gear breaks? The new Mobile Repair Kit is a portable tool that handles all your repair needs in the field!

What It Does

  • Repairs metal armor and weapons (Blacksmithing)
  • Repairs wooden shields, staves and clubs (Carpentry)
  • Repairs bows (Fletching)
  • Repairs cloth and leather gear (Tailoring)
  • Must be in your backpack to use
  • Charge-based system - each repair consumes one charge

How to Craft

  • Requires 100.0 Grandmaster Tinkering skill
  • 100% success rate to craft
  • Found in the Tinkering menu under Tools
  • Select your desired metal tier from the material picker (like crafting pickaxes)

Metal Tiers & Costs

Each Repair Deed consumed grants 1 Charge.Iron: 5 Ingots / 5 Deeds ➔ 5 Charges 🟤 Copper: 10 Ingots / 10 Deeds ➔ 10 Charges 🟡 Golden: 15 Ingots / 15 Deeds ➔ 15 Charges 🟢 Verite: 20 Ingots / 20 Deeds ➔ 20 Charges 🔵 Valorite: 25 Ingots / 25 Deeds ➔ 25 Charges

*Requires 5/10/15/20/25 each of: Blacksmithing, Carpentry, Fletching, and Tailoring Repair Deeds

Valorite Bonus

  • Valorite kits repair equipment as if wielded by a Grandmaster craftsman, ensuring the highest quality repairs

How to Use

  1. Keep the Mobile Repair Kit in your backpack
  2. Double-click the kit to activate repair mode
  3. Target the equipment you wish to repair
  4. The kit automatically uses the appropriate repair skill
  5. Each successful repair consumes one charge

Craft once, repair everywhere!

This change will be live after the next server reboot


6th Jun 2026 patchnote

After the next reboot, existing mage bucklers that couldn't be repaired after the Inscription update should be fixed.


5th Jun 2026 patchnote

Faction Pillar Conflicts have received their largest update in years. Events are no longer locked to a single thirty-minute ruleset at a random site. Faction players can now configure almost every aspect of a match from their faction stone before it goes live, choose where it is fought, and pick one of three distinct game modes. Portals still open in major cities when an event starts, and the classic pillar arenas remain the battlegrounds — but how you fight there is now largely up to you.

To schedule an event, use Activate Pillar Event on your faction stone. A setup window lets you pick duration, respawn rules, player limits, combat mode, base protection, mounts, bolas, and location. When you are ready, press Schedule Event for a Team Pillar or Free-For-All match using those settings. Capture the Flag is started separately with the CTF Mode button, which applies fixed CTF rules on top of your chosen duration, respawn, mount, bola, and location options. You must select a location before anything can be scheduled. The server also checks that enough players are online; team and CTF events normally require at least two factions represented, while FFA events can be scheduled when only one faction has members online, as long as the minimum total player count is met. A short countdown follows approval, then the announcement goes out and the portals open.

Duration and reward scaling now follow the length you choose. Team and FFA events can run ten, twenty, thirty, forty-five, or sixty minutes. Capture the Flag requires at least twenty minutes; if you had ten minutes selected for a pillar event and switch to CTF, the duration automatically bumps to twenty. Rewards scale with time, using thirty minutes as the baseline at one hundred percent. A ten-minute event pays roughly a third of that, a twenty-minute event about two-thirds, forty-five minutes one and a half times, and sixty minutes double. Team events capped at one player per faction pay twenty-five percent of the scaled amount on top of that. FFA gold payouts use the same duration scaling.

Respawn and stat loss can be set to Zerg (instant respawn, no stat loss), Fast (light stat loss and quicker healer cycles), or Standard (classic delay and heavier stat loss). This applies to all three modes. Player limits for Team and FFA range from Open (everyone can fight), Balanced teams (overpopulated factions may bench extra players as inactive standby), or hard caps from one-versus-one through five-versus-five per faction. CTF always uses balanced teams with a plus-one standby slot. Combat mode for scheduled pillar events is either Team battle, where only rival factions score kill credit and a faction wins by total points, or FFA, where everyone can damage everyone and the top individual player wins the announcement. Faction bases can be Safe, with guards protecting spawn areas as in classic events, or Open, allowing fighting inside enemy spawns. CTF always uses open bases. Mounts can be allowed or disabled; when disabled, players are dismounted on entry and cannot use mounts or ethereal mounts for the duration. Bolas can be allowed or turned off entirely. Locations include Spiritwood Outpost near Skara Brae, Vraal's Mausoleum near Minoc, Deep Forest Ruins in Yew, Samlethe Pass in Wind, and Dragon's Peak on Dagger Isle.

