shard-updates

This is an old revision of the document!


To see upcoming changes, be sure to check out our #announcements channel on our discord server!

Everything in this update, in one place.

The save pause is roughly a third of what it was. Five storage categories moved out of the main world file into their own storage files. The main file used to be rewritten whole on every save, carrying millions of stored records it did not need to.

Resource Orders     818,685 records
Power Scrolls     1,619,545
Crystals            651,134
Seeds               266,310
Treasure Maps       156,078
                  ---------
                  3,511,752 records moved, across 647 keys

On a copy of the live world this cut the main save file from 457MB to 150MB and the world save from 8.5 seconds to about 1.0. Those are test-box figures, so expect the shape of the improvement rather than the exact seconds.

A full trial migration was run against a fresh copy of the server's own save data and checked item by item: 6,035,739 items counted before and after, none lost.

Nothing changes about how you use your keys. Deliberately left as they were: Power Scroll keys' Desolate Scrolls and Stat Scrolls, and Treasure Hunter keys' SOS's and Fishing Nets.

  • Storage column sorting is limited to once every 3 seconds. Sorting a column re-sorts and redraws the whole list, and on a large key that is work everyone else waits behind. If you sort and nothing happens, wait a moment. This also applies to the filter arrows on resource order books, taming order books and the rest.
  • Runes save faster. The account runebook system was rewriting its whole database on every save even when nothing had changed. It now reuses what it already wrote. (Covered in the last notes.)
  • The Stygian Dragon altar works on the first try. Placing the fourth Draconic Orb after a server restart used to fail silently, no gate and no dragon, and a second set of orbs was needed. The altar was being looked for at the wrong height, so a duplicate was placed on each restart instead.
  • Fewer pauses during heavy fighting. Staff monitoring tools were re-scanning a growing list on every creature death. On a long champion spawn this was one of the larger stalls; it is now effectively free.
  • Attachment data is protected against a bad load. If the files that hold item attachments do not read back completely, the server now refuses to overwrite them rather than saving over good data with a partial copy.
  • Runebook saving can no longer crash the shard. Both save handlers are now guarded.

Here is everything that has changed on the shard in this update. The in-game guide has been rewritten to match; open it any time with [welcome.

Panning uses the Mining skill. Work any river, lake or coast for gold nuggets, gems and rough stones.

