Apologies, I wasn't aware that you had to be in a mutual server to receive DM's from the bot for timers, vendor restocking, etc. If you want DMs, please join: https://discord.gg/huSh3weHQW - no interaction / channel use required, just need to be in a mutual server with the bot. Mar 25, 2026
VIP members can upload their character/storage data for parsing. Additionally you can auto sync if you generate an API key under "My Stuff" -> Dashboard. Also, Check out Community Chat and Game Chat on the nav bar! (announcements are dismissible if you are logged in - click the X on the right) Mar 10, 2026
If you click "Login with Discord" you can sign up for discord notifications for Timers, Almanac events, daily casino quests, midge barters, etc Feb 17, 2026
If you'd like to be a server manager, please reach out to Zrikz on discord - (help update Midge barters, almanac events, etc for your server) Feb 16, 2026

Update News

All available game updates · Show recent only

Notice

NEW PLAYERS:

NEW PLAYERS: We recommend you start your adventure on the Strekios server! Vampires There's a new Steam patch which should fix the issue of the sun burning you at night. This was a "stealth hotfix", meaning that the version number is still the same as the last update (so we didn't have to take the server offline). If you don't see a Steam patch and are still burning at night, restart Steam to see the patch.
March 25, 2026

Update Notes

This one's mostly bug-bashing, and some proto-localization setup work. Player-Created Translations: First Steps Thank-you to those of you who've been talking with us about supporting player-created translations! We have the first step of those plans in this update: the game can support player-made translations (via a "side-loading" process for now), and some of the game's text is exposed for translation. The instructions for creating your own language pack are at https://cdn.projectgorgon.com . Let's communicate about this over discord -- I'll create a new thread. Only a small part of the game's text is currently exported for translation. We focused on often-repeated text like skill names, item descriptions, quests, and so on. In future updates we'll need to export all the UI text, tons of NPC dialog, and strings for all the game's weird systems. There's a lot more to do, but we're excited to get your feedback on this first iteration. Fixes and Changes - fix match-3 icons for certain fish - Character Models: Fix reversal of opacities for makeup and lipstick - Character Models: eyebrows are now actually what you chose at character creation - Fix bug causing environmental lighting to change 5-60 seconds after entering a new zone - Fix Grim Jim's quest pt 4 - he now actually needs a Trophy Hippo Hide - Fix typo on Michael Irasce's description - Cynthia Rolfe actually sells the swill she mentions selling - added priest prodigy training altar - Fix bright pink mirror in Statehelm - Fix wrong icon numbers for Mycotoxin Formula & Acid Bomb - Fix sprint speed and duration for Bounding Escape 7 & 8 - new source of potash can be obtained from muck in Povus - the quest to become a werewolf now requires that you don't die before finishing it. (Prevents zerging the wolves, proving your worthiness) - integrate new Vidaria music from Connor Brace - change to Unity version 6000.3.11f1 (a new minor version with bugfixes) - Fix yet another instance of desyncing - Remove some stuck-in-rock mobs in Serbule, Eltibule, Ilmari, and Phantom Ilmari - Fix some pathing issues in Ilmari & Phantom Ilmari - Fix some floating objects in Serbule & Eltibule - Fix some occlusion issues in Serbule - Fix all-white buildings in Vidaria - Kalaba's fire no longer burns you when you're on the nearby stairs - Battle Chemistry golems can now actually use all of their high-level abilities - The Quest Log UI's hangout timer is now accurate - Fix Glajur's quest "Necromancy Goblets" - Fix Irkima's hangout "Cover for Irkima..." - The books in the Nonfiction Writing Table are once again alphabetized - Revision of biomes in Statehelm and Eltibule - Fix shader issues causing loss of performance when shadows were enabled - make Bottle of Brine easier to click on - increased the combat refresh potency (amount of health/armor/power restored) by organic armor by a whopping 25% - Rebeccah the Whisperer has a new favor which teaches you a new way to get soda ash. - Fix broken thunder sounds - Fix an issue causing performance slowdown in dungeons - It's been broken a while, but the in-game moon once again visually represents the current real-world moon phase - Ability "Stake the Heart 2" and higher now stun incorporeal entities (like ghosts) as well as corporeal undead - Rakshasa fire mages deal less fire DoT damage per tick with their regular attacks, making it easier to fully nullify the DoT with resistance buffs/potions - You can only bake 5 loaves of bread at a time (instead of infinite amounts) - some new item icons - Unora Veilmoor now has item preferences for favor - Fixed training unlock typos on Grim Jim and Sam Veilmoor - Slightly increased the number of spawned Errana Eggs for the egg hunt - Changes to Garden Invasion event - You no longer need to return to Sie Antry to complete the quest, allowing players to spread out to more gardens in the world easier - The cooldown for Sie Antry's quest increased to 6 hours, previously 3 hours - You now earn 1 Live Event Credit for EACH completion of Sie Antry's quest - fixed overzealous respawn rates for a few bosses - fixed timing issue with Dreadfin Absolum event in Statehelm (a/k/a the ranalon event) - Fix overlapping text in Battle Chemistry golem training options - Improve handling of dynamic text lengths in the training UI - Add lights to some particularly dark spots in Rahu - Various and plentiful adjustments to the sky - Revision to weather visuals - normalized monsters' chances to "become vulnerable" based on species. Now all monsters can become vulnerable, with the exception of gadgets and mechanisms (like energy crystals or turrets) - some monsters, such as ghosts, previously could not Become Vulnerable at all, but now can - standing in the casino fighting pit enables PvP as before, and also: increases Max Health x10000% (but doesn't heal you), grants 25% direct damage resistance, regenerates 10% of your health/armor/power every 5 seconds in combat, disables jumping, and disables flying. (We're just experimenting with ways to make arena PvP more entertaining. Let us know what you think. Should it give more resistance? Probably.) - Fransesca Muradrake now has item preferences for favor and proper favor requirements for training - Sir Fisk now has item preferences for favor and proper favor requirements for training KNOWN ISSUE: Sky in Eltibule looks weird KNOWN ISSUE: Linux Users get Extra-Awesome Grass
March 11, 2026

Update Notes

A quick bugfix update: - Fix grass-related performance issues - Address some performance hiccups related to vegetation calculation - Fix bug causing framerate spike when a new character model disappears - Fix Serbule well collider - Fix Serbule fountain collider - Bear On the Barn has once again become Bear In the Barn - minor lighting tweaks in casino - Disable some fancier camera-based lighting tricks for now until they can be reimplemented for Unity 6.3. (You will probably not notice the difference) - The number of not-visible nameplates that updates per frame has been doubled, and is now configurable by the setting "Nameplates Processed per Frame" (from 25-1000, default is 100) - New special setting: "MaxNameplateLoads", determines how many brand-new nameplates can spawn at once. Defaults to 5 - Fix bug with a Wind Ward mod sometimes causing lag spikes - Bard Prodigy unlock now requires Like Family with Ormond Neth as intended - Weather Witching Prodigy no longer requires level 100 in Shield to unlock - Fix some spawn positions in Serbule and Eltibule - Adjust tree LODs in Serbule/Eltibule
March 10, 2026

Update Notes

This is primarily a tech update: we've changed major versions of the Unity engine to address some crash bugs. But of course there's lots of other stuff too: New Unity Version To fix some issues, we've upgraded to Unity 6.3 LTS. This is a major version upgrade (though hopefully the last one for a year or so). All Unity version upgrades are scary and prone to cause (or reveal) exciting new bugs; please report any that you see! In conjunction with this change we have made significant changes to the vegetation and environmental render pipeline. It's expected that there will be some minor issues (such as weird color grading) here -- again, please report problems. Redwing Casino Changes We've added a new shopping mall to the Red Wing Casino! This is sort of a "sneak peek" version: it's still being fleshed out, but it's nice enough already that we wanted to get feedback and, more importantly, give people access to all the new stalls. There are 200 new player-vendor stalls here, in addition to the existing 50 stalls that were previously in other parts of the casino. The upper floor of the casino requires only that you have Retail Management trained; the lower floor requires Retail Management 10 to hire. We've also made other changes to the casino: - Cashfall Match-3 gives out a bit more money for chain reactions - Lootmaster Match-3 mode now costs 450c per game rather than 500c - the "Lootmaster Deluxe" match-3 game was previously only found in the advanced gaming room. It can now also be found on the regular casino floor. - A new match-3 game variant called "Sea of Gems" can only be found in the advanced gaming room - when betting on arena battles, your max-bet used to be 5000 plus an additional 2500 for every 9 levels of Gaming you have. This has changed to be 5000 plus 2500 for every 5 levels. This changes the max bet at level 50 from 17500 to 30,000 - When betting on arena battles, only one character per account can bet at a time - added a spotlight in the arena that turns on while battles are happening Search Golem Improvements We've also made changes to shop-search golems. (These apply to the shop golems in all areas, not just the casino): - after getting search results, there is a new "pop out results into new window" button. this button opens a new GUI window that can remain open even after you stop talking to the golem. You can click on shop names in this window and a glowing path will guide you to that shop - changes to golem search: if no equipment slots are selected, assume ALL slots are desired. If no skills are selected, assume ALL skills are selected. And so on. Default to nothing selected, to make it easier to customize as needed - when searching for an item by name, we previously omitted equipment. (Because there is a separate equipment search that allows more specialized searching.) This behavior feels surprising so equipment is no longer omitted - search results were previously fully randomized. They are now randomized by grouping, meaning that all the stalls that are in the same stall-group are listed together. The stall groups are still ordered randomly, but they are weighted such that stall groups with more matching stalls are more likely to be listed first. In the long term, this subtly encourages players to open stalls in the same stall-group as similar stalls. (And is also a side-effect of how we coded it, but it seemed beneficial so we're calling it a feature.) Boss Timing Changes We've increased respawn rate of bosses used by casino dailies. In most cases this means they now respawn 60 seconds after their corpse disappears. This was not a trivial change because the boss' allies and "adds" (that is, their buddies that appear mid-combat) were scripted with the expectation that the boss wouldn't respawn more than once every 5 minutes. These encounters had to be revised in various ways. A common revision was to make some of the boss' entourage respawn immediately the moment the boss respawns, to ensure the boss is never alone. In addition, some non-boss spawners were sped up in affected dungeons. These were mostly for spawners that seemed pointlessly slow in the modern game. Monster Recovery Changes Elite monsters can be "locked" to a particular group that first attacks them. This "locked" status doesn't get reset until the monster has recovered ALL of their health. However, in the modern version of the game, most monsters regenerate at the insanely low rate of 1 health per 5 seconds out of combat. This meant that monsters could remain locked for a VERY long time, even though the people who locked it had long since left (or died). As of this update, monsters who have been out of combat for a while (10-15 seconds, not including time spent being crowd-controlled) will automatically recover all their Health and Armor. This allows Elite monsters to clear their lock status and other combat history quickly. (Note: it is intentional that monsters do NOT lose their accumulated Rage when they reset like this. They can still be pissed off about the earlier attack, and their feelings are valid.) Everything Else - Fix for more instances of the "desync bug" causing entities to not appear to be where they actually are - More scenery changes to Serbule, Eltibule, Ilmari - Optimize vegetation in Serbule - Flesh Lumps are worth significantly fewer Councils (25 instead of 75). They are still the same amounts of chewy and regenerating and shameful, though. - Bread snacks and Bread meals no longer stack with other types of snacks and meals. This was a bug that was pretty OP but we wanted to let people have fun with it for a bit. But time's up - The quests "Statehelm: Ratkin Muggers" and "Statehelm: Myconian Vagabonds" could previously be completed every game-night. They can now be completed once every 8 realtime hours - Added new favor quests for Sourgum in Statehelm - Windows: using the /wiki command in-game now opens the browser in a way that doesn't cause Steam to think your browser is a part of Project: Gorgon. (This could cause your Steam game time to be inflated, because Steam counted the time your browser was open even after the game was closed.) - the Scion of Discord once again has his group-chat curse on his rage attack - Fix bug causing some raffles to not display their cash prize - Creatures can now start in their dead animation, rather than appearing and animating dead despite being already-dead for quite some time - Improve UI and animations for character deletion - Humanoid characters now enter into an optimized state at a certain distance, controlled by 2 settings: "LOD Bias" and "Character LOD Bias" - Optimize nameplate update logic to reduce framerate spikes - Disable shadow casting for fae foliage and jewelry - Decrease animation processing for humanoids that are currently not visible - Adjust cloud visuals so it's more obvious when there is sun vs no sun, for fletching boxes & vampires - Fix bug causing titles to sometimes display a tag (e.g. "<color=cyan>") - Fix bug causing some bald characters to sink into the ground and stop animating - The "Placeholder NPC" for Battle Chemistry has a name and no longer offers to teach Battle Chemistry for free "to help test it". It now costs 10,000 Councils to learn (in addition to needing Alchemy 50.) - Minigolem targeting logic change: for attacks like Taunting Punch, the golem previously attacked the enemy that did the most damage to it. Now, it tries to attack its owner's selected target (if that target is an enemy, not dead, and not mesmerized). If that doesn't work it falls back to attacking the enemy that did the most damage to it. - Fixed incorrect requirement to train Battle Chemistry Prodigy - Strom Farblood can now train Battle Chemistry golem abilities above level 80 - tweak bipedal animation issue with the transition from jumping to landing
February 26, 2026