When an event goes live, faction members who enter the arena receive the Faction Event buff automatically if they are eligible. While under that effect you do not consume reagents, bandages, or arrows, though you must still carry them. On death you drop only magical equipment and volatile spellbooks. Recall and gate travel are blocked, skill gains are paused, and after a short delay you teleport to your faction's event healer, which resurrects on a timer depending on the respawn mode you chose. Bonded pets teleport with you; healers generally will not resurrect pets unless they are mountable. If death teleport fails, the /basereturn command sends your ghost and pets back to your faction base while you are dead. Players suffering event stat loss are not worth silver and cannot earn kill silver until it wears off. Under Standard respawn, expect roughly ninety seconds of reduced stats and slower movement, scaled by the selected preset. Factions with more active players than the smallest faction may suffer increased stat loss over time. If safe bases are enabled, enemies who enter a guarded enemy spawn are killed by guards; that protection does not apply in CTF or when open bases are selected.

A draggable event HUD shows the mode, faction standings, your kills, deaths, and captures where relevant, the options in effect, and in CTF the flag status including a respawn countdown when the flag is returning to the pillar. The plus button opens the leaderboard. When balanced teams are active and one faction is overpopulated, extra members join as plus-one Inactive standby. Standby players are in the event but cannot fight for score and cannot pick up the CTF flag; they are activated automatically when team sizes even out. Balance benching does not apply when fewer than three players are in the match. Please note that Minax characters are temporarily blocked from joining live pillar and CTF events, though staff may still spectate; this restriction may be lifted in a future update.

Team Pillar remains the default classic mode. Every thirty seconds the pillar ticks if at least two factions have active fighters present. One faction controlling the pillar earns two faction points and two individual points for nearby members. Two factions contesting earn one point each. Three factions present, or nobody holding the pillar, earns nothing. Kills steal a portion of the victim faction's points when that faction has points to lose, with the top damager credited on the leaderboard. Same-faction kills do not score. Kills between characters on the same machine do not score. Repeat kills on the same opponent within two minutes do not score, except in one-versus-one team events where that cooldown is skipped because there is only one enemy. Valid rival kills during the event pay kill silver through the pillar system rather than normal overworld faction payouts. The faction with the most points when time expires wins.

End-of-event rewards for Team Pillar and CTF require meaningful activity in the match: at least two total kills across all players for team events, or at least one flag capture plus two opposing factions having been present for CTF rewards. If the gate fails, everyone is told that no rewards were given. Winning faction members receive faction coins and silver scaled by duration, with bonuses if your faction controls Cove. Losing faction members who earned individual points receive a participation silver payout. The top five players by individual points receive tiered silver bonuses if they meet presence and participation requirements; team mode requires sufficient combat involvement and, for top rewards, kills on multiple unique opponents (one unique opponent suffices in one-versus-one team events). The number-one player by points also has a ten percent chance at a rare faction pillar prize, but only on events scheduled for thirty minutes or longer. Presence requirements are fifty percent of the event for team pillar and twenty-five percent for CTF. Standby players generally do not receive win or lose payouts unless activated onto the fighting roster. You must still have the Faction Event effect when rewards are processed at the end.

Free-For-All mode removes faction victory. There are no pillar faction points and no kill point stealing between teams. Individual score comes from your share of damage on kills, and same-machine and repeat-kill restrictions are relaxed so scrimmages flow more freely. The top individual player wins the end announcement, with ties possible. FFA does not pay faction coins, silver, or the rare prize, but it now pays gold to the top five players deposited into your bank. At a full thirty-minute event the winner receives fifteen thousand gold, with second through fifth place receiving twelve thousand, nine thousand, six thousand, and three thousand respectively, following a five-four-three-two-one split. Shorter or longer events scale those amounts with the same duration multiplier used elsewhere. FFA requires at least two total kills in the match for any gold to be paid, and eligible top players must have scored points or sufficient combat participation and meet the twenty-five percent presence requirement. Scheduling an FFA event only requires one faction to be online rather than two.

Capture the Flag is a entirely new way to fight at the pillar. Use the CTF Mode button on the faction stone rather than Schedule Event. CTF uses balanced teams with plus-one standby, open bases, flag captures as the only scoring, no pillar control ticks, and no kill-based point stealing. Kills still matter tactically because they drop the flag, and rival kills during an active CTF now pay kill silver the same way team pillar kills do, without affecting capture points. The flag spawns at the central pillar. An active fighter uses the flag to pick it up, wearing it as a flag quiver on their back, and carries it to their faction healer base within capture range to score. Each capture awards ten points to your faction and to you personally. After a capture the flag respawns at the pillar after two minutes, with a countdown shown on the HUD. If the carrier dies the flag drops where they fell. If the carrier leaves the event the flag returns to the pillar after two minutes. Carriers can pass the flag to a teammate through the quiver's transfer target, but cannot mount, and sigil or siege key holders cannot carry the flag. Standby players cannot pick up the flag. To prevent solo abuse, the flag cannot be picked up or captured until at least two different factions each have one active fighter on the roster; the HUD will show when the flag is waiting for another faction. End rewards follow the same coin and silver structure as team pillar, with CTF-specific presence and participation rules tied to captures and roster membership rather than kill counts.

When an event ends, the pillar deactivates, healers are removed, rewards are calculated, leaderboards are shown, and the Faction Event effect remains briefly so payouts can finish before normal rules return. Staff who stop an event early end it with no rewards for anyone.