  • Gold Pans are crafted by tinkers, under Tools in the tinkering menu (Tinkering 40, 4 iron ingots). A pan holds 50 finds, an exceptional one twice that, and a failed sift costs nothing.
  • Stand within 2 tiles of the water, on foot, double-click the pan and target the water. Your character bows to the water and a splash marks the sift.
  • The pan has the same right-click menu as a pickaxe: Set to Ore, or Set to Ore and Gems. The setting is shared with your pickaxe.
  • Small Gold Nuggets from 95 Mining, Medium from 110, Large from 120. Skill bonuses from jewellery count.
  • Each stretch of water holds 5 to 10 nuggets and refills in 10 to 20 minutes, so keep moving along the shore.
  • At 100 base Mining you also get extra finds: rare gems and delicate scales (an imbuing ingredient) beside your nugget, and Rough Stones now and then as you sift. Rough Stones come up far more often from the pan than from mining or chopping wood, and a Rough Stone from the pan completes the Mine a Rough Stone daily task.
  • Once you have read Mining for Quality Gems, set the pan to Ore and Gems and a sift will now and then wash up a classic gem in place of a nugget.
  • Harry Johnson, The Gold Panner, greets you with tips as you approach. Drop nuggets on him to trade up: 10 Small for 1 Medium, 5 Medium for 1 Large, 3 Large for 1 Gold Brick, and 2 Gold Bricks for a 20,000 gold bank check. He takes whole lots only and hands back any remainder, so you can drop a whole stack on him at once.
  • Single-click Harry Johnson and choose Talk to receive a Gold Panning Order Deed, a blessed deed asking for a set quantity of one kind of goods: 80 to 200 Small Gold Nuggets, 25 to 60 Medium Gold Nuggets, 12 to 40 Large Gold Nuggets, or 3 to 8 Gold Bricks. The deed's tooltip shows how many you have gathered so far.
  • Double-click the deed and target matching nuggets or bricks in your own backpack to add them. Part stacks are fine: the deed takes what it needs and leaves the rest. Goods on the ground or in other containers are not accepted. When the order is full the deed reads Order Fulfilled.
  • Drop a filled deed on Harry and he pays you on the spot: a bank check plus Rough Stones, and the bigger the order, the better the pay. He hands unfilled deeds straight back.
  • With 100 base Mining, every filled order also carries a chance at an Epic item, with larger orders more likely to hold one. The Double Epic Chance perk doubles that chance, and Harry lets you know when it happens. Epics come from handing in orders, not from sifting.
  • Every order you turn in also has a small chance of Harry parting with a blessed Infinite Use Shovel along with your pay.
  • Harry writes one order per half hour. Turn in a filled order and you may take a new one at once; cast one aside unfinished and you wait 30 minutes for another. Your first order is available right away.
  • Enhancement runes now stack. All 50 kinds, Aglo Rune through Zu Rune, pile up in your pack, bank and storage the way reagents do; drop matching runes onto each other to merge them. Using a rune takes just one from the stack, and a rune that shatters on a failed attempt costs you only that one rune. Runes you already own become stackable after the restart; drag your old piles together once to merge them.
  • Blank Runes stack as well, and convert automatically.
  • Enhancement runes have a new look: a small solid block instead of the old recall-rune shape, so the quantity shows on the icon and stacks can be split when picked up. Every rune type now has its own colour, grouped by what it does: fire runes in reds, cold in blue-greens, poison in greens, energy in purples, physical in oranges, stat bonuses in yellows, casting runes in blues, and so on. Blank Runes keep their grey look. Runes you already own switch over automatically.
  • Enhancement runes now weigh 1 stone each (they used to be almost weightless), so mind your carry weight when withdrawing a large stack from storage.
  • The separate Blank Rune step is gone. The Blank Rune recipe has been removed from the Rune Chisel menu, and every enhancement rune recipe now takes one Rough Stone directly plus its usual reagents. Any Blank Runes you still have are accepted in place of the Rough Stone (the menu lists the material as “Rough Stone or Blank Rune”), so nothing you stockpiled is wasted.
  • Crafting straight from your Runecrafting Storage key, on its own or inside your Master Keys, works with either material: if the key holds Blank Runes but no Rough Stone the craft still succeeds, and stored Blank Runes are used before stored Rough Stones. When both are loose in your backpack either may be used, so to be sure your Blank Runes go first, craft from the key or keep only Blank Runes in your pack.
  • Fixed wrong “not enough” messages on several rune recipes: the Cah, Dium, In and Xen runes said a blank rune was needed when you were actually short on Garlic; the Vel Rune complained about Mandrake Root instead of Bloodmoss; the Wis Rune complained about Bloodmoss instead of Ginseng. The Hur Rune (Resist Energy) now correctly lists Black Pearl as its reagent.
  • The five resistance runes now read “Resist Bonus: Energy” (Hur), “Resist Bonus: Fire” (Flam), “Resist Bonus: Cold” (Del), “Resist Bonus: Poison” (Nox) and “Resist Bonus: Physical” (Dium) when you hover them, which fixes a garbled number some clients showed on that line. The runes themselves work exactly as before.
  • Spelling corrected on two tooltips: the Char Rune now reads “Hit Lower Defense” and the Ra Rune “Defense Chance Increase”.
  • Diabolically drawn (level 7) maps no longer turn into level 6 maps when they are created or taken out of Treasure Hunter's Storage. This was silently happening to level 7 maps from every source (SOS and chest bonus maps, paragon chests, creature drops, Fishing Tournament and Obelisk prizes), so level 7 chests are back. Maps that were already downgraded before this update stay at level 6.
  • Treasure Hunter's Storage now labels level 7 maps “Diabolically” in its list; they used to show up as “TreasureMap”.
  • Chests in the sea, in the void or inside sealed mountain pockets: shortly after each server start, every unfinished map is checked, and a map whose pin is somewhere a chest cannot be placed (water, void, a pocket sealed off by mountains, sand or rock, a road, a town, or within a few tiles of a house) is quietly moved to a valid, reachable spot. The map keeps its decode and blessed status; only the pin and the drawn map area change, and maps that already point at a good spot are left untouched. This check repeats at every restart, so if a house goes up right next to your chest later on, the pin will move too.
  • Newly rolled chest locations are checked to make sure you can walk out of the spot, so chests should no longer land in grassy pockets sealed off by mountains.
  • The 30-day map timer now genuinely moves the chest: an expired map gets a new chest location, is redrawn around it, and has to be decoded again. Maps whose timer had already run out when the server starts are given a fresh 30-day timer instead of being reset, so nobody loses a decode in one wave on update day.
  • Taking a map out of Treasure Hunter's Storage no longer brings back a bad pin. If the stored spot is no longer a legal chest location, the map comes out with a fresh valid location; either way it keeps its decoded and blessed status. Level 7 maps now come out on the facet they were stored from, as long as the stored spot is still valid; they used to come out on a random facet, so the pin and the facet did not match.
  • Young players' treasure maps now get a checked land location.
  • The altar now talks back when you make an offering. Each accepted Draconic Orb or rare serpent egg tells you how many more offerings are still needed, and the last one announces “The altar accepts your final offering!”. The altar still needs one offering on each of its four braziers, all placed by the same person; the way opens only when the fourth is in place.
  • Offerings sitting on the braziers are no longer destroyed by a server restart. If the server goes down while you are part-way through placing them, they are put back in your backpack shortly after the server comes back, even if you are not logged in at the time.
  • When the altar hands your offerings back (you ran out of time to place them all, every lair was busy, or the server restarted), they can no longer quietly go missing because your backpack was full. If your pack has no room they are dropped at your feet instead, so pick them up before they decay.
  • If all lairs are busy when your final offering lands, the altar tells you every lair is in use and hands your offerings back; try again shortly.
  • The entrance gate that appears on top of the altar now stays open for 3 minutes instead of 1, so you and your party have time to climb up and step through. Only the party of the person who made the offerings may use it.