Update Notes

Another quick bugfix update. Character Deletion Purgatory When you delete a character, there's now a timer during which you can recover that character. The character is in a "dying" state in the mean time. You can only have one "dying" character at a time. The first time you delete a character, it stays in this purgatory state for 1 hour. The second deletion lasts 2 hours, then 8, and then 1 day for all subsequent character deletions. This is intended to counteract newbie-cheesing, which is where players create new characters over and over to accumulate the gems and other convenience-items that we give to new characters. It also has the benefit of letting you undo an accidental character deletion. Other Fixes - Fix scenario where other players appear to be in the wrong place - Fix bug that breaks everything when the "MaxActiveLoads" special setting is set to 0 or below - Fix jittery camera when auto-moving to a destination - Fix shield orientation on skeletons - re-enable pre-alpha account linking on Arisetsu for returning pre-alpha players - fixed some Statehelm skill-level unlocks that didn't have an alternate-currency price - various server internal fixes
February 21, 2026

Update Notes

This is a bug-fix update with a few little other things attached. Other things first: Monster Density Adjustments This update continues our revamp of outdoor spawn density, this time revisitng Kur Mountains, Sun Vale, and Ilmari Desert. The spawners will now maintain a minimum density level regardless of the number of players in the area. In addition, overall monster density and loot/harvestable density is increased. These areas are also using new and improved "don't spawn a monster on player's heads" logic. Due to how our spawners work this logic is not infallible, but it's improved. This new logic has also been applied to Serbule, Serbule Hills, and Eltibule spawners. A historical note on the Ilmari desert: originally this area was less about hunting monsters and more about being a bleak and dangerous path through the desert: it provided a hostile environment between war caches. The dehydration mechanic and the dense bunches of monsters made it a very dangerous place. This design has not stood the test of time, most notably because we added horses and you can just ride past the monsters while sipping water from your saddle. So we're starting to re-envision the desert to be more practical for hunting, more diverse, and more rewarding. (But don't worry, it's still pretty dangerous.) Log Format Changes Special reports (such as the VIP character dump, skill reports, item dumps, etc) now have the server name embedded in their filename. Many reports also have the server name in the JSON itself. The chat log also mentions which server you log into, and notes whenever you switch game areas. Graphics Fixes - Revert changes to tree rendering in Serbule, to fix performance hits - Remove shadow-casting from most lights in central Serbule, temporarily until we can do more performance work in there - Further adjustments to tree LODs in Serbule - Disable player hair rendering & physics at a certain distance, controllable by a new setting, "Character LOD Bias" - Fix bug causing particles to not show in the item preview window - Entity nameplates now stream in instead of all instantiating at once. This should reduce drastic framerate dips when high-density areas come into view. (For the settings-tweaker crowd, the rate at which they stream in is controlled by the "MaxActiveLoads" special setting) Other Fixes - Fix bug causing party voice chat to sometimes leak into other servers(!) - Select Next Pet and Select Previous Pet keybinds now work if you only have a single pet - when you enter a code into the Account Package Golem, it automatically brings up the redemptions window so that you don't have to fish for it in the menus - Move one of Eltibule's respawn points into Hogan's Keep, away from monsters - Double the drop rate of Icy Frog Skins on Frostbelch Frogs (changing from "infuriatingly low drop rate" to "pretty annoying drop rate" as intended) - Touch-up navigation paths in Povus to help prevent monsters getting stuck in walls - when a player accidentally puts a first aid kit or armor patching kit on their ability bar instead of the First Aid or Patch Armor ability, the item now gives a more helpful explanation about what's gone wrong than "That item cannot be used" - Pasha in Ilmari now gives the Zoomer horse glamour instead of the old proto horse version - Medium Prisms can be found in various sources of desert loot - Some of the types of sand needed for glassblowing can now be found in Sun Vale and/or Ilmari - Several glassblowing resources are still not (practically) available; this will be fixed soon - Almanac users rejoice: gardening plants no longer self-destruct when an area is under heavy load - Fix bug causing some looping animations to not play - Adjust humanoid optimization logic to hopefully reduce crashes - fixed bug with message about having already looted a boss when you hadn't - fixed bug with orange and white mineral survey recipes in Vidaria not working
February 17, 2026

Update Notes

This is a bug-fix update. Horse Turning: Our recent change to fix framerate-dependence in movement caused some unexpected behavior with horse turn radius. These issues are fixed now. And now that they are fixed, you may see some differences in turn-speed based on your horse's Friendliness stat: higher friendliness results in higher turn speed. (Self-mounting animals gain turn speed as they level up their animal skill.) Also note that various horse gear also boosts turn speed, and some of it needs to be rebalanced now that these fixes are in. If your horse is still insanely fast at turning, try taking off your reins for now. Other Fixes: - Fix bug causing the camera to sometimes get stuck to your mouse after letting go of right-click - Remove invisible colliders throughout Serbule - Fix some tree visuals in Serbule - Fix for Serbule rocks changing color as you approach them - Ferris Blueheart in Vidaria now offers his Hellfire-curing hangout to anyone infected with Hellfire, regardless of level. This hangout cures 20 stacks and is repeatable daily. - Realign Serbule boundaries so they match up with the map - Fix for Serbule lamps turning back on immediately after turning off - Fix visual bug with fairies when selected - Fix SSAO affecting fairy wings in a strange way - Various other Serbule physics/collision fixes - Update floor textures in Red Wing Casino - Add missing locked door in Statehelm - Adjust statuary in Statehelm to use modern shader - Added a message when you loot the same boss within a 3 hour period to explain that you are intentionally getting worse loot. (No loot changes here, just adding a message for existing loot behavior that wasn't intuitive.) - A few more titles are now supported cross-server
February 15, 2026

Update Notes

This is a bug fix update that also has some art changes. - Fix camera jitter that gets worse the higher your framerate - Horse speeds are no longer partially tied to your framerate - Tweak handling of horse-related textures, to hopefully reduce crashes - Fix for horse hair physics not working - NPC nameplates are now blue by default - Revised environment in Serbule - mostly lighting, sky, vegetation - Revised environment in Casino - some props, lighting - Revised environemnt elsewhere - vegetation - More Statehelm graphical optimizations - Fixed Casino not switching portals between each moon phase as intended - Added measures to Nelson Ballard to prevent alt farming of his free 1000 councils. The lockout for receiving more Councils on a different character is 1 day (per server) - Similary, Fae starter chests can only be used once per day per server to prevent players from cheese-alting - fixed damage display of animal handling pets with Big Cat Ultrakill ability. (It listed damage as 0 because it does special direct damage) - Players who purchased a shop pack with VIP now have that VIP accessible on all servers, not just Arisetsu - VIP users who previously couldn't redeem the February VIP pack on any server can now do so. (But only on one server) - fix scenario where monsters "desync" upon death and can't be fully killed - many classic account-wide titles (for events and VIP rewards) are now accessible on all servers, rather than just Arisetsu server - Improve error handling around preference loading at the start of the game, which should fix getting stuck on the login screen due to a corrupted GorgonSettings file - Skeletal Frogs now properly use their rage attacks, and no longer infinitely stack their debuff on you - Fix placement of some particles on new humanoid models, most notably Phoenix Strike, Brambleskin, and Fire Shield - "Target Framerate" setting now has a max value of 240, and actually defaults to 60 - a bunch of quest items were missing the red "quest item" icon overlay - VIP users who could not access their own reserved names from the Arisetsu server can now access them
February 7, 2026