Whether you are organizing a quick ten-minute skirmish, a full-hour siege for maximum payout, a free-for-all gold hunt, or a capture-the-flag grudge match, the faction stone is now your war table. Rally your faction, choose your rules, and meet your enemies at the pillar.


5th Jun 2026 patchnote

A few minor updates that will go live after the next server restart.

  • Players can now bulk disenchant items in bags using the Item ID skill
  • Players with GM Item ID get a bonus to the amount of shard essence from disenchanted items
  • Tamed pets can now gain skill points in meditation


24th May 2026 patchnote

Couple of minor updates.

  • Sacred rune tomes (40 slot) are available on the donation vendor for 1500 points
  • 50% damage reduction when attacking from stealth with a melee weapon has been removed as this was a bug

Thanks folks


24th May 2026 patchnote

We have pushed a focused Inscription update aimed at improving spell utility and clarifying crafting progression.

What Changed

  • Inscription spell damage bonus remains PvE-focused and activates at 80.0 Inscription.
  • Spell healing receives the GM Inscription synergy in PvE when paired with Healing over 60.
  • Defensive buff duration scaling has been improved for Inscription users.
  • Reactive Armor gains stronger Inscription scaling and can absorb ranged physical damage at 100.0 Inscription.
  • Magic Reflection scaling and cooldown behavior now better reward Inscription investment.

Mage Buckler Update

Mage Buckler crafting has been moved from Inscription to Blacksmithy to allow runic mage bucklers to be crafted for mages.

Current Mage Buckler requirements:

  • 10 Iron Ingot
  • 20 Shard Essence


14th May 2026 patchnote

Players can now edit an existing reflection instead of deleting and recreating it. Editing a reflection costs 50,000 gold and overwrites that reflection’s saved stats, skills, and related flags with the character’s current build, while keeping the same reflection slot and name.

This change should be live after the next server reboot.


11th May 2026 patchnote

Greetings, adventurers!

We're introducing a new balance feature to the Seeker Raven, the bounty hunters' trusty tool for tracking murderers and orcs.

What's New:

The Seeker Raven now enters a 10-minute cooldown after engaging in harvesting activities or PVE combat. Affected Activities: Harvesting: Mining, lumberjacking and fishing. Combat: PVE fights with monsters (excluding PvP and pets). During the cooldown, attempting to use the Seeker Raven will display a message explaining the restriction. Why This Change: This encourages strategic use of the Seeker Raven, preventing spamming after resource gathering or monster slaying, while maintaining its role as a powerful tracking tool for bounty hunters.

Happy hunting! 🦅


7th May 2026 patchnote

The siege gate fortification is a new feature that allows faction players to temporarily boost their gate’s defenses. Only members of the defending faction with at least 100 blacksmithing skill can perform this action. To fortify a gate, you must have a hammer in your backpack or equipped and 50 valorite ingots in your inventory. Simply walk up to the siege gate and select the “Fortify Gate” option. This consumes the 50 valorite ingots and immediately boosts the gate’s health from 15,000 to 30,000. The gate’s appearance will also change to a fortified valorite hue, and its name will display a countdown timer such as “Siege Gate (Fortified: 3h 45m)”. The initial fortification lasts for 4 hours. To keep the gate fortified, it requires regular maintenance. You can refortify the gate starting 10 minutes before the current fortification expires. Each successful refortification adds another full 4 hours to the timer. If you let the fortification expire without refortifying in time, the gate’s health drops back to normal, its appearance returns to the standard hue, and you will be unable to fortify it again for a full 24-hour cooldown period. For best results, keep an eye on the timer shown in the gate’s name and plan to refortify every 3 to 4 hours. Stock up on valorite ingots and hammers so your faction mates can help maintain the defense. This system adds more strategy and teamwork to faction sieges, as defenders must actively protect and maintain their fortifications during conflicts. If you have any questions, reach out to your faction leaders for assistance!


2nd May 2026 patchnote

New Additions

  • Added the Undead Pillar Shrine, a house decoration that allows players to convert Souls into Grave Dust, up to 1,000 Souls at a time.

Balance Changes

  • Soul collection now scales based on mob difficulty, up to a maximum of 10 Souls per mob.

  • Torpefy

    • Is now easier to cast.
    • Has a reduced chance to fizzle.
    • This change is intended to better account for its high spell circle and mana cost.
  • Noxious Decay

    • Poison ticks now scale up to 6 ticks if the caster has Spirit Speak above 60.0.
  • Noxious Cloud

    • Improved dispel resistance.
    • Can now be dispelled using Dispel Field (15% Chance).
  • Transfusion

    • Can now heal the caster when used on self, even with the Healing skill.
    • Can heal an ally, but doing so drains some life from the caster.
  • Greater Transfusion

    • Functions similarly to Transfusion, but with stronger effects.
    • If the caster does not have the Healing skill, it also applies a healing-over-time effect for about 20 seconds.
    • Has a 40-second cooldown.

Notes

Please report any bugs if anything does not behave as described above.


24th Apr 2026 patchnote

Runic instruments can now be crafted using a runic dovetail saw :)


13th Apr 2026 patchnote

The Faction Siege Warfare patch is now live. We will be scheduling the first siege event in the coming weeks.