  • You can now step through the gate and confirm even after the boss has already appeared inside the lair, not only during the short moment before it spawns, so a party member who confirms a little late is no longer left standing on the altar. If the lair really is closed, you are now told “This instance is no longer available.” instead of nothing happening.
  • A freshly opened lair no longer shuts itself down the instant it notices nobody is inside; it waits a few minutes for the party to gather and step through. As a result, a lair that was opened but never entered stays marked as busy a few minutes longer than before.
  • Stability: an error while auto looting can no longer bring the whole server down. The looter abandons that pass and starts fresh on its next scan.
  • Your loot bag must now be your backpack, a container inside your backpack, or your Ethereal Backpack. A loot bag sitting in your bank box or a trade window is no longer accepted; the looter quietly switches back to the loot bag in your pack until you set a valid one.
  • When using Set Master Key in the options, the key must be in your own backpack (“The master key must be in your backpack.”). If the master key you bound for overweight filling has been trashed, traded away or is otherwise no longer on you, the looter unbinds it and tells you; nothing is swept into a key you no longer hold.
  • Key Items When Overweight now runs right after a loot pass that actually picked something up or was stopped by weight, instead of repeating on its own while you stand idle.
  • Very full corpses (bosses, champions, big carve targets) are now emptied over a couple of quick passes rather than all at once, which keeps things smoother for everyone nearby. Nothing on them is skipped.
  • The background scan no longer spams you with “Looting this monster corpse will be a criminal act!” or “You did not earn the right to loot this creature!” every few seconds for nearby corpses it is not allowed to take. Those corpses are simply skipped, quietly.
  • The “Cannot loot corpse - overweight or bag full”, “Cannot loot items - overweight or bag full” and processing-limit notices now appear at most once every 30 seconds instead of on every pass.
  • Gold picked up in a loot pass is now banked in one lump, so you see a single deposit notice per pass instead of one for every pile. If your bank cannot accept the gold for any reason, it goes into your backpack instead of vanishing, and you are told.
  • Each custom loot list (Looting By Type, By Item ID, By Name, By Hue) now holds up to 250 entries; adding to a full list tells you so. The options window shows at most 100 entries per list followed by “… and N more”; the extra entries still work. Lists that are already larger keep working.
  • With Drop Containers To Feet turned on, the looter no longer keeps picking up containers that are lying on the ground and dragging them to your feet over and over. Containers found inside corpses are still pulled out and dropped beside you as before.
  • With Emote When Jewel Looted on, the “*oooh*” emote and sound now play at most once every 2 seconds instead of once for every single piece of jewellery.
  • [autoloottoggle now really starts automatic looting when it switches you to automatic mode. Before, the mode changed but nothing was looted until you logged out and back in or pressed Apply in the options menu.
  • The Resources option now also grabs raw meat (cuts of raw ribs, raw bird, raw legs of lamb, raw rotworm meat) and raw fish steaks, so carved meat is picked up alongside feathers, bones and the other resources instead of being left on the corpse. Cooked food is not included.
  • The Gems option now picks up Amber too; it was the one gem the looter left behind on corpses.
  • Fill from backpack on a storage key (the Refill from stock menu entry, or the Fill from backpack button in a key, stash or list window) now works about once per second. Refill from stock on your Master Keys runs about once every 3 seconds. Clicking again sooner does nothing extra and tells you how long to wait. The Auto Looter's overweight key filling shares the Master Keys timer, so a manual refill right after an automatic one may tell you to wait.
  • Filling a storage key or your Master Keys from your backpack is quicker and lighter on the server, especially with a full pack and nested pouches; your backpack and pouch weights and item counts still come out the same. If you have a key window open while filling all your Master Keys, it now redraws once at the end instead of once for every section.
  • Perk deeds now come in 1, 2, 12 and 24 hour versions, priced per hour, and the stone shows the duration next to each one (the list now runs to 7 pages). As before, using a deed while the same perk is already running adds its hours on to what you have left.
  • Trash Chests bought from the stone can now be picked up and moved, so you can place them in your house; before this, a purchased chest was stuck wherever it was delivered. Chests bought before this update are not changed automatically, so contact staff if yours is stuck.
  • The Double Harvest Amounts perk now also doubles what you carve from corpses: hides (and the leather cut from them), wool, meat, feathers, scales, dragon blood and fur, on top of any other skinning bonuses you already get. Previously the perk only doubled mining, lumberjacking, fishing and gold panning.
  • Taming orders can now ask for Hell Cats and Predator Hell Cats, in the middle tier alongside creatures like Kirins, Unicorns and Rune Beetles. Each is its own order, and orders you already hold keep the creature they were written for.
  • The Negative Attribute Removal Deed now properly removes Brittle from armor; before this fix, using it on brittle armor used up the deed but left the armor brittle. If you lost a deed this way, contact staff. The Equipment Modifier Stone's description of the deed now also mentions that it removes Splintering from weapons (the deed already did this; only the listing was missing it).
  • The four Artificer achievements (successfully imbue 1, 500, 1,500 and 5,000 items) now actually track your imbuing; they were listed under Crafting but could never be earned before. Every successful imbue at a soulforge counts; failed attempts and unravelling do not. Check your progress with [MyAchievements.
  • Amber now counts toward the gem achievements (“Sparkling Loot” and “The Special Miner” series), and digging up Amber shows the proper “You carefully extract a glistening gem from the vein!” message instead of claiming you dug ore.
  • Mining Cart: the Ore or Gems count shown when you hover the cart was getting stuck (often at 0) even though the cart was quietly filling up. The count now updates properly, and a cart whose daily top-up has come due receives it the moment someone uses the cart instead of waiting for the next world save. Existing carts keep everything they have already built up.
  • Tree Stump: after you take logs, the Logs count shown when you hover the stump now drops right away instead of showing the old number until the next daily fill.
  • Sosaria Market: fishing poles, including the Ugly Stik GX2 from the Fishing Tournament, can now be listed. Use Sell Item in the [market window as with any other item; buyers will find them under Tools, Harvesting.
  • Fixed the per-connection client limit refusing one client too early. If several people play from the same internet connection, the full allowed number of clients can now connect at once.
  • Better connection monitoring is now in place to help detect and prevent abuse from players creating multiple accounts across different connections.
  • Wildfire's damage, area, duration and targets are unchanged; it now puts much less load on the server when cast over big packs of monsters and piles of corpses, so heavy Wildfire farming should cause less lag for everyone.
  • Monsters that cannot find any route to their target (boxed in by their own spawn, or with you on the far side of a solid wall) now wait about a second and a half before searching for a path again, and pets and summons wait half a second, instead of searching on every think. They still try to walk straight at you the whole time, so the moment a direct line opens they move at once. Chasing in the open and stepping around a pillar or tree are unchanged. Each route search is also capped in how long it may run, so in areas carpeted with corpses and loot a creature may give up on a long, winding detour and walk straight at you instead.
  • A Void Pool wave creature that has been stuck on its route now re-checks whether it may warp ahead every 5 seconds instead of constantly; standing next to it still keeps it in place.
  • Weapon hits, temporary weapon enhancements, Sphynx fortune bonuses and achievement checks are all processed more cheaply on the server. Damage, procs and bonuses are unchanged.
  • The saved data behind looter settings, relics, perks and points is now written more safely, so a bad save file can no longer be silently wiped by the next autosave.

