• Healing will now correctly evaluate heal amount and apply as per UO formula
    - Bandaging a player or yourself will now correctly check healing level, then anatomy level, prior to allowing cure poison
    - Bandaging a player or yourself will now correctly check healing level, then anatomy level, prior to allowing a resurrection
    - Bandaging a pet will now correctly check veterinary level, then animal lore level, prior to allowing a player to cure a pet
    - Bandaging a pet will now correctly check veterinary level, then animal lore level, prior to allowing a player to resurrect a pet
    - Curing a player or self requires 60 anatomy and 60 healing. Resurrecting a player requires 80 anatomy and 80 healing
    - Curing a pet requires 60 animal lore and 60 veterinary. Resurrecting a pet requires 80 animal lore and 80 veterinary

-Added Ankh Of Resurrection Near Waterfall On Level 2.
-Added Hidden Poison Traps to Destard.

  • Deployed a Performance Fix for testing on Production (we will be monitoring closely.)
    - The Imbued Recall Rune Recipe for Bucc's Den should now properly recognize the Bucc's Den Travel Marker
    - Crafted Water Pitchers should no longer break after 1-2 uses immediately after crafting them
  • Orcish infighting in the Orcish camps has quieted down.
    - Pirates now properly recognize their Red cohort as allies
    - Monsters in the sewers are now all properly hunting players, not each other.
    - Blacksmiths everywhere came to the realization that the War Axe is an axe and is now listed as such in the crafting book.
    - Notorious is now spelled properly on the character sheet.
  • Fixed an issue with Treasure Hunting dig range to prevent rare cases of a treasure chest being spawned on top of a player
    - Fixes Treasure Hunting dig range Mining bonus to be more in line with UO
    - Mining bonus now properly applies to Treasure Hunting
  • A number of new craftable items have been added to Carpentry and Tailoring. (Pictures of the items can be found in the Stream-N-Media channel. )

    Enjoy!
  • Camping Should Now Message Player Properly When They Have No "Plain Wooden Logs" In Their Backpack.
    - Cooking Pot Should Now Require A Nearby Heat Source Or Hearth.
    - Added "Miss" Sounds To Combat.
  • An issue with Help Requests not alerting staff properly has been resolved
    - An issue with hidden players being revealed during load sequence has been resolved
    - An issue with pets being resized erroneously has been resolved + autofix applied, pets should now be the same size that they were originally
    - Player vendors refresh-required-frequency has been increased from 14 days to 32 days to match house decay and prevent vendors from decaying unusually sooner than expected
  • Gardener vendors (including the Gardening Broker) now buy seeds back for a very modest sum.
    - Super rare rideable llama spawns have been made slightly less rare.
  • Mage NPCs will now buy any spell scrolls and miasmas that you may come across for a very small sum - small enough that you'll almost certainly make more money selling them to another player.

It has been brought to our attention that people are selling Pet Deeds with pets that have 200/200/200 stats. Please know that this is an exploit people have been abusing by casting Bless onto their pets and then deeding the pet. Do not buy these deeds as the pets will be auto-corrected soon back to the standard stats. Pet caching has also been disabled due to this.

  • You can now add items to sale that are locked down (useful for locking down items, moving them into place, and then adding to sale)
    - Adds the ability to remove an item for sale that is in vendor's inventory by dragging it directly to backpack or elsewhere
    - Adds "vendor sell" speech command support to player vendors
    - Fixes inability to drop items into For Sale containers not inside the vendor's inventory
    - You can now use the house deco functions to move for sale objects on plot
    - I've recorded a video walk-through of how to use player vendors as well: https://www.youtube.com/watch?v=lmM94sMqGQs
  • Vendors will now buy back anything they sell, with a 20% restocking fee (that's 80% of the purchase price). Whatever you're selling must be able to actually be redeeded!
    - It turns out houses sell for an enormous amount of very heavy gold pieces, so in order for you to not be stranded huffing and puffing after a sale, sales to a vendor over 15K will now go straight to your bank box.

Some of these have been in for a little while.
- Travel Markers were mistakenly removed a while ago and have now been readded, and this time all mage NPCs have one for every town.
- Full spellbooks and runebooks are no longer available from event token vendors and Vela in Wind; this was forcing scribes to raise their begging skill.
- The portal to the shipwreck in East Valusia from Buccaneer's Den has been closed, matey! If ye wants to get onto the ship, ye will have to climb aboard the plank, ye scurvy dog!

  • Town containers have been turned back on with performance optimizations, and will begin spawning items inside for thieves to steal again
    - Attempting to steal an empty container inside a thief box will now steal the container instead of saying "that has nothing of value to steal"
    - Items should NOT be lootable from these containers, and if you find one that you are able to loot without Stealing, please let us know -- in cases where people were getting items stuck in their backpacks due to looting stealable items, those items should now auto-fix and not be stuck any further
  • Global Potion Cooldown Reduced from 2 to 1 second.
    - Explosion Potion Cooldown Reduced from 30 to 15 seconds.
    - Cure Potion Cooldown Reduced from 15 to 7 seconds.
    - Refresh Potion Cooldown Reduced from 30 to 15 seconds.
    - Heal Potion Cooldown Unchanged at 10 seconds.
    - Dropped Item Decay is now 5 minutes instead of 1.
  • Mobs not decaying from treasure chest spawns has been resolved
    - Training dummy can be used to gain skill again -- this works up to skill levels 30
    - Temporarily disabled skill title auto-selection to prevent players from having titles swapped erroneously while gaining skills
    - Potential fix for random UI missing elements
  • An issue with Guards attacking players a long time after the player's criminal timer ended should be resolved
    - An issue with Tracking ranges being too low has been resolved; target acquisition range is now scaled based on the Tracker's skill level
    - House blueprints have become heavier than usual, perhaps it's the new heavy-duty paper the Architects are using

Next time you log in or change regions, you may notice an updated dungeon asset download. Please be patient and allow this to download - it shouldn't take longer than 30 seconds or so.

This concludes our Week-long Power Hour event!
- Default skill gain rates have been returned to 1x
- In-house gains have been reduced to 0.5x (Gardening still uses the Default Gain Rate)
- In-dungeon gains have been increased to 1.25x
- SOON TO COME: Following some further internal testing, we will be adding a Daily Power-Hour option for all players to enjoy at their leisure. Players will be able to trigger the Power Hour every 22 hours and receive approx 1.5x rates (final rates to be determined)