In the meantime, faction players can begin preparing by harvesting resources to build siege equipment.

Faction players can now mine catapult rocks inside the Faction Dungeon. These rocks can be loaded into catapults and fired at opposing faction players, siege equipment, and protection towers.

GM Alchemists can apply Greater Poison Potions to catapult rocks to create Poison Rocks. These deal initial damage and release poison that affects surrounding players. GM Alchemists can also apply Greater Explosion Potions to create Explosive Rocks, which leave puddles of fire on impact.

Players can now kill pigs and harvest their corpses. These can be fired from catapults. On impact, they cause affected players to start vomiting and the effect is contagious.

Siege bolts can be looted from monsters inside the Faction Dungeon. These bolts are required to craft siege weapons such as battering rams and catapults.

A new boss has been added to the Faction Dungeon. It drops a Magic Scroll that opens a cache filled with siege bolts, as well as Faction Bless Deeds.

Faction bases now have several ballistas installed. These can be used to shoot at battering rams that are attacking the gate.

Ladders have been installed in faction bases. These provide an additional way to enter and exit the base, allowing players to avoid using the main gate during a siege.

Players can craft Battering Ram Kits. These kits can be used at the siege mechanic inside your faction base to purchase a battering ram. Battering rams are used during sieges to smash open the opposing faction’s siege gate and gain entry into their base.

Important note: Battering rams can only take damage from ballistas, catapults, and player weapons. Magic spells and pets cannot damage them.

When a siege event begins, one faction will act as the Defenders while the other faction or factions will be the Attackers. The defending base will have a force field protecting the siege gates, generated by a Protection Tower.

To breach the gate, attackers must destroy the force field by firing catapult rocks at the Protection Tower and destroying it. Once the force field is down, they can use the battering ram to smash open the siege gate.

Defenders can use Siege Repair Tools on the Protection Tower to keep the force field active. All faction players can use the same Siege Repair Tools to repair catapults, ballistas, and battering rams. Defenders can also use the installed ballistas to attack and damage incoming battering rams.

Mages can summon Water Elementals to extinguish fire puddles, which is very useful when trying to repair the Protection Tower. Up to 5 defenders can brace the siege gate at once. This significantly reduces the damage taken from the battering ram.

Recipes for faction bombs can be found in siege warfare rewards and faction pillar rewards. These bombs can be crafted and thrown at enemy siege weapons to inflict damage.

Special items can also be obtained from Siege Warfare rewards and Faction Pillar rewards, including talismans that reduce catapult reload time and a drum that increases the battering ram’s damage output when played.

If the attacking faction breaches the gate and enters the base, they must locate the Faction Chest. It takes 60 seconds to open the chest. Inside is a Key that functions similarly to a sigil. The carrier of the key cannot fast travel and is visible on the minimap. If the key carrier is killed, the key is automatically transferred to the killer.

The first faction to secure the key and return it to their faction’s Siege Warfare Stone wins the event and receives a chest full of loot. This includes the defending faction if they win.

The event lasts 1 hour. If the defenders successfully keep the attackers out for the full hour, they can open the chest inside their own base to claim victory and receive bonus loot for a successful defense.


13th Apr 2026 patchnote

The Faction Siege Warfare patch is now live. We will be scheduling the first siege event in the coming weeks. In the meantime, faction players can begin preparing by harvesting resources to build siege equipment. Preparing for the Siege

Catapult Rocks: Faction players can now mine catapult rocks inside the Faction Dungeon. These rocks can be loaded into catapults and fired at opposing faction players, siege equipment, and protection towers. Enhanced Rocks: GM Alchemists can apply Greater Poison Potions to catapult rocks to create Poison Rocks. These deal initial damage and release poison that affects surrounding players. GM Alchemists can also apply Greater Explosion Potions to create Explosive Rocks, which leave puddles of fire on impact.

Pig Corpses: Players can now kill pigs and harvest their corpses. These can be fired from catapults. On impact, they cause affected players to start vomiting — the effect is contagious. Siege Bolts: Siege bolts can be looted from monsters inside the Faction Dungeon. These bolts are required to craft siege weapons such as battering rams and catapults. A new boss has been added to the Faction Dungeon. It drops a Magic Scroll that opens a cache filled with siege bolts, as well as Faction Bless Deeds.

Faction Bases & Siege Equipment

Faction bases now have several ballistas installed. These can be used to shoot at battering rams that are attacking the gate. Players can craft Battering Ram Kits. These kits can be used at the siege mechanic inside your faction base to purchase a battering ram. Battering rams are used during sieges to smash open the opposing faction’s siege gate and gain entry into their base.

Important Note on Battering Rams: Battering rams can only take damage from ballistas, catapults, and player weapons. Magic spells and pets cannot damage them. How a Siege Event Works When a siege event begins:

One faction will act as the Defenders, while the other faction(s) will be the Attackers. The defending base will have a force field protecting the siege gates, generated by a Protection Tower.

To breach the gate, attackers must:

Destroy the force field by firing catapult rocks at the Protection Tower and destroying it. Once the force field is down, use the battering ram to smash open the siege gate.