Type [welcome at any time to open the guide.

  • Gathering now has a Gold Panning section covering the pan, the nugget skill tiers, the extra finds, trading with Harry Johnson and the new panning orders. The Rough Stone notes, the Runecrafting page and the Bio-Engineering crafting notes all list gold panning as a source of Rough Stones.
  • The Runecrafting page shows the shorter process: gather Rough Stones, then craft Enchanting Runes straight from them with the Rune Chisel; legacy Blank Runes still work.
  • The Gold Store page now lists what is actually on sale: the perk deed durations and prices, the equipment deeds (Self Repair, Add Luck, Spell Channeling, Cincture, Armor Engraving Tool Token), storage and convenience items, house addons, the eighteen walking effects and the three talismans, and it notes that purchases are paid from your bank balance, bank checks included.

This is the biggest single batch we have pushed: two performance overhauls, two brand new systems, a fishing pass, and a stack of bug fixes. The performance work in the first two sections changes nothing about damage, loot or proc rates.

  • Profiling showed one player farming a champ spawn with a multi-element Hit Area weapon was generating 75% of all server lag: 45.5 ms median per swing, 17,058 spike ticks, roughly 26 minutes of accumulated shard freeze per day. Only about 13 ms of each swing was actual damage; the rest was overhead.
  • Target acquisition: every area element on the weapon re-scanned the whole radius and ran a line of sight check against every mob and item, up to five times per swing. The raycast scratch buffer is now pooled per thread and the acquisition pass dropped its LINQ layer.
  • Aggro bookkeeping: aggressor lists were rescanned from scratch for every target, which got worse the bigger the pack. Repeat calls inside the same millisecond now replay through cached entries, making about 83% of calls in an area farm O(1). Kill credit, criminal flagging and guard response are unchanged.
  • Combat timers: the stop/start pair fired hundreds of times per swing. Same-millisecond restarts are now coalesced, roughly 600 fewer lock acquisitions and 300 fewer timer wakeups per 150-target swing.
  • Damage internals (these run up to 470 times per swing): skill mastery enumeration no longer allocates a shard-wide snapshot per damage event, damage eater gear uses a keyed lookup instead of a global list scan, the Epiphany set collapsed three LINQ chains into one item pass, and the fatigue handler replaced a full equipment sort with a bucketed top-5 sum.
  • Effect packets: area procs take one viewer sweep per proc instead of one per target.
  • Every change was audited for RNG stream parity before it was written: same targets, same order, same rolls, same packets. Four proposed optimizations failed that bar in review and were not shipped. Field tested under champ spawn load with 15-victim whirlwind swings and 472 damage applications per swing: zero exceptions, garbage collection intrusions down 3 to 4 times.
  • Recall freezes: tooltips were being rebuilt from scratch twice per request and never used the engine's own cache. Recalling into a dense house zone meant about 9,000 requests times two full rebuilds in a single tick, a 1.5 to 1.9 second freeze for everyone online. Requests now serve from cache on the common path, and any burst is queued and drained on a 25 ms budgeted timer. Recall hops went from 430 ms to about 25 ms warm, verified overnight across 12,632 hops. Trade off: a tooltip can arrive up to a quarter second late in a storm.
  • Post-save lag: every world save threw away the tooltip cache for every item and mobile, so the whole world went cold and rebuilt under load for the next minute (about 5,800 rebuilds per save cycle, 139 ms hops instead of 25 ms). Saves now keep those caches. Save duration is unchanged at 2 to 7 seconds.
  • Boot and first logins: booting creates about 52,000 short-lived timers, and cleaning them up was an O(n) scan under one continuous lock held for 24 to 62 seconds, which is what froze the first logins after a restart. Removal is now O(1) and the list work happens outside the lock. Timer behavior, order and cadence are identical.
  • Diagnostics: the profiler that finds all of the above was rebuilt to allocate nothing on the combat path, and its log writing moved off the game thread. It is also now wrapped so a profiling error can never take the main loop down.
  • The VvV name tag now updates immediately on join, resign and kick, instead of waiting for the next save.

A shard-wide player to player marketplace. Type [market anywhere.

  • Sell: target an item in your pack, set a unit price, pick 1 to 14 days, choose Gold or Sosarian Dollars, and list it. Prices are per single item, so buyers take exactly the quantity they want out of a stack.
  • Unsold listings return to your bank box automatically at expiry (if your bank is full the item simply stays in your market stock), and you can pull a listing back at any time from any character on the account.
  • Buy: browse by category, search by name, sort any column, filter by currency. Hover a listing to read its full properties first. Every purchase asks for confirmation.
  • Categories cover weapons, armor, shields, clothing, jewelry, talismans, spellbooks and instruments, plus ingots, ore, wood, granite, leather, scales, reagents, gems, peerless ingredients, crafting supplies, tools and runics.
  • Tax: gold sales pay 5% from the seller's proceeds. Sosarian Dollar sales cost the seller 100 gold per SD, and you must hold that gold when the sale completes. The listing screen warns you if you are short.
  • Insured, soulbound and quest items cannot be listed, nor can anything outside the market's categories. Un-insure gear before selling.
  • Notable listings, record sales and a daily report post automatically to the Sosarian Ledger channel on Discord.
  • A full guide is in the Welcome gump under “Sosaria Market”.

This needs some final touches before we open.

  • Up to 6 racers with distinct mounts, colors and running archetypes (gate burst, steady, closer, fader, wildcard), a configurable lap count and a minimum and maximum bet.
  • Betting is a fixed multiplier payout with an enforced house edge, not a hand-set number, so a misconfigured stone cannot pay out more than it takes. The betting gump advertises what a winning ticket actually pays.
  • Restart safety is the core design rule: the only thing ever saved is the bet book. If the shard goes down with bets open, every stake is refunded on load and the jockeys delete themselves. A save or restart can never dupe or eat wagered gold.
  • Payout failures (full bank, offline edge cases) stay in the saved book and retry the full owed amount rather than silently disappearing.
  • A race that cannot finish (blocked track, stuck racer) hits a timeout failsafe that always resolves the bets.
  • Racers pass through mobiles instead of colliding with each other, scoped to jockeys only.