Update Notes

- Increased respawn rate for most spawners in Serbule, Serbule Hills, and Eltibule. These spawners will now maintain a minimum number of live spawns, preventing too much overall zone depletion. - Similarly increased respawn in newbie dungeons, but to less dramatic extent
February 5, 2026

Update Notes

This update fixes the following: - new server hardware for Dreva server - Fix bug causing your personal horse to not have the correct texture - The Map UI now tries to fix itself if it finds itself broken after zoning - More safely remove horse textures from memory - Fix padding of pet check window - fix north/south reference in Mirraverre dialog (Desert dream) - reduce monster aggro radius in desert dream - add Demo player access to desert dream
February 4, 2026

Update Notes

This update adds a new content area for players with combat skills level 1 to 15. To access it, look for the golden portal just outside the Serbule gate (the one near Sir Coth). In addition: - Fix bug allowing bosses to be camped - Fix for characters sometimes not animating - Increase Animation Distance Multiplier defaults for each quality level, so creatures and players don't skate around as much - Potential fix for desync issue (where monsters are dead but appear alive and cannot be looted) - Potential fix for projectiles "sticking" to a creature and rapidly spinning around it - Fixed broken Glassblowing training requirements on Rebeccah The Whisperer - Most monsters can now be clicked on even if their animations are turned off through settings
February 2, 2026

Update Notes

This is a small bug-fix update: - Fix bug causing monsters to camp player corpses - Fix bug allowing players to loot corpses they shouldn't (!) - Further performance improvements to client assets, including a new approach to horse texture management: - Convert horse texture algorithm from the CPU to the GPU. This is obviously much quicker, and lets us compress the textures so they're much smaller now too - win/win! - Fix bug causing people to sometimes play instruments while they're sheathed - Party Members now get their own nameplate color! Defaults to green. To change it, go to Settings > GUI > Colors > Nameplates - Update default positions for Quest Tracker, XP Tracker, and Party Frames - Fix bug preventing buffs/debuffs with a number counter from being hovered over - raise demo player level cap on Cartography and Gourmand from 15 to 25 (so they can't accidentally lose irretrievable XP due to the cap) - more server performance optimizations - added a shovel you can find on the beach of the newbie island
January 31, 2026

Update Notes

We've opened a new server! Now there are two. Arisetsu is the OG server and Dreva is the new one. Other changes: - add even more temporary monsters to the newbie island - fixed incorrectly-triggering particle when angling - Improve memory management around horse genetics textures; significant video-RAM improvement in busy areas - Improve memory management around the UI highlighting system - Statehelm memory-usage reductions - Some Statehelm loading-time reductions - Hide settings button during the intro cinematic - Escape key closes the out-of-world settings window now
January 30, 2026

Update Notes

Another bugfix update! The final one! (Ha ha no there's gonna be more, we have more fixes in the queue already) - Fix for more fairy gear causing massive framerate dips (that's actually fixed all of them this time, I mean it) - Greatly reduce memory usage for new armor models - Graphics settings are now tweakable from the login/choose character/create character screens. Click the gear at the top left to access them - Add hover-text to fairy button during character creation, letting you know that it's unlockable via a quest - New setting: "GUI > Overlays > Overlays Enabled". Enables/disables the overlays on a creature/object when you hover over it. Defaults to off at "Fast" quality and below - Fix script errors in Sam Veilmoor - Fix bug allowing other players to ruin your bread dough while it's rising
January 29, 2026

Update Notes

Some more fixes for yesterday's 1.0 release: - Fix for some fairy gear causing massive framerate dips - Fix skin and hair color discrepancies between character creator and in-game - this time for females! - Fix for some chest pieces giving you a buzz cut - Fix the really dark item preview window - add a mushroom circle to Statehelm (temporary location) - the sun in Statehelm now correctly burns vampires - Adjust land around Percy Evans' house in Eltibule - Add collision to corner-plants and some buildings in Statehelm - Adjust LODs of prison shackles - fix bugs with Chancellor Algest's animal assistant registration - Statehelm NPCs no longer think foxes are terrifying - add missing Archery prodigy training option - Statehelm NPC favor balancing adjustments
January 28, 2026

Update Notes

This is a quick-fix update to today's 1.0 launch. New Character Models - If you would like to revise your character's appearance: after logging in, use the command /iwannaredo in chat. The next time you log in you can change your appearance. This is a temporary command while people get situated. Use as often as needed. (But also note fixes to skin color below) - Fix skin and hair color discrepancies between character creator and in-game - NOTE: When you log in, your character will auto-update to the correct colors. Your first time viewing the choose-character screen will still show the old colors. - Fix invisible clothing/bodyparts - Fix certain clothing turning you into a white cube - Better resizing of the character creator for widescreen monitors (more improvements in this regard to come later) Statehelm - Fix capping error with gifting a stack of extremely-high-favor items to Statehelm NPCs - fix issues with the day/night pathing of soldiers at the barracks - Pinging the map in Statehelm now works correctly - improve pathing for fickle fairy NPCs in Statehelm - Sir Brooker and Sir Hughes no longer give +1 favor for seeing you destroy a training dummy. (But they still think it's cool.) - move ominous floating sewer entrance to a new temporary location that's not in the middle of the street Other - Riston now sells the Invisible Helm cosmetic for 5 LEC (if you want your hat to be invisible) - For now, we've doubled the spawns of monsters and loot items on the newbie island We've heard some of your suggestions (and bug reports!) and are working on more improvements to come soon.
January 28, 2026