Defenders can:

Use Siege Repair Tools on the Protection Tower to keep the force field active. All faction players can use the same Siege Repair Tools to repair catapults, ballistas, and battering rams. Use the installed ballistas to attack and damage incoming battering rams.

Additional Mechanics:

Mages can summon Water Elementals to extinguish fire puddles — very useful when trying to repair the Protection Tower. Up to 5 defenders can brace the siege gate at once. This significantly reduces the damage taken from the battering ram.

New Items & Rewards

Faction Bombs: Recipes for faction bombs can be found in siege warfare rewards and faction pillar rewards. These bombs can be crafted and thrown at enemy siege weapons to inflict damage. Special items can also be obtained from Siege Warfare rewards and Faction Pillar rewards, including: Talismans that reduce catapult reload time. A drum that increases the battering ram’s damage output when played.

Winning the Siege If the attacking faction breaches the gate and enters the base, they must locate the Faction Chest.

It takes 60 seconds to open the chest. Inside is a Key (functions similarly to a sigil). The carrier of the key cannot fast travel and is visible on the minimap. If the key carrier is killed, the key is automatically transferred to the killer.

The first faction to secure the key and return it to their faction’s Siege Warfare Stone wins the event and receives a chest full of loot (this includes the defending faction). The event lasts 1 hour.

If the defenders successfully keep the attackers out for the full hour, they can open the chest inside their own base to claim victory and receive bonus loot for a successful defense.


30th Mar 2026 patchnote

Calling all testers! Help us test the new Resource Map system on Test Center We’ve just added a brand new feature to Test Center: Resource Maps! These special maps will guide you to hidden resource camps full of ore, lumber, or leather across Britannia. We need your help to thoroughly test them before they go live. How to participate:

Log into the Test Center Grab some Resource Maps (they’ve been added to vendors and loot for easy testing) Bring a spyglass and the correct harvesting tool (pickaxe, hatchet, or skinning knife) (Also on the vendor) Follow the guide below to locate and harvest the resource camps

You can find the full Ultima Resource Map Guide in the testing thread. Please use this link for testing feedback and discussion: https://discord.com/channels/369023244038045697/1487976682592800808/1487977711522549822

We’re especially looking for feedback on:

How well the maps guide you to the correct locations Clarity of the map messages Balance of resource quality and quantity Any bugs or confusing steps

Thanks in advance for helping make this system better! Your testing makes a real difference. See you in Britannia!


19th Mar 2026 patchnote

Have you been looking to spar with your friends safely? Want to practice your combat skills without destroying your best weapons or accidentally slaying your sparring partner? We've added four new Training Weapons to help you hone your skills!

  • Training Sword (Crafted via GM Blacksmithy under Swords)
  • Training Kryss (Crafted via GM Blacksmithy under Fencing)
  • Training Mace (Crafted via GM Carpentry under Maces)
  • Training Bow (Crafted via GM Fletching under Bows)

Features:

  • Harmless: All training weapons are hard-capped to deal exactly 1 damage, allowing you to continuously hit your target without killing them.
  • Fast: They all swing at the fastest possible weapon speed (56), ensuring you get the maximum amount of skill gain attempts per minute!
  • Durable: Built to last, they feature a high base durability (70-100) so they won't break easily during long sparring sessions.
  • Always Exceptional: These weapons are crafted with care and will always be Exceptional quality.

Crafting Requirements:

  • Because they are specialized tools, they require a Grandmaster (100) Crafter to create.

  • Resource Cost:

  • Training Sword & Kryss: 15 Verite Ingots & 15 Iron Ingots

  • Training Mace & Bow: 15 Frostwood Boards & 15 Boards

(Note: The Training Bow still requires arrows to fire, just like a normal bow!)


19th Mar 2026 patchnote

We have deployed a hotfix to address an unintended mechanical issue regarding the Unwavering Stance ability.

Bug Fix:

  • Infinite Stat Scaling Fix: Addressed a critical bug where Unwavering Stance modifiers (such as Bastion Bonus, Threat Generation, and Damage Reduction) were permanently stacking on characters when their stance dropped or expired. Instead of safely resetting to base values, the bonuses were unintentionally compounding over time. We have corrected the math behind the scenes so these buffs properly drop off when the stance ends.

Developer Note: We understand that some players may notice a significant drop in their overall tanking stats and survivability after this update. Please know that the previous behavior of infinitely growing, permanent stats was entirely unintended and a bug.

This fix is necessary for the long-term health of the game and ensures that Unwavering Stance functions exactly as its tooltip and design describe, returning encounters back to their intended difficulty.


18th Mar 2026 patchnote

Attention all faction players! As part of the upcoming Factions Siege Warfare patch, we've pre-released faction mining inside the faction dungeon!

Faction Miners with 80+ skill can now harvest catapult rocks — stockpile them now and be ready for your first siege event! Mining has a chance to spawn Rock Giants, which drop both faction coins and additional catapult rocks. The dungeon now features a new boss: the Ancient Wyrm. Defeating this powerful foe grants a magic scroll that unlocks the weapon cache inside the dungeon. The weapon cache contains essential parts needed to craft siege weapons!