The arena is now always open. Registration is held open continuously and pairs are made as fighters arrive, instead of running scheduled events.

  • Waiting pen policy: you only get parked in the pen when there is actually something to wait for, meaning a fight is running or someone else is already queued. The first entrant to an idle arena stays at the stone.
  • Shard-wide “come along” call when fighting starts, rate limited (default 10 minutes) so an always-open arena does not spam the shard. Who is fighting whom stays a local arena announcement.
  • Spectator gates retired. Existing gates in the world clean themselves up.
  • Names read as “Rook's dog” everywhere in the gumps and betting screens, so two identically named pets are never confused. Bet buttons show the owner.
  • Weekly rank reset broadcasts once, at the reset itself.
  • Reminder on the rules: pets never die in the arena, a killing blow is clamped so the loser is always left with at least 1 hit point, and fights pay no gold to the fighters.
  • Desolate Trammel counted as shallow water everywhere. The stock whitelist named Felucca, which is disabled on this shard, so the entire Desolate ocean suppressed every deep water result: special fishing nets, treasure maps, messages in a bottle, big fish, the deep water species table, and the 15% deep water bonus. Desolate now validates like any other deep ocean.
  • Two fish were tagged to Felucca alone and were therefore uncatchable anywhere: Great Barracuda and Black Marlin. Kingfish was Trammel plus Felucca, so it was only catchable on half its intended range. All three now read Trammel plus Desolate, and the two Trammel-only fish (Yellowtail Barracuda, Blue Marlin) were extended to Desolate with them, so both facets carry the same rare roster.
  • Fishing Desolate now pays a better rare and legendary chance than Trammel, applied as a fraction of each entry's own chance rather than a flat bump.
  • Rare and legendary fish now roll the big fish weight curve, so below 2250 they are exactly as hard to grow as a big fish. Only a fish that already maxed that curve can pass 2250, and luck and fishing skill govern only that gate: 1 in 40 unbuffed, up to 1 in 4 at 15,000 luck and 300 fishing. Ordinary weights and the 2400 ceiling are untouched.
  • Fisher quest reward tiers 3 and 4 were unreachable: the thresholds were tested in ascending order, so the 100 point branch swallowed everything above it. That made permanent boat paint, the tier 6 guide book and Charybdis bait impossible to obtain, which in turn made Charybdis unsummonable and its glove reward undroppable. Fixed.
  • Fisher quest order size used integer division for each fish's share, so the total truncated the more fish types you were eligible for. A maxed fisher was capped at a 55% chance of a six line order while a novice got 86%. Now correct.
  • Fishing Tournament reward pole skill bonus roll extended from 5 to 30 up to 5 to 60, same 5 point steps.
  • Fishing cast overhead: the species table was allocating 86 strings on every single cast. Precomputed.
  • Taming Orders, level 3: 5% of power scrolls in the reward chest are now Desolate scrolls (2.5% each for 130 and 135). The other 95% roll the normal high level table.
  • Taming Orders: Obelisk of the Tamer drop chance lowered from 5% to 2%. The obelisk hands out fresh taming orders on its own, so 5% was compounding.
  • Character Stone: Stat Cap Scroll (350) reduced from 1000 to 400.
  • Pet Workshop: the “0 Follower Slots” mod is retired. A free pet slot was worth far more than its price. Pets that already have it keep it.
  • Storage Key Collection: the tooltip's key count was overstated by one and now reads 40 (39 without the Master Key).
  • For Sale purchases: on a duplicate-item sale the gold was withdrawn before the copy was made, so a failed duplication took your gold and gave you nothing. The copy is now created first, and a failed sale charges nothing.
  • Home Landscaping Permit: targeting anything that was not a house sign threw an uncaught cast exception and crashed the shard. It now declines politely.
  • Account Runebook: dead players are exempt from the recall mana cost. Ghosts cannot regenerate mana, so the mana gate was stranding them with no way to travel to a healer or shrine. The 1 second recall cooldown and all destination restrictions still apply, and gate travel still costs mana for everyone.

The performance work is behavior neutral by design. If you see combat that is different rather than just faster (a proc that stopped firing, a mob that does not aggro, durability that never wears, area effects hitting through a wall), that is a bug and we want it immediately. Same for a tooltip that shows stale text after something changed. Report in Discord with what you were doing and roughly when.