Update Notes

Welcome to the 1.0 version of Project: Gorgon! With this update we will be leaving Steam Early Access. We appreciate everyone's support along the way, it's been a long and winding road to get here, but we made it! The 1.0 update includes all-new character models, a new city, level 100 skill unlocks, and more. Note for those not watching our discord: there is no character wipe planned. Your characters are all still fine. For new players wanting a fresh start, we'll be opening a second server shard next week, so sit tight just a bit longer. (Or play a character on the existing server shard for a bit! But note that characters are not transferable between server shards.) With the 1.0 update also come some gameplay changes, which we'll get into below. New Character Models We've revised our avatar artwork! Before you can log in with your existing characters, you'll need to style their appearance in the new avatar generator. You'll see a button to do this from the login screen. There may be a few issues with the new models, as can be expected when an avatar has over 300 special states they can get into. Please report issues in-game! And if they are funny, please post a screenshot of them to our discord's #media channel. Statehelm Arrives The capitol city of Statehelm is finally accessible in-game. This sprawling map has: - over 200 new quests - training to level 100 AND BEYOND for all combat skills and most crafting skills - over 750 unlockable storage spots - new skills and game systems like [REDACTED-SPOILERS] for combat and [REDACTED-SPOILERS] for those who wish to make Statehelm their hub city Statehelm is by far the largest and most complex map we've ever made. This will be the hub for max-level players, as well as the jumping-off point for a bunch of new content that'll be coming in the future months. We're also still working hard to optimize the city, including improving loading times and framerate issues. As you probably know by now, there's never really a "done" point when making an MMO: it grows as long as the game lives. So long live Statehelm! And stay safe at night. Changes to Vendor Stalls We've changed the price calculation for player-run vendor stalls in Serbule. Previously the cost was calculated based on how many days you'd rented as stall in the past month. Now it's calculated based on your rental history for the last 90 days. The cost-per-day increases nonlinearly after the first 30 days, so by the end of 90 days the price is exorbitant (> $100k a day). The intent of this change is to retain the "flea market" feel that's intended for Serbule: it's a place for intermediate players to open a stall for a few days and sell their stuff. With the old system, high-level players were able to keep their stall open year-round, leaving fewer and fewer spots for newbies to sell their wares. For the players that want a more permanent (or semi-permanent) stall, the new stalls in Statehelm are for you. Their price is based on your rentals for the past 30 days, at which point the price is steep ($13k-$22k/day depending on location) but fixed. These stalls have much higher level requirements (Retail Management 50-60) and are intended for experienced players. The casino is somewhere in the middle -- here they check price history for 45 days, making it probably impractical for a permanent stall, but perhaps as the economy changes that won't always be true. An End of An Era We know that many long-term players have "permanent" stalls in Serbule and we're sorry for the inconvenience of this change. Don't be too discouraged, though: Statehelm is set up to support longer-term stalls, and we can add more stalls there as needed. Statehelm will be the high-level player hub, as well as the location of player housing (soon: housing not included in this update). Your old store is gone, but new vistas arise. If you build it, they will come. Combat Wisdom Changes The main way you earn Combat Wisdom is by defeating named boss monsters. (You can kill each up to once every three hours, and earn Combat Wisdom equal to their level.) That hasn't changed. In addition, you previously had a chance to earn 1 Combat Wisdom when you defeated an Elite monster. The chance was based on the monster's level, so a level 100 elite had a 100% chance of giving you 1 Combat Wisdom. At high level, this is very spammy, giving you a lousy 1 point after every kill. Since we want to add more Combat Wisdom to the game anyway, we've revised this. Now, a non-named Elite monster has a 3% chance to give you Combat Wisdom equal to its level. This change gives more Combat Wisdom on average (300% more for level 100 monsters) but isn't as spammy. In addition: - The base 3% chance can be temporarily enhanced via items - Mnemosyne items (found rarely in loot) can be consumed to earn 1000 Combat Wisdom - There are additional ways to earn Combat Wisdom, such as Crafting Epiphanies; see below Crafting Epiphanies As crafters become masters at their trade, they will sometimes have epiphanies that grant them Combat Wisdom and a powerful crafting buff. Here's how it works. There are new gems to find called Massive Crystals. There's a Massive version of every existing gem (e.g. Massive Topaz, Massive Serpentine, etc.). High-level recipes require these massive gems, but these can also be used in lower-level recipes if desired (after all, they're still valid Topazes or Serpentines or whatever, so they work in any recipe that uses those). When you use one of these Massive Crystals in an item-creation recipe, there is a 2% base chance that you'll have an epiphany. When you have an epiphany, you earn Combat Wisdom equal to 5 x the crafted item level, plus a 15-minute buff. When you craft an item with this buff active, the item's Rarity will be rolled twice and the better result will be used. (For max-enchanted recipes, this means a second chance for a Mastercrafted item.) Epiphanies don't stack. You can't have another epiphany (and earn more Combat Wisdom) until the current epiphany buff expires. Casino Portal Changes The dynamic transit portal in the Red Wing Casino is finally dynamic. The destination varies between Rahu and Statehelm depending on the phase of the moon. The portal attendant in the Casino can teleport you to the opposite destination (Statehelm if the portal goes to Rahu, or vice versa) at a cost of 1000 councils, with a limit of once per 24 hours. We realize that the portal to Rahu has been "non-dynamic" for a long time during beta, so players treated it as a permanent portal. We're sorry for the shock to those players! But we do think this design is for the best as it helps to create the sense of distance we wanted to convey. Touch-Ups to Cartography Levels We've recalculated the percent-completable amount of each map based on further data analysis. The goal was to fix errors and reduce the amount of "wall licking" necessary to get 100% on the maps. Since some maps are now worth more/less XP than before, and the XP table has changed, your level in Cartography may have gone up or down a bit. Thank you to those that helped with this project, especially Chompy Nibblers and Fennal for their invaluable input. New Synergy Levels Gain a new synergy level in each of these skills by reaching a level in other skills: - Armosmithing: Bladesmithing 90, REDACTED 80, Jewelry Crafting 80, Armor Augmentation 40, Armor Augmentation 80, Ancillary-Armor Augmentation 40, Ancillary-Armor Augmentation 80, Carpentry 55, Tailoring 55 - Blacksmithing: Endurance 90, Geology 75, Toolcrafting 95, Bladesmithing 85, Armorsmithing 75, Mining 75, Fire Magic 78, Battle Chemistry 78, Shield 78, Hammer 75 - Bladesmithing: Sword 110, Knife 110, Blacksmithing 100, Toolcrafting 100, Weapon Augmentation 40, Weapon Augmentation 80, Transmutation 80, Meditation 55, Armor Patching 95 - Bowyery: Whittling 60, Whittling 90, Carpentry 80, Textiles 83, Tailoring 73, Sigilscripting 75, Spider 75, Archery 105, Bladesmithing 55, Angling 55 - Carpentry: Whittling 70, Toolcrafting 85, Holistic Wellness 44, Shamanic Infusion 56, Druid 85, Nature Appreciation 73, Whittling 45, Bowyery 80, Staff 80 - Fletching: Carpentry 65, Carpentry 95, Archery 70, Archery 95, Whittling 55, Whittling 85, Anatomy 45, Anatomy 75, Carpentry 75 - Leatherworking: Cow 65, Cow 95, Skinning 85, Tanning 100, Textiles 68, Ruminant Anatomy 49, Ungulate Anatomy 49, Armor Augmentation 75, Ancillary Armor Augmentation 75, Transmutation 75 - Tailoring: Gardening 85, Tanning 70, Elven Anatomy 49, Sigil Scripting 70, Ancillary-Armor Augmentation 50, Ancillary-Armor Augmentation 90, Armor Augmentation 70, Buckle Artistry 55 - Toolcrafting: Blacksmithing 90, Alchemy 80, Fletching 80, Textiles 78, Jewelrycrafting 75, REDACTED 75, REDACTED 45 Everything Else - More new environment art! We continue to revise the outdoor areas in Statehelm and Eltibule. (With a bunch more Statehelm art revisions coming soon.) - Skeletons are no longer contortionists - fix bug that allowed Flamestrike reaction mod to trigger when Priest skill wasn't active - fixed issue with "gold radiation" pole visual effect when angling (you didn't know it was gold radiation though because it was previously invisible radiation) - Improve handling of Voice Chat disconnections (which could cause "phantom group members" in the UI) - Fix bug that caused other players to sometimes be collidable with each other - Crater smoke in Vidaria turns off at Quality Setting "Bad" and below - Remove crazy-bright sun reflection from Eltibule water - Adjust visuals of Tundra Spikes to make them less intrusive and significantly more performant (they no longer cast shadows) - Adjust horses in stable view, so they are more visible. Especially large horses - Slightly decrease animation time for spellcasting animation used by Fire Wall, Tundra Spikes, and others - Add waves to Vidaria water - Polish the Training UI - Change the title of most interaction windows to include the current NPC's name - Adjust Barter UI so it fits in the smallest window - Change currency display for Vidaria Renown - Increase minimum size of Dialog window, from 550 -> 600 - Add waves back to water in Kur, Rahu, & Sun Vale - Fix navigation issue with Serbule Keep's corner towers - Add waves back to water in Serbule & Eltibule - Reduced the respawn times for enemies needed for daily quests. All bosses now respawn 5 minutes after their corpse disappears. (Most already did, but some respawned 10 minutes later instead.) - Fletching boxes must be placed in direct sunlight. (It doesn't have to stay sunny the whole time they're drying, it just has to be sunny at the start.) - Fixed some data errors pertaining to what ammo goes with which Archery ability - Fix bug that caused Fletching recipe XP to never drop off even when you complete them at high level - Fletching: new: collecting a completed box of dried arrowshafts now rewards some Fletching XP. This XP intentionally doesn't drop off as you level up. - Recipe Jeweler's Maintenance Kit (Crone Method) requires an additional ingredient: Spool of Wire - Recipe Reweighting Kit (Elven Method) requires one less ingredient: Masterwork Metal Slab - remove subservers from chat channel count ("There are N other users here." message previously included sub-servers that were listening to chat. Now only real players are counted) - Add a "settings" button to stables pet previews to adjust the brightness and background color of the preview - Azalak sells a necromancy-enabling ring for necromancers who lose the beginner necromantic items (or want a ring specifically) - foxes are small enough to go through the smallish portal in the fae realm - for new installations of the game, the default Quality Setting is Great (instead of Good). - for new installations of the game, the "Auto-Adjust Quality" feature is now disabled by default. (It can still be enabled by users who want to use it, but we found that it causes a lot of confusion for new users.) As always, we've tried to keep the patch notes spoiler-free. There are many other things to discover and we hope you enjoy finding them. We'll be back soon with more!
January 21, 2026

Update Notes

We've temporarily disabled the following treasure effect because it has an exploitable bug: "Flamestrike deals +X direct damage. When you have Flamestrike on your ability bar and you're injured by an enemy attack, that enemy is struck by Flamestrike X. The cooldown on this effect is the same as your reuse time for Flamestrike." In the very short term, this effect has changed so that it causes confetti to rain on the target rather than dealing damage. We apologize for the inconvenience. This will be fixed in the next real game update (in a few days). KNOWN ISSUE: Skeletons are folded in half! (Visual issue.) KNOWN ISSUE: The new reactive flamestrike treasure effects are temporarily disabled (see below). These issues will be fixed in the next update (in a few days).
January 17, 2026

Update Notes

Another bugfix update: - Skeletons are no longer contortionists - Fix navigation issue with Serbule Keep's corner towers - Add waves back to water in Serbule, Eltibule, Kur, Rahu, & Sun Vale - Adjust Barter UI so it fits in the smallest window - Change currency display for Vidaria Renown - Increase minimum size of Dialog window, from 550 -> 600 Known Issues: - Reverted the fix for Endurance mods transmuting into Generic mods (will be fixed in a future large update)
January 16, 2026

Update Notes

This update fixes some issues from yesterday's big update: - "Hide Known" and "Hide Unusable" buttons are hard to click - Releasing stabled pets doesn't work - Female dwarves are invisible
January 15, 2026