Stay tuned for more siege-related updates coming soon. Make sure your faction characters are trained up and ready for battle!


9th Mar 2026 patchnote

The Herding skill has been completely transformed! We’ve replaced the manual "Aggression" power with a persistent passive system that empowers your pets just by having the right tools in hand.

🐾 Passive Herding System Players no longer need to manually activate abilities to buff their pets. Instead, your pets are empowered automatically whenever you have a Shepherd's Crook equipped.

  • Persistent Empowerment: Simply equipping a crook grants your pets (Tamed, Summoned, Necromancy, and Mage-Summons) significant combat bonuses.
  • Bonus Damage: Pets gain up to +35% bonus damage based on your Herding skill.
  • Movement Speed: Pets gain up to +20% movement speed, allowing them to keep up with you and their targets much more effectively.
  • Visual Indicator: A new Herding Bonus icon will appear in your buff bar whenever your crook is providing these benefits.

📈 Skill Progression

  • Passive Gains: We’ve removed the need to "grind" herding manually. You will now gain Herding skill naturally as your pets fight in combat, provided you have a crook equipped.
  • Consistent Growth: Skill gain checks occur periodically during active combat, ensuring a steadier path to Grandmaster level.

🛠️ Equipment & Manuals

  • Lowered Requirements: The Crook now requires only 40 Herding to use (down from 60), making it accessible much earlier in your journey.
  • Veterinary Manuals: Existing traits that previously improved the old "Aggression" skill have been automatically updated to enhance your new passive bonuses:
    • Increased Aggression Damage now increases your Passive Herding Damage.
    • Increased Aggression Duration now increases your pets' Movement Speed bonus.


7th Mar 2026 patchnote

We are pleased to announce the launch of the new Bounty Hunter Distress System. This feature provides innocent players with a reliable way to call for help when under attack by murderers.

Innocent players who are being attacked can summon assistance in one of two ways. They can use a Conch Shell of Distress, which is available for purchase from the Bounty Hunter Guildmaster in Britain Castle. This option is specifically for players who do not have an active Lord's Boon — you cannot use a Conch Shell if you currently have a Lord's Boon. Alternatively, players can switch their Boon to Distress Call mode. Switching to Distress Call mode prevents the use of Lord's Boon for the next 24 hours.

When a distress call is placed, eligible Bounty Hunters receive a dialog prompt asking if they wish to respond. If a hunter accepts, they teleport to the victim's location after a brief 5-second delay. If the Bounty Hunter successfully defeats the murderer or murderers and turns in their head or heads to the guild, the victim who placed the call automatically receives 20% of the bounty reward as a token of appreciation.

If no local Bounty Hunters are available and the player used their Boon to make the call, the system falls back to the standard Lord's Boon teleport — assuming the player has a bound location set.

To maintain balance, Bounty Hunters have a 10-minute cooldown between accepting summons, while victims have a 5-minute cooldown between placing distress calls.

  • Distress Kill Points

To further reward participation, we've introduced the Distress Kill Points mechanic.

Bounty Hunters earn 1 Distress Kill Point each time they successfully respond to a distress call and turn in a murderer's head to the guild. These points acknowledge their vital role in protecting the innocent and upholding justice.

On the flip side, if a murderer kills a Bounty Hunter who has accumulated points, the murderer steals 1 point from the hunter's total. This adds meaningful risk and consequence for both sides, promoting skilled and strategic gameplay.

Players can check their current Distress Kill Point balance at any time by speaking with the Bounty Hunter NPC in Britain Castle.

These points will soon unlock access to exclusive items and rewards available only through the Bounty Hunters Guild and the PK Gear NPC. Stay tuned for more details on what you can purchase as the system continues to expand.

The Bounty Hunters Guild welcomes new members. If you're interested in protecting the innocent, earning rewards for taking down murderers, and building your point total for unique gear, head to the Guildmaster in Britain Castle to join today.


6th Mar 2026 patchnote

To make high-end gear more sustainable, we've implemented a hard cap of 50,000 gold on all item insurance fees! Even the most powerful runic slayers will no longer bankrupt you when you need to protect them. Existing insurance costs remain as-is, but will never exceed this new 50k limit.


6th Mar 2026 patchnote

Our blacksmiths and tacticians have been hard at work refining the techniques of physical combat. Today, we are excited to announce a significant update that brings new depth and power to your arsenal, specifically through the Arms Lore skill.

Whether you favor a heavy war hammer, a swift short spear, or a trusty longbow, your knowledge of weaponry is about to become more lethal than ever.

🛡️ The Power of Arms Lore (PvE) Understanding the weaknesses of your foes and the strengths of your steel now grants tangible benefits in battle against the creatures of the world. At 100 Arms Lore, you will now benefit from:

Precision Striking: A permanent +5% Accuracy bonus against all monsters. Devastating Power: A +5% General Damage bonus on every successful hit. Specialist's Edge: An additional +10% Damage bonus applied specifically to Special Attacks. When combined, your special moves and critical hits will deal approximately 15.5% more damage to monsters than a combatant with no knowledge of Arms Lore.