  • Fixed Town Invasion events not properly disabling town guard restrictions. Spells such as Wildfire that are normally blocked in guarded towns will now correctly function during an active invasion.
  • Fixed an issue where players were unable to demolish houses that had no recorded value. Instead of blocking the demolition with “Unable to refund house”, the house will now be properly demolished. This also applies to house resizing.
  • Fixed Eclipse Ethereal Mount luck not scaling correctly with level. Mounts now properly grant +100 Luck for every 10 levels, up to +1000 at level 100. Previously, mounts that had leveled past milestones before the luck system was added would only reflect partial luck.
  • Fixed the Library of Britain (Community Collections) allowing donations after the collection has reached its maximum tier. Players will now be informed that the collection is complete. The “Points Until Next Tier” display now correctly shows the remaining points needed rather than the total threshold, and properly displays 0 when the collection is at max tier.
  • Added Blood Stained Spellbook - Blessed, all 64 spells, Faster Cast Recovery 10, Faster Casting 6, Spell Damage Increase 250%, Lower Mana Cost 50%, Lower Reagent Cost 100%.
  • Added The Dragon Whisperer - Blessed half apron, Animal Lore +20, Animal Taming +30, Mana Regeneration 6, Luck 500, Lower Mana Cost 20%, Strength Requirement 10.
  • Added Insane Genius (Blacksmith) - Blessed talisman, Blacksmithing Exceptional Bonus 100%, Blacksmithing Bonus 100%, Blacksmithing +20, Arms Lore +20, Tinkering +30.
  • Added Insane Genius (Inscription) - Blessed talisman, Inscription Exceptional Bonus 100%, Inscription Bonus 100%, Inscription +20, Magery +20, Imbuing +30.
  • Added Insane Genius (Necro) - Blessed talisman, Blacksmithing Exceptional Bonus 100%, Blacksmithing Bonus 100%, Necromancy +20, Swordsmanship +20, Spirit Speak +30.
  • Added Insane Hoarder Talisman - Blessed talisman, Mining +20, Lumberjacking +20, Fishing +30.
  • Added Random Reward Chest - grants 20 random relic items.
  • Added The Mage's Light - Blessed lantern, Magery +10, Evaluate Intelligence +30, Soul Charge 30%, Spell Channeling, Self Repair 3, Intelligence Bonus 10, Luck 150, Reflect Physical Damage 15%, Hit Chance Increase 5%, Defense Chance Increase 10%, Fire Resist 1%, Energy Resist 15%.
  • Added The Mystic's Vision - Blessed lantern, Mysticism +10, Focus +30, Soul Charge 30%, Spell Channeling, Self Repair 3, Intelligence Bonus 10, Luck 150, Reflect Physical Damage 15%, Hit Chance Increase 5%, Defense Chance Increase 10%, Fire Resist 1%, Energy Resist 15%.
  • Added The Nether Extinguisher - Blessed lantern, Necromancy +10, Spirit Speak +30, Soul Charge 30%, Spell Channeling, Self Repair 3, Night Sight, Intelligence Bonus 10, Luck 150, Reflect Physical Damage 15%, Hit Chance Increase 5%, Defense Chance Increase 10%, Fire Resist 1%, Energy Resist 15%.
  • Added The Weaver's Fabrication - Blessed lantern, Spellweaving +20, Soul Charge 30%, Spell Channeling, Self Repair 3, Intelligence Bonus 10, Luck 150, Reflect Physical Damage 15%, Hit Chance Increase 5%, Defense Chance Increase 10%, Fire Resist 1%, Energy Resist 15%.
  • Added Talisman Of The Insane Genius (Blacksmith) - Blessed talisman, Blacksmithing Exceptional Bonus 100%, Blacksmithing Bonus 100%, Blacksmithing +20, Arms Lore +20, Tinkering +30.
  • Added Talisman Of The Insane Genius (Inscription) - Blessed talisman, Inscription Exceptional Bonus 100%, Inscription Bonus 100%, Inscription +20, Magery +20, Imbuing +30.
  • Added Talisman Of The Insane Hoarder - Blessed talisman, Mining +20, Lumberjacking +20, Fishing +30.

Lots of quality-of-life improvements and fixes shipped today. Here is what you will notice as a player.

  • Added Sosarian Dollars (100 SD for 600 VT) and Rough Stones (25 stones for 170 VT).
  • Reminder: voting earns 50 VT per vote, one vote per IP every 12 hours, for a maximum of 700 VT per week. More rewards to come.
  • Vote Tokens and Donation Gifts now arrive automatically within 60 seconds of being confirmed. No more clicking [claimdonation or hunting down a stone.
  • A “Thank You” gump pops up so you can see exactly what you received.
  • The [claimdonation command still works but just shows a reminder; it is no longer needed.

Previously these would reject with “you must be standing in a house you own”. They all work in your instance now:

  • Vendor Rental Contracts
  • Player Vendor deeds (Contract of Employment and the Commission variant)
  • House Vendor deeds
  • Guild Deeds and Guildstones
  • Holiday Tree deeds (still December only)
  • Ballot Boxes
  • All Addon deeds, and they now place at the correct floor on multi-story instances
  • Pet Sex Change Deed now toggles properly. It used to silently fail on certain pets (Cora the Sorceress, Vela, Dryad Familiar and a couple of others) because those templates shipped with a display-gender mismatch. All fixed.
  • No more “Your pet cannot attack other players” chat spam. The PvM rule is still enforced and pets still will not attack players, but you no longer get a chat line every time your area effect catches a bystander.
  • The tamed version is now far friendlier to nearby players: it no longer summons Shadow Dwellers (bio version only).
  • The wild version is unchanged, same fight, same loot, same difficulty.
  • Fixed a math bug in the Discord debuff.
  • Treasure Hunter's Key gump widened, so your SOS location coordinates no longer get cut off mid-string.
  • Trade chat to Discord bridge fixed, so no more hitches when chat posts to Discord.
  • A handful of mob templates had their on-screen male/female model fixed to match their actual gender (Lady Minax, Vela the Sorceress, the Exodus Zealot, Dryad Familiar, Guilded and others). Minor, but you may notice some NPCs displayed differently now.

Covering the week of May 24-31, 2026.