Update Notes

This update ends the holiday event. We also had a bunch of other fixes and changes ready to go, so they're included here. (Some of the skill-rebalancing stuff may not make have its full synergistic potential until the release of Statehelm later this month, but most of it will be pretty obvious.) Plus new foliage in low-level zones, especially Eltibule. Plus plus: the much-requested "stack size 100" change! Priest Changes Priest has always had killer group-support tools, but some of its tricks -- especially its offensive tools -- had fallen way behind the curve and needed some "modernizing". As usual, it's possible we "over-modernized" in our enthusiasm; we'll have to wait and see! (We'll do a general balance check, including any 100%-necessary nerfs, about six months after launch.) Please explore and see what you can do with these new changes. Ability Changes: - Ability Corrupt Hate: reuse time is 20 seconds instead of 30 seconds. Treasure effects recalibrated - Ability Triage: instead of only restoring Health, Triage restores "Health or Armor when Health is full" - Ability Invigorate: base reuse time is 30 seconds (from 45 seconds). In addition to restoring X Power and Y Armor, it also restores Y "Health or Armor if Health is full" Treasure Changes: - (Head) "Admonish boosts your Priest Damage +20 for 10 seconds (this effect does not stack with itself)" => "Admonish boosts your Priest Damage +20 for 60 seconds" [and does stack with itself] - (Chest, OffHand) "When Castigate is used on an undead target, it has a 25% chance to deal +380 damage and stun the target" => "Castigate has a 25% chance to deal +380 damage and stun the target" - (Legs, OffHand) "For 30 seconds after casting Exhilarate on a target, additional Exhilarates on the same target restore +53 Health" => Lasts 60 seconds instead of 30 - (Hands, Feet) "Exhilarate restores 100 Armor over 8 seconds" => 164 Armor over 8 seconds - (Feet, Necklace) "Flamestrike deals 500 Fire damage over 10 seconds" => "... and Reuse timer is -10 seconds" - (Hands, OffHand) "Corrupt Hate causes the target to deal X Psychic damage to themselves the next time they use a Rage attack" => "Corrupt Hate causes the target to deal X Psychic damage to themselves when they use a Rage attack" - (Legs, OffHand) "Remedy costs -29 Power to cast, its reuse timer is -1 second, and it has a 47% chance to mend a broken bone in the target" => "Remedy reuse timer is -4 seconds and it has a 47% chance to mend a broken bone in the target" - (Chest) "Triage costs no Power to cast and restores +66 Health, but takes +1 second to channel" => "Triage costs no Power to cast and restores +66 Health" - (Legs, Feet) "Triage restores 100 Health over 15 seconds" => 140 Health over 15 seconds - (Head, Hands) "Invigorate Healing +112" => "Invigorate restores +132 Health (or Armor if Health is full)" - (MainHand, Chest) "Exhilarate Healing +59" => "Exhilarate restores +59 Health and hastens the current reuse timer of Invigorate -12 seconds" - (MainHand, OffHand) "Relentless Hope Armor Healing +130" => "... and Reuse Time -3 seconds" - (Necklace, Ring) "Relentless Hope Healing +93" => "... and Reuse Time -3 seconds" - (Hands, Feet) "Relentless Hope Power Restoration +84" => "... and Reuse Time -3 seconds" - (Head, Legs) "Corrupt Hate Damage +241" => "... and Reuse Time -3 seconds" - (Chest, MainHand) "Corrupt Hate Damage +92%" => "... and Reuse Time -3 seconds" - (OffHand, Hand) "Corrupt Hate causes the target to suffer 480 Psychic damage the next time they use a Rage Attack" => "Corrupt Hate causes target to suffer 480 Psychic damage whenever they use a Rage Attack. Corrupt Hate Reuse Time -3 seconds" - (Legs, Necklace) "Give Warmth restores 99 Health and +26 Body Heat" => "Give Warmth restores 390 Health and 100 Body Heat over 60 seconds" - (Hands, MainHand) "Give Warmth causes the target's next attack to deal +247 damage if it is a Fire attack" => "Give Warmth boosts the target's direct Fire damage +10.5% for 60 seconds" - (Ring) "Admonish makes the target 12% more vulnerable to Psychic damage for 10 seconds (this effect does not stack with itself)" => for 20 seconds - (Feet, MainHand) "Righteous Flame deals +335 Fire damage over 10 seconds" => "... and Reuse Time -1 second" - New treasure: (Head): "Flamestrike deals +112 direct damage. When you have Flamestrike on your ability bar and you're injured by an enemy attack, that enemy is struck by Flamestrike 10. The cooldown on this effect is the same as your reuse time for Flamestrike." - New treasure: (Ring): "Flamestrike deals +24% direct damage. When you have Flamestrike on your ability bar and you're injured by an enemy attack, that enemy is struck by Flamestrike 10. The cooldown on this effect is the same as your reuse time for Flamestrike." - dev note: currently if you have both of these, the first enemy that attacks you gets two Flamestrikes to the face instantaneously. This is fun, but visually kind of confusing, and may not be optimal usage. And is an insane amount of damage. In the future we may change these so that the second copy of the effect triggers on the second attack you receive. - New treasure: (Main Hand): "Flamestrike deals +200 Fire damage and roots the target for 7 seconds. Reuse timer is -8 seconds" - New treasure: (Necklace): "Fire abilities deal +63% direct damage if cast while you are channeling a Priest ability" - New treasure: (Hands): "Indirect Psychic Damage and Indirect Fire Damage +40% while Priest skill active" - additional minor treasure effect stat improvements Warden Changes Just some balancing touch-ups here. Since there is very little acid synergy available to most animals, the inherent potency of Aggression Deterrent was significantly increased. We've also added a new Warden ability to help round out the skill's versatility. - Ability Aggression Deterrent: ability now costs more Power to cast and deals simultaneous health and armor damage. - Related treasure effect stats revised. Note that while some treasure stats were lowered, this change is overall a large buff to the ability - New Ability: "Call For Backup" summons a crowd-controlling and damage-dealing pet. Trained by Sugar in the Warden cave. - New treasure effects added to enhance its effectiveness - New treasure effect: (Hands) "Lethal Force deals +335 damage. Damage type becomes Fire" - New treasure effect: (Ring) "Warning Jolt taunts +500 and causes the target to suffer +10.5% damage from future Electricity attacks for 15 seconds" Other Skill Changes - Most Spirit Fox treasure effects were improved numerically a bit. A new Spirit Fox ability can be found from loot scrolls (!) - Fixed bug with Hammer treasure effect "Latent Charge direct damage becomes Electricity and deals +X direct damage. In addition, the target takes a second full blast of delayed Electricity damage after a 4-second delay". Bug was that the "second full blast of damage" was only dealing 1 damage - Gain synergy bonus levels in Giant Bat by reaching Vampire 25, Vampire 75, Vampire 100, Warden 40, Warden 80 - Gain synergy bonus levels in Hammer by reaching Toolcrafting 60, Toolcrafting 80, Blacksmithing 60, Blacksmithing 80, Armorsmithing 60, Armorsmithing 80 - Gain synergy bonus levels in Spider by reaching Unarmed 60, Nature Appreciation 45, Survival Instincts 65, Interpretive Dance 65, Shamanic Infusion 37 - Gain synergy bonus levels in Shield by reaching Armor Patching 85, Armorsmithing 85 - Gain synergy bonus levels in Cow by reaching Nature Appreciation 85, Survival Instincts 70, Ruminant Anatomy 37, Saddlery 15 - Gain synergy bonus levels in Staff by reaching Carpentry 70, Unarmed 95, Calligraphy 65, Psychology 85, Whittling 50 - Gain synergy bonus levels in Deer by reaching Gardening 80, Nature Appreciation 95, Survival Instincts 85, Warden 85 - Gain synergy bonus levels in Archery by reaching Bowyery 75, Fletching 75 - Gain synergy bonus levels in Fairy Magic by reaching [redacted] 25, Weather Witching 70, Candlemaking 42 - Gain synergy bonus levels in Crossbow by reaching Bowyery 85, Endurance 85 - Gain synergy bonus levels in Vampirism by reaching Weather Witching 85, Giant Bat 100 - Bugfix: abilities Yetiskin/Yetiskin 2 were restoring much more armor than intended, and have been for a while now (due to a spreadsheet copy-paste bug.) Changed from 325/350 armor restoration to 150/200. (This is still significantly higher than the original values, but we like that they remain useful for a longer level range this way) - Ability Armor Patching 10 requires a new tier of patching kit, and restores 25 more Armor than before. Temporarily the recipe for the new kit can be learned from Pitre Ferrence - Armor Patching Kit consumption rate reduced for some tiers of the ability - Denton Razor has raised his price to train Archery Level 81-90 from 150 Vidaria Renown to 250. He is also now willing to take cash as alternate payment. - Bugfix: Magma Spheres correctly behave as sentient weather phenomena Character Creator v2 Tweaks - New v2 character slider: Eyeball Height. Controls the height of the eyeball/pupil inside the socket - Better handling of lower face bones when a beard is present (v2 models only) - Improve look of eyebrows - Remove color grading from character creation, so the colors you see while building are more accurate (though they can be graded in specific zones still) - Adjust hag materials Everything Else - Items with a max stack size of 99 now stack to 100. Items with max stack size of 199 stack to 200 - Continued environmental changes in lower-level zones - Hiding the UI no longer removes mouse controls - Fix player nameplates showing when they shouldn't - Fix bug causing the transmutation window to sometimes show the wrong tier of a mod, specifically when there are multiple tiers with the same level range - Mounts are no longer allowed in Tapestry Inn and surrounding buildings - Adjust wall colliders in Carpal Tunnel to prevent monsters getting stuck - Remove rock that was embedded in a signpost in Ilmari - Reduce brightness of the stock weapon-hit particle effect - Fix some animation bugs around performance animations not stopping properly - Wands are now sheathed at your hip instead of on your back - New setting to disable increased screen brightness due to beneficial nightvision effects, such as Echolocation: Graphics > Post-Processing > Disable Brightness Effects - "Poor" and "Bad" graphics settings force lower-res mipmaps than before (therefore using less video RAM) - Bugfix: Sharpened effects are no longer part of transmutation - Properly show sharpened effects in the item tooltip UI - Reduce wind in Serbule and Serbule Hills - Bugfix: some mushrooms on the newbie island were difficult to click on - The quest "Ur-Bacon" no longer consumes the recipe scroll - New setting: Controls > Advanced > Horizontal Camera Offset. Moves the camera left/right so your character is no longer centered. Particularly useful when using the Action mode camera - Removed option for buying money sacks with guild credits - Reduced material requirements for the Bird Feed recipe - Added Bowyery to the Crafting Caravan event - New upcoming feature for VIP users: when there is more than one game server, your character's names will be automatically reserved on the new server - Add maps back to Fungal Fortress - F1 now lets you inspect yourself again - Fix flitterbies - you can pick them up again! - Remove erroneous Simultaneous Breeding Attempts from the Genetics skill level-up list - Fix typo in an error messaging requesting that you "benulloutdoors" for certain things - Fix for NPCs getting stuck inside tents in Povus Caves - Treants no longer remain in their stunned animation until death - Jurl & Fitz now have their very own icons on the map
December 19, 2025

Update Notes

This is a quick update to address problems with yesterday's update. - Fix issues with some trees not having collision physics - Fix issues with monsters and pets not being able to move in some outdoor areas. - the new max-tier first aid kit recipes are now taught by Pitre in Vidaria. (This is temporary until Statehelm opens.)
December 18, 2025

