The world is not stock either

Changes to Dereth

Every change to the world, newest first, with the reason. Each one is also posted to #patch-notes-content in Discord the moment it goes live. Experience comes in at half the retail rate everywhere — the level cap is 500 and enlightenment is meant to be repeated, so the climb is the game and the shortcuts around it are the first things to go.

The features that are always on — the currencies, the bank, personal dungeons, enlightenment on our terms — are on the front page. This page is for what changed, and when.

13 October 2026

# Things that vanished from a place, and would not come back

If a portal, a lifestone or a chest disappeared from somewhere it should have been - most often after a landblock was reloaded - it is fixed.

When the server destroys an object, it was leaving a dead entry behind in the record of what each nearby player had been told about. Placed objects always come back with the same identity, so the replacement inherited the dead entry and could never be sent to anyone who had been standing there. Logging out did not help, because logging back in picked the dead entries up again.

A live object now takes the slot a destroyed one left behind, so this cannot persist.

Why: a fault that survives a relog is not an inconvenience, it is a place quietly becoming unusable for one person while looking fine to everyone else.

13 October 2026

The Keeper of Seals opens a shop

Ismene Vale is a shopkeeper now. Use her in the Challenge Hall and a shop window opens; buy Seals of Resolve and Erasers of Resolve like you would from any vendor. /resolve buy is gone - there is nothing to type.

Because a shop's price is one fixed number, every seal now costs the same: 8 Trade Notes (250,000), which is 2,000,000 pyreals - the price the first seal always was. She takes trade notes rather than loose coin, as the Gauntlet ticket sellers and the Royal Quartermaster do, because 2,000,000 in coin is eighty stacks in your pack for one seal.

What rises instead is how many seals a step needs. Your first step takes 1 seal, your fifth 5, your tenth 38, your twentieth 2,217. Press one seal onto your Scroll of Resolve and the whole step's worth burns away together; if you are short, nothing is taken and the scroll tells you how many more to buy. The total cost of reaching any Resolve is what it was before, to within rounding - the ladder has not got longer or shorter, only the counting has changed.

step | seals this step | seals in all | pyreals in all | stacks to carry
   1 |               1 |            1 |      2,000,000 |  1
   5 |               5 |           13 |     26,000,000 |  1
  10 |              38 |          113 |    226,000,000 |  1
  15 |             292 |          874 |  1,748,000,000 |  2
  20 |           2,217 |        6,649 | 13,298,000,000 |  9

An Eraser of Resolve is 4 Trade Notes (250,000) - 1,000,000 pyreals - flat, and it returns no seals. One eraser lifts one step, whatever that step cost to buy. Going back is always cheaper than going forward, and the deeper you are the cheaper it is against what you spent; the eraser's price is for changing your mind, not a refund for the step. That is now written on the eraser itself, on your scroll and in the shop, so nobody buys one expecting money back.

Why: a dial you set should be bought the way everything else in Dereth is bought - at a shop window, with money, no commands and no confirmations to mistype. A vendor cannot quote a price that climbs, so the climb moved to the thing a vendor cannot count: how many seals a step swallows. Carrying them is now part of the cost, which is the honest version of a wall.

Unchanged: your Resolve itself, and everything it does (which is still nothing - the challenge runs are not open yet). Your own copies of the awakened dungeons still scale with your awakenings and nothing else. The Scroll of Resolve is still free from /resolve scroll, still replaceable, and is not for sale. /resolve still reads out where you stand, now with what the next step takes in seals and how many you are carrying. Nothing anybody owns changed value or quantity. She buys nothing from anyone: there is no sell side to her window, she will not take an item handed to her, and seals and erasers cannot be sold to any other vendor either.

13 October 2026

# A portal to the Challenge Hall in Holtburg

The Challenge Hall now has a portal in Holtburg, in the row beside the Hub of Awakening, the Trials Hub and the two to Aerlinthe.

Why: you had to go through one hall to reach the other, which is a strange way to find a place. The halls belong side by side where everyone passes.

13 October 2026

A door on the bottom row, and a chest for whoever reaches it

Two new object classes in the world database for the first challenge run: a portal, which will stand on the lowest row of the Hub of Awakening and is called The Old Mine (Challenge), and the Challenge Chest that waits at the bottom of it. Neither does anything until the feature itself is switched on - the chest is placed nowhere at all, and appears only when a run's last fight is over.

The portal leads to your own copy of the Old Mine, which is nobody else's and is thrown away when you leave. It costs nothing to walk through.

The real Old Mine is untouched. It is still there, still shared, still full of exactly what it has always been full of, and every other way in - the Old Mine Portal out in the world, a recall, logging in down there - goes to that one, as it always did. Only the new door on the hub's bottom row hands out a copy.

Why: a challenge run is a different kind of dungeon, and it needs a short one to prove itself in. The Old Mine is the shortest shell that was on the table, it has its own way out already, and nothing in it belongs to a quest. Aimed at levels 1 to 10 and meant to be easy - the first one is there to be finished, not survived.

The chest: one to two items and two to three magic items, rolled at the depth a level 1-10 dungeon is rolled at, plus a thousand pyreals every time. Nothing in it is stretched or stamped to fit anyone: a challenge copy is not a scaled copy. It has no lock, because what stands between you and it is the thing at the bottom of the mine.

Unchanged: every retail portal, chest, door, monster and spawn in the Old Mine and in the Hub of Awakening. Nothing was placed in any landblock by this change - the portal is placed by the hub's own settings, and the chest is placed by nothing until a run is cleared. No existing object class was altered.