  • Voting using the [vote command now works and provides you with tokens, not just the votestone.
  • House Decorating Contest, a brand new event system. Type [contest to view the gump. Enter your decorated house by targeting your house sign, vote on other players' entries (one vote per connection), and the top 3 winners receive prizes delivered straight to their bank. Start, end and 12-hour reminder announcements post to Discord. You cannot vote for your own entry, and attempts to exploit the system will be dealt with.
  • Top Tamer Leaderboard, a weekly leaderboard tracking the most active tamers. Resets every Saturday. Animal Trainers around the world now talk it up, so ask one for details. 1st place receives 200 Sosarian Dollars plus a 50% chance at a Priest Shroud; 2nd through 5th receive Sosarian Dollars in a Taming Master Reward Bag.
  • Competition Announcer, a periodic global broadcast naming the current number one in each major leaderboard so you know who to chase.
  • Concealing Shroud at the Vote Registrar, 100 Vote Tokens for a hooded robe with +25 Hiding, +25 Bushido and +25 Ninjitsu, blessed so it is no longer lost on death, in a distinctive shadowy hue. Double-click while worn to raise or lower the hood.
  • Priest Shroud significantly buffed: Spell Damage Increase boosted dramatically.
  • Landscaping header rebranded to “Beyond Sosaria Landscaping” in the gump.
  • Instance Housing: many decoration deeds can now be placed in instance houses, including Vendor Rental Contracts, Player Vendor Deeds (regular and Commission), most addon deeds, the Moongate Library Deed, Sprinklers, Home Landscaping Permits and the Variable Carpet Addon. Items placed in instance houses now snap to the correct floor level, so they no longer drop to the basement when you target an upper floor.
  • Cellar System overhaul: cellar deeds and add-ons no longer let unauthorized players access protected cellars; cellar Z-axis math fixed so teleporters land you on solid ground; cellars now have anchor protection during house customization; a new “Re-Deed” context menu option on the Cellar Teleporter recovers the deed cleanly; the first-floor placement check is now relative to your foundation rather than absolute world Z; cellars where the south-row tiles trimmed outside the house boundary are corrected; and chopping a cellar that contains locked items is blocked until you unlock them.
  • House Customization now survives disconnects. If you log out or disconnect while editing your house, your in-progress changes are cleaned up properly, so no more stuck “House is being designed” state.
  • Bio Pet System: the pet sex deed works correctly on Cora the Sorceress; it was previously a silent no-op.
  • Treasure Map and SOS: the Treasure Hunter's Key gump is now wider, so the SOS Location column displays the full text instead of truncating.
  • Pets no longer spam “I cannot attack that creature” when they encounter a player in a PvM zone.
  • Five creature templates had mismatched Female / Body markers that caused them to display incorrect art and animations. All fixed.
  • Sprinkler Container tinker recipe display name is now lowercase to match other recipes.
  • Server stability: several main-thread freeze hazards eliminated in the Channel system, the Advanced House Decay Scanner and the Donation Store. You may notice fewer brief stutters during ordinary gameplay.
  • Vote Tokens now drop automatically into your backpack when you vote on the website; the system polls every minute while you are online.
  • Vote Registrar vendor stock is unchanged from the prior week except for the new addition of the Concealing Shroud.
  • Internal addon system hardened against a class of bugs that could strand items in limbo during house customization. Future house edits are safer for your decorations.
  • Comprehensive performance instrumentation deployed (an admin tool) so staff can identify and squash sources of lag faster.
  • Peerless Altar cooldown: fixed an issue where players in a party could place keys at a peerless altar during the 15-minute post-kill cleanup window and have their keys consumed without the boss respawning. Altars now display “The realm has not yet recovered from the previous encounter. Please wait.” during the cooldown instead of silently accepting keys.
  • Banker balance display: the balance command at the bank now reports the same total your [mystats gump shows under “Bank”.
  • Rename your Resource Order Books: a new “Rename Book” button on the Resource Order Book and Resource Order Book Enhanced gumps, with the same flow as the Runebook rename. The custom name appears on the book's tooltip when you hover it; submit a blank name to clear it and revert to the default.
  • SDI sortable column on jewelry keys: added SDI (Spell Damage Increase) as an available sortable column on the Jewelry Key and Jewelry Key Enhanced, alongside the existing FCR, FC, LMC and LRC columns in the “Add Column” menu. All your already-deposited jewelry can be sorted by SDI immediately, with no need to re-deposit anything.
  • Elf Brigands now count in Population Control, having been added to the event's creature pool.
  • Storage Key memory optimisation, a major backend change to how Storage Keys (Jewelry Key, Armor Key, Weapon Key, Resource Order Book and the rest) hold their stored items in memory. Before, every single stored item kept its full serialized data resident in RAM for the entire process lifetime, roughly 1.4 to 2.0 GB pinned across the shard's 2+ million stored items. Storage Keys now keep only a small file-offset reference per item; the actual item bytes are loaded from disk on demand, only when you open a key gump or interact with an entry, and released back as soon as the next save flushes.
  • Tamed, bonded and controlled pets now follow their owners more responsively on Follow or Guard orders.
  • Bonded pets now remain in the world when you disconnect and are only stabled when your character logs out, about 5 minutes later. Reconnect before then and your pets are still right there.
  • Non-bonded pets continue to be auto-stabled immediately on disconnect for safety.
  • Pet Bond Deed now works on humanoid creatures.
  • Pet Gender Change Deed now properly swaps humanoid body types for gendered armor compatibility.
  • Players can now upgrade their bank box capacity at the Character Enhancement Vendor Stone.
  • Each upgrade adds 100 item slots, starting at 50 SD and increasing with each upgrade.
  • Maximum capacity is 1,825 items, which is 17 upgrades from the default 125.
  • Click “Info” on the Bank Expansion row for the full price schedule.
  • All vendor stone item lists are now sorted alphabetically for easier browsing.
  • Staff members (GameMaster and above) no longer require currency to purchase items.
  • Item names improved for clarity (Gender Change Deed, Stat Redistribution Orb, Backpack Expansion Deed and others).
  • Added a “Showcase Me” toggle to the Ethereal Body Mod Vendor.
  • Players can now opt out of the auto-display showcase rotation.
  • The toggle is per-account and persists across server restarts.
  • Scrolls of Transcendence no longer drop from any source.
  • Removed from Champion Spawns (Ilshenar, Tokuno, Malas) and Fire Painting.