Update Notes

It's that time of year again: Ri-Shin! When the thankful people of Alharth decorate trees in the name of the god of trees, to honor that one time when he saved humanity. And elfanity. (But not rakshasanity, as they hadn't arrived yet. Rakshasa can participate anyway.) In each city, look for townsfolk wearing festive Ri-Shin hats and see how you can help with the festivities! The people of Alharth also celebrate the new year by giving their Friends gifts. The first time you speak to townsfolk who have at least Friend favor-level, you'll receive a gift. These gifts range from "it's the thought that counts" to extraordinarily generous, depending on the gifter. Some gifts are equipment with randomized treasure effects, so you should have your preferred combat skills active when you speak to them. Character-Creator Preview: Version 2 of the New Character Model Creator (Preview) is now available! There are some significant changes to the models in this version, including a plethora of new colors and adjusted hairstyle options. If you've saved a model preset in the past, please revisit it now to ensure it still looks the way you want it to. We've done our best to preserve the look, but with so many new options some things have likely changed. This is basically the version of the creator we'll launch with, so we won't be making any more dramatic updates to it. But you should still submit bug reports and suggestions - we can always make improvements in the future, and we'll of course fix bugs as time permits. Here is a list of the major changes, with some extra details where applicable: - Dozens of new color options for everything - skin, hair, eyes, etc. - Many people have requested full freedom on colors, and for both technical & story limitations we cannot allow that. Our system tracks colors as palette indexes, and to overhaul that would be a massive undertaking - so we cannot offer e.g. saturation sliders. - Finalized hairstyles and add a few new ones - including some popularly requested ones! - Space Buns, pigtails, and Rakshasa Dreads have all made a comeback. Rejoice! - Some previous hairstyles are no longer available. We spent some time deciding what types of styles should belong to which races, and some of the old hairstyles did not match. - If you selected one of the no-longer-available styles in one of your presets, we tried to convert it to the most similar now-available style. - If you've been using the creator for a while, you'll notice that hair has gone from 2-tone to 1-tone colors. This is intentional. We are limiting base characters to only a single color, but we have plans to introduce 2-tone back into the game in the future, available via a different means. So you'll still have complete hair color freedom... eventually! - A bunch of new sliders! - New face sliders: Lower Face Depth, Chin Rotation, Eyes Depth, Eye Shape (Inner Eye, Outer Eye, Upper Eyelid, Lower Eyelid), Nose Rotation, Nose Twist, Mouth Rotation - New body sliders: Neck, Upper Arm, Lower Arm, Belly, Breast, Hips, Upper Leg, Lower Leg - Rakshasa ears are now scalable and rotatable. Rejoice a second time! - Fae now have "Foliage", which are plants and flowers that stick out of their heads and bodies. There is still some visual weirdness with this that will be addressed in the future. - Several UI improvements, which we'll continue to make until launch (and probably after) Other Changes Mastercrafted Boost Recipes: - the foretold/mastercrafted item enhancement recipes are temporarily disabled while we address some feedback received during the recent Statehelm beta. - we've also postponed converting your equipment to the "new system", so your items are unchanged. UI Change - UI Setting change: "Show Interactible Names" is now "Interactible Names", a dropdown to show All, Important Only, or No interactibles. Default is "Important Only", which hides certain clutter-inducing interactible nameplates. - The new setting does not access the old setting's value, so you'll have to re-set it if you want to - Hovering over an object whose nameplate is hidden now shows its nameplate while it's hovered over Everything Else: - if a player dies with their primary active combat skill higher than level 30 but they don't know Transmutation, the death box has a special message suggesting they learn the skill by talking to Kalaba or Makara - Galdyr's Tasty Energy Flask generates less sugar - Fixed missing steps in quest "Aurest Mission: Gazluk Assassination" - most spore bomb recipes create +1 spore bomb - value of spore bomb items decreased - some NPCs did not correctly limit their training options based on favor level. These NPCs have been fixed: Malgath, Poe, Syndra, Gribburn - Fix bug causing newly-acquired skills to not show up in the Skills window - First Aid 10 now requires a higher tier of First Aid Kit - revisions to toolcrafting recipe for Amazing First Aid Kit. Replace ingredient Coarse Cotton Yarn x2 with Healing Potion x1 - revisions to toolcrafting recipe for Astounding First Aid Kit. Now takes an additional ingredient: Healing Potion Extreme x1. Requires higher tier of skinning knife. Yields 2 kits instead of 1 - higher tiers of Field Surgery casting time is 2 seconds instead of 3 seconds - reduced potency of crafted werewolf barding a bit - gain bonus synergy levels in Ice Magic by reaching Cooking 80, Geology 45, Nature Appreciation 80, Rabbit 55, Rabbit 80 - Taunty Fire Wall is no longer weaker than regular walls; is much more taunty - changed treasure effect: (Feet, MainHand) "Molten Veins and Flesh to Fuel restore 145 health to any pets (including Fire Walls) within 10 meters" => within 20 meters - new fire magic effect: (Feet, Legs) "Fire Walls' attacks deal +100 direct damage and they gain Burst Evasion +43%. Fire Wall reuse time is -3 seconds." - changed treasure effect: (Hands, Ring) "Fire Walls' attacks taunt +310%. Fire Wall reuse time is -3 seconds." => "Fire Walls' attacks taunt +310%. They gain Melee Evasion +20% and heal +100 Health every 5 seconds. Fire Wall reuse time is -3 seconds." - Fire Walls gain damage vulnerabilities and resistances - Exotic Firewall Research recipes have an additional exotic firewall to discover - Fix scenarios where pets/monsters could get stuck and unable to move - Added more debug information. If your pet still gets into a position where it can't move, please examine it, screenshot the "debug info" at the bottom of the examine window, and paste it in the corresponding pet thread in Discord. Thanks! - increased potency (and withdrawl effects) of cranium powder - increased potency (and in some cases addictiveness) of pineal juice
November 13, 2025

Update Notes

Fixed a bug that caused Lore recipes to be unavailable.
November 13, 2025

Update Notes

This is a minor update to end the Zhia Lian event and start the Harvest Season event. There were also a few fixes ready to go, plus a new skill and big changes to Cartography. Fixes - Fix for "World Interactions" not providing Lore XP - Fix for dying XP: now when you die from a specific cause, you cannot get XP from that cause again for 1 day (and in some cases, 10 days). Previously, you could only get XP from it again within 1 day, and then you were locked out of gaining any more XP for that cause. - Fix bug causing party frames to duplicate sometimes - Additional adjustments to character-creator preview (with more to come; this is a WIP snapshot) Assessment when a player examines another player, they previously saw all of that player's badges in alphabetical order. Now, the number of visible badges is determined by the player's Assessment skill level. To raise the Assessment skill you need only examine other players. Results are no longer listed in alphabetical order, instead listed in order of subjective impressiveness-level, so that if you have a low Assessment skill you see only the most impressive badges. Cartography Previously, the Cartography skill was using placeholders for the total number of map squares that can be cleared on each map. We've analyzed player data to see how many map squares are really accessible on each map during regular play. We've discarded the outliers, which are usually players who were able to get out-of-bounds in one way or another. This means that in some cases, the game may show that you've cleared more than 100% of a map's fog. Congratulations, you are truly an intrepid explorer! But you get nothing beyond bragging rights: you can't earn additional Cartography XP for a map once you've reached 100% for it. Each square of fog is now worth more XP than before, allowing players to actually reach Cartography level 100. (In fact, players can go beyond level 100, up to level 105, if they get 100% in every single mappable area. This was done so that players who aren't extremely anal-retentive can still reach level 100. The levels beyond 100 currently grant no additional rewards.) We've recalculated everyone's Cartography skill level with these new XP values. Your map fog is NOT cleared or altered in any way -- we just re-evaluated how much XP you should have for clearing the amount of fog you've cleared. Finally, and most importantly, leveling the Cartography skill actually does something now! As you level up you will receive up to +25 inventory slots, +4 stable slots, and various other nice things.
November 2, 2025

Update Notes

This is a minor bug-fix update: - Fix bug preventing some in-game windows from popping up after using the new character creator - fix bright red turkey pet - Demo players can no longer get the Zhia Lian Whimsical Challenge quests (since they mostly can't actually participate in them) - Add a "Toggle Armor" button to character-creator preview - Fix bug causing saved character-creator submissions to disappear whimsically - Minor adjustments to rakshasa head in character-creator preview Scene geometry fixes: - Plug hole in rock wall in Serbule Caves (#17031) - Remove trees from rocks in Vidaria (#16991) - Adjust lights near sculpture in Goblin Caves (#17047) - Adjust collider on head sculpture in Serbule (#17057) - Adjust swarmer spawns in Vidaria (#17062) - Raise terrain to cover towers in Serbule Keep (#17068) - Removed Occlusion Data from Eltibule causing occlusion issues (#17181) - Close terrain rocks with colliders in Vidaria (#17111) - Change water asset on Ri Shin Shrine in Kur (#17203) - Adjust ice elemental spawns in Kur so they don't spawn inside colliders (#17195) - Rebake Occlusion Culling in Kur Mountains (#17208) - Change Giant Statue Layer to Terrain in Serbule (#17204) - Plug hole in rock wall in Area Cave 1 (#17213) - Increase detail on giant stone hands and head in Serbule (#17199) - Plug hole in rock terrain in Eltibule (#17132) - Add palisades to Sir Taggart's Camp in Vidaria (#17164) - Remove deposit spawns from atop camp tents in Kur (#17175)
October 31, 2025

Update Notes

This is a minor update to fix a few annoying bugs. We also have a preview of our new character creator for you to try out. If you're so inclined you can help us find good character presets for others to use! You will be credited in-game for the look if we use it. You can access the character creator preview right after logging in, before choosing your character. Other fixes/changes: - Fix map issue causing minimap to not scale or follow properly. The fix for this also fixes the party UI duplication bug - Remove colliders from trees in Sun Vale causing people to fall through the ground. (Temp fix; the trees need to be replaced) - Fix terrain flickering in Serbule Hills - Recipes to improve mastercrafted hammer or club have been split into two recipes, one for hammer and one for club. The previously-existing recipe applies to hammers and the new recipe for clubs is in loot - the recipe "Blacksmithing: Improve Prophesied or Foretold Staff via Crafting" has become a Carpentry recipe - Fix bug with mod "If attack kills an enemy via direct damage, gain X Power and Hasten Current Reuse Timer of Pound To Slag -Y", it now properly affects Pound to Slag - Zhia Lian Whimsical Challenge changes - Main tier quests now require 250 items - New set of quests that only require 125 items for low population time slots - Added special display icon for the Serbule Spider Invasion to note when the event is in progress
October 22, 2025