3rd Mar 2026 patchnote

We’ve recently implemented a series of updates to how gear wears down and how repairs work. Our goal is to create a more dynamic world where high-end equipment remains valuable, but eventually needs replacement, keeping our crafters busy and our materials in high demand.

⚔️ Combat Wear (PvE) We’ve increased the rate at which your weapons and armor wear down while fighting monsters. Weapons: Now have a higher chance of losing durability per hit when fighting creatures. Armor & Shields: Now take increased durability loss per hit in PvE.

🛠️ The New Repair System Repairs have been moved to a percentage-based system. Instead of losing a fixed amount per repair, your item’s maximum durability will now decrease by a percentage of its current total.

The Crafting Advantage: High-level expertise matters more than ever. A Grandmaster (GM) crafter will incur a minimal penalty to your item's lifespan, while unskilled repairs will cause a much more significant reduction. Repair Deeds: Deeds still work, but they carry a slightly greater penalty to the item's maximum durability compared to a direct repair from a live player.

💰 Why These Changes? (The Economy) This update is a major boost for the game's economy:

Steady Demand: High-end "Vanquishing" and "Invulnerability" gear now has a finite lifespan. This means players will always be looking to trade for or craft new top-tier equipment. Value for Crafters: Because skill level drastically reduces the repair penalty, high-level Blacksmiths and Carpenters are now more essential than ever. Keeping your gear in the hands of a GM is the only way to maximize its lifespan. Materials Cycle: As gear is retired and replaced, raw materials like Valorite, Verite, and Agapite will maintain their value and importance on the market.


2nd Mar 2026 patchnote

New Changes

  • The new update for Tinkerers' clockwork golems is now live!! Blacksmiths can now craft the items that Tinkerers need to build the golems. Tinkerers can also purchase power crystals for the golems directly from Tinkerer vendors. If you are currently logged in at the time of this news, you may have to relog to see the new assets.

Changes

  • Players can now purchase a magic hammer from the blacksmith vendor. When this hammer is used to craft weapons on the anvils at the Britain blacksmith, you will get a bonus to crafting a slayer weapon.

  • The miniboss Talornia has had its assets and abilities updated.

  • Bounty hunters and thief hunters will now be kicked from the guild if they acquire a single murder count and will be unable to rejoin for 7 days.

  • The meditation skill now works based of your skills percentage, eg: With 50 meditation skill your meditation will work 50% of the time and 100 skill 100% of the time.

  • Reduced the spawn rate of Paragons

  • Increased the drop rate of Puzzle Boxes from Paragons

  • Implemented a fix for PvE resource/item stealing from Paragons (please provide feedback on whether this issue has been resolved)

  • Ocllo: Added a camp of orcish scouts not far from the town

  • Ocllo: Added an alligator spawn for tamers

  • Added a Thunderstrike pet bonding deed to the Bounty Hunter Guildmaster in Britain Castle.

  • The Spider Queen now spawns inside a nest/cocoon; players must blow it open with exploding barrels before they can fight her.

  • Ranger Shadow Cloaks can now be blessed.

  • Another new and challenging quest for young players in Ocllo: The Eight Seers [https://wiki.shardsofbritannia.com/en/ocllo-quest-seers]

  • Ocllo has gained a new quest for new players that encourages them to travel to and from Britain. It rewards the player with a tame horse.

  • A magic fountain has also been added in Occlo for young players. They can use it once to receive a free welcome gift.

  • The Spider Queen has gained a deadly new ability—she can ignite clusters of explosive barrels to devastating effect. Her defeat now yields far greater rewards! A cunning master of explosives, she uses barrels to protect her lair. Search her remains for abundant materials to craft your own explosive barrels.

  • Added a new deco item to the Valorite Cotton Vendor.

  • Updated the loot in the magic chests.

  • The exploding wells event has been enhanced with new loot, MOBs and effects.

  • Player-crafted shields can now be dyed with enamel dye.

  • Vendor search stones have been added to all towns, including Buccaneer's Den.

  • The bounty hunter's shoulder crow effect when teleporting has been changed to ravens flying. -Rare seeds have been added to tentacle plant loot. -Crafting chance for explosive barrels has been increased to 100%. -The magic water fountain is now permanently located at Brit bank.

  • See last month's changes here: https://shardsofbritannia.com/news/changelog-for-january-2026


7th Feb 2026 patchnote

Newest Changes

  • Bounty hunters now receive notifications from Dread Ravens automatically whenever a PK logs into the world.