  • Existing scrolls in player inventories still function normally.
  • Added a New Player Dungeon destination.
  • Player Cities and Public Instances are now built into the main moongate, with no more separate gumps.
  • Instance owners can now reposition the moongate within their instance via a new button.
  • City and instance teleports now properly check criminal and combat status.
  • The entire moongate interface has been rethemed for a cleaner, consistent look.
  • “Curiosity Shoppe” renamed to “The Emporium” across all systems: moongates, welcome gump, announcements, auction house and NPC dialogue.
  • Removed the account-bound restriction, so any player can now place and use the Lighthouse Addon Deed.
  • Boat docking automatically links to whoever places the lighthouse.
  • Can be redeeded by axe-chopping it in your house.
  • The Gold Shield reward from Gareth is now a viable combat shield: +45 DCI, +20 Physical Resist, +20 Reflect Physical, +20 LRC, +6 HP/Stam/Mana Regen, Self Repair 6, Spell Channeling, Blessed.
  • Gareth now reminds quest participants that all NPCs are located on Trammel, since we do not have Felucca.
  • Fixes the issue where the Lighthouse Addon Deed and other items were unusable when purchased from vendor stones.
  • Public Moongate, Referral System, Travel Tax and Moongate Library gumps all rethemed to match the shard style.
  • The referral popup now has a “Do Not Show Again” button; use [referral to open it manually.
  • [MyCommands now has an info button next to each command showing usage, description and aliases.
  • Welcome Gump buttons updated for visual consistency.
  • Moongate Library layout fixed: buttons no longer sit on the border, and empty libraries now show the ADD button.
  • Champion Spawn: reduced redundant calculations per creature death, cutting the work on loot rights by half.
  • Champion Spawn: increased corpse cleanup throughput by 50%.
  • Champion Spawn: eliminated memory allocations in death processing.
  • Magery scrolls no longer drop from creatures. Players already start with a full spellbook, or you can craft your own.
  • Added 6 dragon scale types: Red, Yellow, Black, Green, White and Blue.
  • Added Small Piece of Blackrock, a rare mining resource.
  • Added lumberjacking bonus resources: Bark Fragment, Luminescent Fungi, Switch and Parasitic Plant.
  • Added fishing resources: Raw Fish Steak and Delicate Scales.
  • A new weekly scoreboard tracking Resource Order Deeds completed and Rough Stones earned.
  • Use [ResourceRank or click the Resource Gatherer Rankings board to view standings.
  • The top 20 gatherers are displayed, with name and guild filters.
  • Weekly rewards for the top 5 gatherers: 1st place 200 SD, 2nd place 150 SD, 3rd place 100 SD, 4th place 50 SD and 5th place 50 SD.
  • Rankings reset every Saturday at midnight UTC with server-wide announcements.
  • The Resource Gatherer NPC now speaks competitive phrases to encourage participation.
  • Fixed: the PvM Rankings board now displays ranks in the correct sequence, with no more duplicate rank numbers.
  • Fixed: the 1st place PvM clone now correctly displays Points on the tooltip.
  • Fixed: blessed items can now be placed on mannequins and stewards.
  • Fixed: the Taming Order reward message no longer says “placed in your backpack” when no reward is given.
  • Fixed: Peerless instance keys now return to the player if all instances are busy, after a 5-minute timeout.
  • Fixed: the Peerless instance “pulled back to altar” bug; fighters are now properly removed on exit.
  • Fixed: the Doom Gauntlet now resets after 15 minutes with no players nearby.
  • The [Pick, [emote and [MyHouses commands now have anti-spam throttles.
  • Removed 5 obsolete storage key migration scripts that ran on every server startup.
  • Wither spell extended with distance falloff.
  • Taming Tournament: 15 new creatures added.
  • Perk Deed: the 10% Less Break Chance Deed now works correctly.
  • Spawn coordinate fix, waypoint following, memory leak fixes and a gump restyle.
  • New BOD dispenser obelisk covering all 8 craft types.
  • Added to the Homestead Vendor Stone, purchasable with SD.
  • Added as a BOD reward at 1200 points.
  • World item scan elimination in the Public Moongate, Player City Government (6 gumps) and the City Management Stone static registry.
  • Gargish Necklace and Earrings leak fixed in the loot tables.
  • Static registries for the Auction Bot Controller and the Bomberman Score Board.
  • Bounty Hunter: cached creature spawn lookup with a 30-minute expiry plus kill invalidation.
  • Shadowguard: deserialization crash fix.
  • Addon container deeds: null guard on the Addon property.
  • Addon container deeds: instanced house crash fix on a null house (Garden Shed).
  • Addon containers: chop support for addons inside instanced houses.
  • Timer leak fixes for Dagon, the Crazy Healer's Robe and the Spiral Beam effect.
  • VitaNex effect queue exception safety.
  • Spider Webbing update timer leak fixed.
  • You can now bulk delete items from your storage keys. Open any equipment key, hit “Purge”, set your filters (by rarity, name, resource, crafter, or items with no skill bonuses), preview what will be deleted, and confirm. Useful for clearing out thousands of junk items fast.
  • Feed Crucible button: batch-feed relic items straight from your storage keys into the Ember Crucible, with no more dragging items one at a time.
  • Keys now show many more sortable columns: all AOS properties, weapon attributes, armor attributes, resistances and up to 5 skill bonuses. You can sort and filter by almost anything now.
  • Items are now labelled by rarity: Normal, Epic, Relic, Artifact, Imbued and all the artifact tiers.
  • Sorting large keys no longer causes the server to freeze. Previously, sorting a key with thousands of items could hang the server; that has been completely fixed.
  • Added a new player quest chain with named boss fights. Talk to the quest givers and hunt down unique bosses such as Agthis the Mongbat and Deathmaw the Najasaurus. Each kill rewards 25,000 gold and a Random Relic Deed, and the quests are repeatable every 20 hours.
  • New achievement system with 12 categories: Character, Quests, Exploration, PvP, PvE, Dungeons, Crafting, Resources, Guild, Reputation, Loot and Currencies. Track your progress and earn rewards.
  • Removed the damage increase cap and the multiplier damage cap, so your gear can now reach its full potential.
  • New [Pick command: automatically uses a lockpick from your backpack or storage keys, with no more digging through bags.
  • Staff can now restore lost pets from backups with all their gear and attachments intact.
  • A new Backup Explorer lets staff browse and search old save files to recover lost items or characters.
  • Automatic save archiving keeps backups organized and cleans up old ones.
  • Major performance improvements: smarter timers, faster spawning, reduced memory usage and smoother server operation overall.
  • Fixed dozens of crashes and bugs across combat, housing, crafting, quests, pets and more.
  • Improved server security: better login protection, network hardening and admin safeguards.
  • Fixed several memory leaks that could cause the server to slow down over time.