Update Notes

This is a minor update to start the Zhia Lian Celebration. Zhia is waiting impatiently for you to log in so that she can communicate with you. This update also has bugfixes including some important stability improvements. Finally, it includes a bunch of nerfs because we want to get all the nerfs out of the way before launching new systems in Statehelm (Very Soon (TM)). Even more finally, it includes a revision to monster looting rules. Boss Monster Loot Changes Most named "boss" monsters have a 3 hour "loot timer", meaning that if you kill the monster again within 3 hours, you get much lower-quality loot. In this update we're expanding the timer to also change how loot permissions work. Attacks by a player that has already looted the monster recently no longer "group-lock" the monster to that player's hunting group. (Other players in the hunting group can still lock the monster by attacking, provided they haven't looted it recently.) In cases where the monster dies without any group locking it, the old behavior was that the person who did the most damage gets first dibs on loot. That's still the rule, but with the extra caveat that players who have already looted the monster recently are never chosen over players who haven't. The intent of this rule is to reduce friction in places where multiple groups are hunting the same boss monster. It's still "first come first served" for groups who haven't killed it yet, but hopefully this will prevent the same group from needlessly re-tagging the boss. This change also makes it safe for players to stick around and help later groups kill the boss without danger of screwing up looting permissions. Bug Fixes - More fixes for audio panel related to in-game voice chat features - graphical performance improvements mainly to help users with low-end graphics cards - Reinstall the out-of-bounds barrier in Serbule - Adjust sunlight brightness in multiple areas - Fix bug preventing the following augment from dropping: "Look At My Hammer causes your next ability to deal double direct damage" - Fix "Word of Power: Elemental Immunity" - Reduce visual clutter of trees in Kur Mountains - Fix bug causing item rafflers to permanently affect your deployed count when they disappear before being configured - Pulse of Life no longer deals damage to the target - bugfix: loot generation: Sword skill is now compatible with Druid skill - Upgrade Unity version to fix a Unity exploit - A new "bad network" icon is displayed in the effect bar when your connection to the server is poor enough to impact gameplay. The intent is to give players more info about what's going on when weird things are happening. This in turn can help us understand reported issues - fix issues with pet follow logic, especially when their master is flying or standing in inaccessible locations - Portal Summoning Device - Nightmare Caves now drops you at the true beginning of the Nightmare Caves - Beginners Buttermilk and Black Soup are now stackable to 5 (previously 1) Nerfs! We've nerfed some systems and treasure effects that are too problematic to work around. Nerfs are always cases where we the devs messed up we couldn't find a fix aside from nerfing. I apologize for these mistakes and the impact they'll have on you. The bright side is that the nerfs below are all the planned nerfs prior to the game leaving Early Access. Nerfs In the Future? In the past couple of years of development, we've settled onto a pattern of only nerfing things after observing their impact on the game for a long time -- at least six months. This has the upside of showing us that most things we initially want to nerf don't really need nerfing. But the downside is that when we do end up nerfing things, they've been in the game a long time and are commonly used. Going forward the plan is to have six-month "Nerf Updates". These biannual updates will include any necessary nerfs. These updates will also be when we make major changes to combat skills, ones that require players to revise their characters. The hope is that by bundling big changes into these semi-annual updates we can provide more predictability and less FUD. Changes to "When X Skill Active" Treasure When a treasure effect says that it buffs an attribute while a particular skill is active, that previously just meant that the skill was one of your two active combat skills. In this update, "active" also means "usable": - Warden gear requires you to be in an animal form - animal-form combat skill gear requires you to be in that specific animal form - gear for a weapon skill requires you to be wielding that weapon - gear for Priest and Necromancy check that there aren't any disallowed items equipped Psychology - Psychology treasure effect: (Hands, Feet) - "Mock deals +125% damage, taunts +500, and hits all targets within 20 meters, but reuse timer is +1.5 seconds" => "Mock hits all enemies within 20 meters and taunts +1000, but damage is halved and reuse timer is +1.5 seconds" - This effect was previously available on Hands and Feet; it is now only available on Hands. Feet-slot items that have this effect have become Legacy items. You can use Transmutation to remove this effect and un-Legacy-ify the item. Alternatively you can visit the Legacy Item Helper golem in Serbule for a random replacement item. - New psychology power: (Feet): "Bonus Taunt to All Attacks +2180 while Psychology skill active" We realize this is a major change for some players and apologize for the annoyance of having to revise your character. To facilitate this, Psychology transmutation is set to be cheaper this month. Crossbow - Crossbow treasure effect: (MainHand, OffHand, Ring): "Crossbow Ability Reuse Time -12 seconds" => "Crossbow Ability Reuse Time -5.75 seconds and Damage +240" Changes to 'Teleport Alts' - if a player uses Elmetaph's newbie quest to teleport to a spot deep inside the dungeon, their bind point is now at the entrance to that dungeon. (This mostly affects spots deep inside Errruka's Cave.) Rebalance to Foretold Item Boosts We're also going to refactor the potency of Foretold/Mastercrafted specific boost recipes. This change was planned for this update, but we've postponed it because we found a way to implement it that is less obtrusive and annoying -- we'll be able to just alter the items in-place. This will happen in the next update. Coming Soon... We're working furiously on a bunch of big updates that will arrive in the coming weeks, including a major character-art revision. Next week we'll have a way for you to help us test those changes before they go live. Stay tuned for more info, and happy Halloween.
September 12, 2025

Update Notes

This is a patch fix for the large update earlier this week. - Address bugs that caused the game to crash - If you have more crashes please report them! - A whole bunch of graphical adjustments, especially in Serbule/Eltibule - Disable refraction dispersion on all waters. This was causing a weird outline/glow around characters and objects - Fix typo in completion text for Support the War Effort - Remove some instances of mobs spawning underground in Vidaria - Increase spawn rate of Rimy Kuvou and Frostbelch Frogs in Vidaria - Increase respawn rate of demons in Vidaria - Increase likelihood of obtaining Frozen Grizlark & Icy Frog Skin - Zazzamath can now receive gifts - Zazzamath now has a combat level requirement to talk to - Tweak Pitre's preference wording to make it clearer that he just wants regular Food and Cooking Ingredients - Fix shadow pop-in issues in Eltibule, Kur, & Vidaria - Improve precipitation performance at the highest quality level - Increase default tree billboard distances for some quality levels. - Fix bug causing some settings to not trigger the "Save Changes" button and thus not properly save their changes - Potential fix for flashing trees in some zones on Linux - Add much more granularity to Water graphics settings - Improve highest-end Water reflections - Fix for Desert Overseers not despawning after the druid event ends
September 10, 2025

Update Notes

We rebooted the sub-servers to address some issues with pets getting stuck. If there are still problems, we could use your data! If you have an Animal Handling pet that stops moving, please Examine the pet, scroll to the bottom of the examination window and take a screen shot of the Debug Info at the bottom. Then paste that into the discord thread about pet problems. Thanks!
September 9, 2025

Update Notes

This update patches some issues found in yesterday's update. - Sound Settings now handles cases where no voice input or output sources can be found... hopefully this fixes the blank Sound Settings issue. If it doesn't, please let us know! - New Sound setting: "Auto-Join Hunting Party Voice Chat". Defaults to true - Improve handling of voice chat UI when switching zones while in a party (if bugs persist around this, please report them) - Lessen underwater effects, so it should be somewhat easier to see while under water - New Graphics setting: "Disable Underwater Effects". Try this if you are experiencing an all-black screen while under water - Lower general brightness in all zones, particularly around sunrise & sunset - Lower brightness in Vidaria Demon & Frozen areas, and increase the transition length - Clouds are now visible at the lowest Sky Quality setting - Fix monsters spawning in rocks in Ilmari - Fix for sunlight always harming vampires in Eltibule, regardless of time of day - Lower the wind effect on trees in most zones - Fix windmill in Serbule - Fix floating plants in Serb Hills - Fix pink triangle in Povus Caves - Fix bug preventing party frames from being right-clicked on - Fix for Makara being pinned under a rock - Fix beige square where the saddlebag button should be - Performance improvements for low-end PCs that couldn't log into areas using the new weather system
September 8, 2025