Changes

  • Fixed a bug where crossing bright-colored plants did not produce the correct hybrid colors (e.g., bright yellow × bright blue = green). Note: if you want bright colors, you need to cross two plants of the same normal color (e.g., green × green = bright green).
  • Fixed the visual asset of the hexagon fishtank (this fix will require a new version of loudeco, which might take a couple of days).
  • Generation 4 plant growth time has been reduced to 7 days (from 10 days). Applies only to newly planted seeds.
  • Extended season system with a recovery mechanism for unclaimed rewards from prior seasons
  • Fixed issues with Mark spell sometimes not resulting in a cursor target due to auto-target being enabled
  • See last month's changes here: https://shardsofbritannia.com/news/changelog-for-december-2025


7th Jan 2026 patchnote

The louui custom asset bundle is being updated today. This update adds more dynamic window textures or graphics for GUIs, for future updates. Once the update becomes available, your client will automatically download the latest bundle the next time you log in to a character. Please keep this in mind as it may delay your login by a minute or two while the download completes.


1st Jan 2026 patchnote

Season 7 has officially started! We know some of you were caught off guard by the transition and didn't get a chance to claim your Season 6 rewards. No worries – we're making some improvements to prevent this from happening again.

What's New:

  • Season Countdown Timer – A new countdown display in the Challenge System window shows exactly how much time remains in the current season, so you'll never miss the deadline again.
  • Grace Period – Starting today, players with unclaimed rewards get 7 days after each season ends to claim them. Your prior season rewards will remain available during this grace period.
  • Note: these changes will be available after the daily restart on Jan 2nd at 9am UTC

Season 7 Reward Additions:

  • Shadow Leather Equipment – New armor pieces and shields
  • Dragon Dyes – Swamp, ice, and fire variants for your pets
  • Decorative Items – New birdcages, masks, and fishtanks
  • Rare Plant Seeds – Banana plant, carnivorous plant, dragon tree, and more

For Season 6 Players: If you had unclaimed Season 6 rewards, a hotfix will deploy later today. After tomorrow's daily restart (Jan 2nd @ 9am UTC), log in and your Season 6 progress will be automatically restored – just open your Challenge System window and claim your rewards!


21st Dec 2025 patchnote

Santa has made his escape from Frostfang's Cave! Unfortunately, behind him, the cave has crumbled and become inaccessible. Santa is now parked at his workshop and will be trading for candy for the rest of the holiday season! He will be working on responding to the letters you all wrote him. Thanks for participating!

UPDATE: Santa has sent replies to all of the letters you sent him and for those who sent letters, you can expect to see a wrapped gift box in your bank box with a handwritten note directly from Santa!


18th Dec 2025 patchnote

We've deployed a minor update to the Shards of Britannia Launcher. Please make sure to close the launcher entirely (check next to the clock, in the system tray, for a SOB Launcher icon, right click it and choose Exit) and re-open it to receive the updates. This will ensure you have the latest update.

UPDATE on CDN Issue: We've been informed that the Brail CDN server has been updated now and you should be able to load the game like normal.

⚠️KNOWN ISSUE: Some users in certain regions are experiencing stale cache issues with our CDN provider, causing their SoB launcher to downgrade each time they try to upgrade it to the latest version. This issue is causing a mismatch with the game when loging in and it will cause a popup warning before ejecting you from the game. We're investigating and hope to have it resolved as quickly as possible. We're very sorry for the inconvenience and we appreciate your patience through the rough patches!


13th Dec 2025 patchnote

Looking For Group (LFG) System

Finding other players for activities just got easier! The new LFG system lets you create and browse group listings for dungeons, boss hunts, PvP, treasure hunting, crafting, quests, and more.

How to Use:

  • Type /lfg to open the LFG window
  • Browse active groups or create your own listing
  • Set your group size (2-40 players), activity type, and optional scheduled time
  • Choose between Open (instant join) or Approval Required (you review requests)
  • Use /lfg followed by a message to chat with other LFG users

Key Features:

  • Timezone support: Set your timezone in Settings to see scheduled times in your local time
  • DST automatically applied for supported timezones
  • Staff events are marked as Featured and last up to 7 days
  • Regular listings expire after 12 hours to keep the list fresh
  • LFG chat channel connects you with other players looking for groups

Discord Integration: (coming soon)

  • LFG chat messages are now relayed to Discord and vice versa
  • Stay connected with the community even when not in-game

Guidelines:

  • You can create up to 3 active listings at a time
  • 10 minute cooldown between creating new listings
  • Your listing automatically closes when the group reaches maximum size or expires after 12 hours
  • Staff events are identified with a special Featured marker


6th Dec 2025 patchnote

Journal Updates

The Journal has received an update with improved logging reliability and expanded action tracking throughout the game.

Accessing the Item Log

  • Right-click on your character to access the Item Log option
  • or use your Journal hotkey to open the full Journal interface and click the Item Log button

New Item Log Tab

  • Tracks your item activity: pickups, drops, looting, equipping, crafting, purchasing, trading, and more
  • Shows where items came from and where they went (your backpack, a container, a corpse, or the ground)
  • Click any entry to open a detail view with more information about the item and its history

New Controls & Settings

  • Added a Recent Items button to quickly view recent item activity with options to locate or pick up items
  • Added a Filters button to toggle which log categories are shown (Combat, System, Item, Chat)
  • Added Window Width setting (small, medium, large) to adjust the Journal's width alongside the existing height option

Display Improvements

  • Journal text now wraps properly when entries exceed the visible area
  • Timestamps now display in 12-hour format with AM/PM