Update Notes

Lots of interesting stuff for you today! This update revises the outdoor environment, fixes 5000 bugs (approximately), adds voice chat, and sprinkles bits of new content all about. We're still hard at work on the major city of Statehelm, and we're excited to show it to you soon! But not yet. However, Statehelm has so many new systems and quests that it's impossible to keep them all hidden away, so you may encounter items, recipes, places, and even skills that don't seem fully fleshed-out. As a rule of thumb, if we don't mention it in the notes below, it's probably a "Statehelm Thing". Also, the game's JSON files (always available at https://cdn.projectgorgon.com) have more Statehelm clues in them. This was unavoidable. Please remember to use spoiler tags if discussing unreleased content in-game or on Discord! Graphics Updates: We've improved the sky, weather, water, and and some vegetation in outdoor areas. This was a large undertaking and there may be a few graphical issues as a result -- please report them! This update is intended to be a "drop-in" replacement for the old systems, but as part of the change we've also refined some of the graphics-quality settings and added a few more controls. See the "Settings and UI" section below for details. This update also introduces rain. It's a relatively rare occurrence (at least for now), and can only happen in certain outdoor areas. While being rained on, there's a chance for fire damage-over-time effects to "fizzle out" and prematurely end. The chance of this happening is based on how hard the rain is falling. (This is basically a mechanics-test to make sure we're detecting rain properly; we have other planned game behaviors for rain -- coming soon.) Voice Chat: - In this update we've added basic voice-chat for hunting groups. It is automatically enabled when you join a hunting group. To speak in the voice channel, hold down the Push-To-Talk hotkey (default ` , the "grave" key) - note: this key was once the default "Run/Walk" key. If you've had the game installed for years, this key may now be double-mapped for you. You'll want to change the keystroke for one of the two commands - The Group UI panel shows when someone is speaking (with a tiny animated microphone icon). You can also click this icon to configure audio for that group member - In Settings, under Sound, added a section for speech settings where you can configure input and output sources and volume Skill Adjustments: Hammer: - Knockdown effects have a base duration of 4 seconds, up from 3 seconds - Look at my Hammer ability restores a bit more Power at all tiers - Pound to Slag base reuse timer improved from 45 seconds to 40 seconds Changed Hammer Treasure: - (Head, Off-Hand): "Core Attacks cause the next use of Look At My Hammer to restore +50 Power" => "Look at My Hammer Reuse Time is -5 seconds and Core Attacks cause the next use of Look At My Hammer to restore +50 Power" - (Head): "Look At My Hammer reduces the damage you take from Slashing, Piercing, and Crushing attacks by 54 for 5 seconds" => "... for 15 seconds" - (Hands, Main-Hand, Legs): "After using Look At My Hammer, all other Hammer attacks cost -N Power for X seconds" => the "X" value is different for each slot. Previously it lasted 8, 10, and 12 seconds. Now lasts 12, 15, and 18 seconds - (Hands): "Pound To Slag deals +40% damage and hits all enemies within 5 meters, but reuse time is +10 Seconds and Power cost is +35%" => removed the reuse time penalty - (Necklace): "Pound To Slag deals +190 damage and hastens the current reuse timer of Look at My Hammer by 5 seconds" => damage increased to +280 - (Head, OffHand): "Hammer attacks that kill an enemy via direct damage restore 46 Power to you" => "... and hasten the current reuse timer of Pound to Slag -4 seconds." - (OffHand, Ring): "Discharging Strike and Latent Charge boost your Epic Attack damage +110 for 15 seconds" => for 60 seconds - (Feet): "Latent Charge deals +100 direct damage. In addition, the target takes a second full blast of delayed Electricity damage after an 8-second delay" => "Latent Charge direct damage becomes Electricity and deals +100 direct damage. In addition, the target takes a second full blast of delayed Electricity damage after a 4-second delay" - new treasure effect that only drops in high-level boss loot as an augment: (Feet) "Look At My Hammer causes your next ability to deal double damage." Shield: - Infuriating Bash: base ability taunt increased - Fight Me You Fools: base ability taunt increased - Changed treasure: - (Hands) "When you are hit, all Shield abilities taunt +182 for 20 seconds (stacks up to 10 times)" => "When you are hit, all Shield abilities taunt +264 for 30 seconds (stacks up to 20 times)" - (MainHand) "When you are hit, Finish It damage is +80 for 20 seconds (stacks up to 10 times)" => "When you are hit, Finish It damage is +105 for 40 seconds (stacks up to 20 times)" - NEW: (OffHand) "Finish It Damage +240 and Taunt +200%" Fire Magic: - Missing Fire Magic abilities Scintillating Flame 7 and Spontaneous Fireball 7 can now be researched - Spontaneous Fireball reset time is 12 seconds instead of 60 - Adjusted the cost to learn higher-level research recipes by a modest amount - new treasure effect that only drops in high-level boss loot as an augment: (Main-Hand) "Scintillating Frost and Scintillating Flame can be used while stunned. When used while stunned they deal +50% damage and knock the target back." Animal Handling: - All "Get It Off Me" effects and mods now last the full 30 seconds - Add a ton of debug info when a pet is examined. This is intended to help us track down scenarios where pets become unresponsive mid-combat. If this happens to you, please examine the pet, take a screen shot of the debug info at the bottom of the examine screen, and paste it into the discord thread about pet problems. Thanks! With a bit of luck this will help us understand what's going wrong. Knife: - The mod "For 10 seconds after using Opening Thrust, all knife abilities with 'Cut' in their name deal +X damage" now properly lasts 10 seconds Vampire: - The mod "Ripple of Amnesia increases targets' Psychic vulnerability +X% for 30 seconds" now properly affects Psychic instead of Trauma Alchemy: - Memory Inhibitor Potion: recipe adjusted to use lower-level mushroom suspension - Fruitbreath Potion: recipe adjusted to use lower-level mushroom suspension Necromancy: - gain a synergy bonus in Necromancy when reaching Vampirism 50 - Raise Zombie's reset time changed from 60s to 30s - Zombies' innate bleed effect is doubled - potency of treasure that boosts existing summoned zombies have been moderately reduced because these effects can now be stacked twice as high. (But this is still a dramatic empowerment of the zombie overall) - The mod "Life Steal restores X Health" now properly restores health to the caster, not the target Druid: - Fix bug preventing the augment "Delerium becomes a 10m Burst Attack that deals +33% damage to targets that are not focused on you" from dropping in high-level boss loot as intended - most bows and crossbows are now Wooden for purposes of activating druidic abilities First Aid: - gain bonus Synergy levels by reaching Anatomy 35, 65, and 95 Battle Chemistry: - Earn synergy bonus levels in Battle Chemistry when reaching Mycology 80, Alchemy 70, Candle Making 60, and Gadgeteering 50 - Summon Golem: reuse time reduced from 90 seconds to 30 seconds. However the ability can no longer be used in combat. Candlemaking: - improved the effects of most candles - The Gazluk candlemaking station now works properly - Moved the candlemaking station out of the fae realm and into Errruka's Cave dungeon. (Its location in the fae realm was temporary; all candlemaking stations are intended to be in dungeons, but an appropriate dungeon wasn't available at the time.) Animal Husbandry: - The max Simultaneous Breeding Attempts for animal husbandry has been raised from 5 to 6 per account. Animal Husbandry now gives a total of +6, while Genetics (the umbrella skill) gives none - Fix bug with the calculation of simultaneous animal breeding attempts - it was erroneously using your Animal Handling skill level instead of your Animal Husbandry skill level Angling: - Gain bonus synergy Angling levels when reaching Orcish 38, Fishing 70, Fishing 100, Sushi Preparation 40, Foraging 53, Foraging 80, Fish Anatomy 50 Sword: - new treasure effect that only drops in high-level boss loot as an augment: (Off-Hand) "Wind Strike causes your next ability to cost 0 Power if it is an Attack ability." Weather Witching: - Yogzi now sells a new belt, "Belt of the Weather Witch" Pig: - Ability Pig Rend - damage-over-time happens in 8 seconds instead of 12 - (Chest, Hands) "Pig Rend has a 60% chance to deal +100% damage" => "Pig Rend damage +40%, with a 15% chance to deal +100% more damage" - (Head, Necklace) "Pig Rend deals +288 Trauma damage over 12 seconds" => 320 damage over 8 seconds - (Chest, Feet) "Pig Bite Damage +34" => "Pig Bite boosts the Trauma damage of Pig Rend and Squeal +188 for 30 seconds" - (OffHand, Necklace) "Strategic Chomp deals +100 damage and taunts -205" => "Strategic Chomp deals +100 damage and generates no taunt, instead detaunting by 100% of the ability's direct damage" - (Necklace, Ring) "Squeal deals 320 Trauma damage over 10 seconds"=> "Squeal deals +114 direct damage plus 456 Trauma damage over 8 seconds" - NEW: (MainHand) "Strategic Chomp debuffs target's Trauma Vulnerability +42% for 20 seconds" - (Head, OffHand) "Pig Punt deals +40 damage and slows target's movement by 45%" => damage increased to +100 - (Ring) "For 10 seconds, Frenzy boosts targets' indirect damage +10 per tick" => now also available on Necklace slot - NEW: (Legs, OffHand) "Strategic Chomp and Squeal deal +268 Trauma damage over 8 seconds" - (Necklace) "Max Armor +100 when Pig skill is active" => now also available on Feet slot Brewing: - alcohol that boosts damage for a specific anatomy type has increased damage - alcohol that boosted damage vs plants and reptiles incorrectly claimed to boost damage vs. crone-kin - reduced evasion chance boost from the "Partier's" effect that boosts it - one of the two brewing recipes that result in a damage boost vs. canines now boosts damage vs. dwarves - alcohol that boosts Sonic or Divine damage have been replaced, as those damage types were long-ago removed from the game. The replacements are secondary recipes for boosting Trauma and Nature damage, respectively - one of the recipes for alcohol "of Placeholder Effects" has been changed to reduce power cost for Priest, Weather Witching, and Vampirism - one of the recipes for alcohol "of Placeholder Effects" has been changed to reduce power cost for Warden, Rabbit, and Spirit Fox Lore: - New Lore recipe: Word of Power 6. It auto-unlocks at Lore level 19, and contains 11 new Words of Power Monster Changes: - bugfix: some Fire Elementals were using electricity attacks (instead of fire attacks) - Balance adjustment: most monsters need 1 more ally nearby before they can try to use their Special Buff ability. (E.g. instead of needing two allies in combat with them, they now need three) - bug fix: Flapskulls in Povus were missing the damage-over-time part of their poison gas attack - Burying a slime that's spawned allies no longer dispels the allies it spawned Vidaria Changes: - A new NPC has arrived in Vidaria! Pitre Ferrence is here to keep an eye on the goblin Korbok, and uncap Animal Husbandry level 90 - Stables access in Vidaria has been moved from Korbok to Pitre - The area around the Frozen Mushroom in Vidaria now spawns more fitting monsters, including a new Rimy Kuvou - the stoves in the inn in Vidaria can be cooked on - Ferris Blueheart has a new questline - Most Human NPCs in Vidaria now respond to nudity & treat loneliness - Tweak loot drops for some monsters in Vidaria, in particular making the "Whittling: Yew Butterfly Harness" recipe available Settings and UI: - The settings "Camera Far Clip Plane" and "Maximum Entity Simulation Distance" now scale higher by default at higher qualities - "Maximum Entity Simulation Distance" now has a max value of 1000 (previously 400) - New Graphics Setting: "Precipitation Quality". Lets you control rain & snow particle collisions, and turn the particles off entirely - The "Cloud Quality" setting is now called "Sky Quality" and affects the entire sky in certain zones, not just the clouds - /accuse, /akimbo, and /cheer2 are now properly labeled as VIP emotes in /help emotes - The horse dialog window no longer closes when you analyze their genes, so they won't run away as easily - Items that require you to be an animal for 3 hours now return a more accurate error message if that requirement is not met - The "Two Free Horses of Good Breeding Stock" special redemption requires you to have two stable slots open. Previously if you didn't have those slots open, the redemption simply didn't show up in the list at all. Now it will be grayed out with a note explaining what's wrong - The special redemption "Basic Horse, Riding Skill, and Saddlebag" now gives a (non-breedable) genetic horse - Fix a bug causing the Map label to update incorrectly in Mysterious Locales - Revamp the Recipe Item tooltip to match existing Item & Ability tooltip UIs - Tweak status effect icons to better match normal effect icons. "Status effect icons" are those that show up when you are hungry, high/low on community/cleanliness/peaceableness, inventory overflowing, etc. Everything Else: - Norbert tells druids how much longer they must be an animal before they're welcome in Animal Town - Fix some fox animations not looping properly - The "Desert Watchers" druid event should now scale properly. It was stuck using the minimal version of the quest all the time, but is intended to be a bit harder when more druids are online - Tweak loot profiles of all secret chests, so they give more varied loot - Creatures can no longer walk underneath the Vidaria windmill - Fix bug preventing creatures from walking through the curtain in Hogan's Basement - Monsters can more easily traverse wooden bridges in the Serbule Sewers - Fix a bug with the Rahu Fae Stone puzzle not properly resetting when the buff isn't collected - Fix a stuck spot in Eltibule in the southeastern corner of the map - Add bridges to Carpal Tunnels, which were actually supposed to be there the whole time but were invisible! - The arrival points of Gazluk's Tower View & Amaluk Valley Cave entrances have been swapped, to be more spatially accurate - The spoon-unlocked chest is now repeatable - Fix a bug causing a certain bed in Gazluk to sink you into the ground when slept in - Fix typo causing Palebloods to be referred to as Snowbloods - Items attuned to someone else can no longer be used at Item Sacrifice Altars - New item: Large Box of Space! Ability that summons a 40 slot storage crate, reusable every 3 hours of in-game playtime. Available from Riston in the Red Wing Casino for 150 LECs. You must already know the ability 'Small Box of Space'. - A new Lore Note has appeared somewhere in Eltibule... - Kunax Poison is now Attune-On-Pickup - Fix typo in Gardening Display #E, causing it to show up as Gardening Display #D - Fix Stephie Blackhammer's crafting quests requiring the items to be crafted in order - you can now craft them in any order - Dying while on a ladder is now handled more gracefully, and should no longer render you immovable