13 October 2026

Three new things for Resolve

Three object classes were added to the world database, for the Resolve dial that goes live with them:

- the Scroll of Resolve, a parchment a Town Warden writes for you on request, free and as often as you ask; - the Seal of Resolve, bought from a warden and used on that scroll to raise your Resolve by one; - the Eraser of Resolve, bought and used the same way to take one step back.

All three are attuned and bonded, so they stay with the character they belong to. The seals and erasers stack, so a handful of them costs one pack slot.

The scroll is a reading, not a record. Your Resolve is kept on your character, so burning or losing the scroll costs you nothing - and seals you have not used will work on the new one. A seal is a purchase rather than progress: lose an unused one and you have lost what you paid, never a step you had already taken.

Why: a number you have paid for should be easy to check and easy to spend, and the things you check and spend it with should never be the things that hold it.

Unchanged: retail parchment and the spell-component scarabs, whose look these three borrow and whose behaviour they do not touch. The Town Wardens' buffs, tiers and prices are exactly as they were - they sell seals through a command, not from a vendor list, and their emotes were not altered. No vendor stocks these three, nothing drops them, and none of them is placed anywhere in the world: asking a warden is the only way to get one.

9 October 2026

# Hardened Society: two rewards that gave nothing, and a Recruiter who was missing

Three small corrections to the Hardened Society content.

The seven researchers' kill tasks each tried to hand over an item that does not exist on this world, so that part of the reward quietly did nothing. The dead line is gone; the experience and the quest stamp are unchanged.

The Society Camp was also trying to spawn something that does not exist, which the server complained about every time the camp loaded.

And the Hardened Society Recruiter now stands in the Marketplace, a few steps from where the portal sets you down. He is there to tell you where the camp is - the package built him for exactly that and then never placed him anywhere.

Why: content that points at things which are not there is not a small untidiness. A reward that silently gives nothing teaches players not to trust rewards.

9 October 2026

The Hardened Society: a reworked Abyssal Olthoi Chasm, a camp, and the Hardened Explorer weapons

The Hardened Society has camped on the Seedsow festival stone block and taken an interest in the Abyssal Olthoi Chasm. Written by yourejokin, author of the ManaBarrierMod this server already runs, and brought in as they built it. Our thanks for the work.

Seven researchers in the camp hand out kill tasks for the chasm's inhabitants, and every monster in the chasm is now the Society's own version so the tasks count. Boddgarthill sells their potions, kits, stipends and experience gems; an Agent exchanges a weapon's damage type; and at the camp's anvil a Hardened Explorer Bar turns a retail Seasoned Explorer weapon into its Hardened Explorer counterpart, 27 of them. A Fallen Explorer Rucksack spawns in the chasm, and a portal gem bought in camp takes you back down.

Why: the chasm has sat finished and empty for twenty years. This gives it people, a reason to go back, and a set of weapons at the end of it.

the chasm's monsters   before              now
health (written in)    2,170 - 3,300       800
experience per kill    500,000/1,500,000   250,000 (Chimera 1,500,000)
loot profile           449                 1000 (tier 7)
attacks, body armour   retail              retail, unchanged

Two things going in. The chasm's Surface Portal is gone - its spot is the rucksack's now, so recall out or carry the Society's chasm portal gem. And 12 of the 27 forge recipes cannot be used yet: the Seasoned Explorer weapon each consumes is not in this world database. The other 15 work today, and the Agent can still hand out any of the weapons.

Unchanged: every retail weenie - no monster, NPC, vendor, portal, recipe or drop table was edited, and the retail portals into both landblocks are as they were. Nobody has fought these creatures or run these recipes in a client yet - if something reads wrong, say so in Discord.

9 October 2026

The vault: a thousand items, shared by every character on your account

/mule is storage that belongs to your account rather than to one character. There is no window to open and nothing to walk to: click an item, type /mule deposit, and it is in the vault. /mule withdraw <name> brings it back, from anywhere, on any of your characters. /mule deposit pack 2 empties a whole pack into it and leaves the pack behind. /mule list shows a page of what is in there, newest first, and takes a name to search by; /mule log shows your last movements. It holds 1,000 items.

An item keeps everything. Its spells, its enchantments, its tinkers, its imbues, its workmanship, its item experience, its stack size and its awakening stamps all come back exactly as they went in, because it is the same object the whole time and not a copy of one.

The whole vault is on the website too, under My Characters, as one more container beside your packs - with the full appraisal of every item and the same search, so you can find the bow you put away three weeks ago without logging in.

Why: a mule is a character you made because the game would not let you keep your things anywhere else, and then a character you have to log in and out of to use. Storage should belong to the person playing, not to one of their characters, and it should not cost a character slot. Making it a command rather than a chest means it works in a dungeon, on a boat, and from whichever character happens to be standing up.

What it will not take: anything you are wearing or wielding - take it off first; a pack with things in it - store what is inside instead; packs and foci themselves; and anything in a trade window. Attuned items are accepted: the vault is your own account, so nothing changes hands.

One thing to know: a spell already on an item stops counting down while the item is in the vault, and comes back out with the time it went in with.

Unchanged: the bank (/bank) is still where pyreals, luminance, keys and Radiance live - the vault is for items, and the two do not overlap. Your packs, your pack slots and your burden are exactly as they were. Nothing is shared with anybody else: there is no shared access and no marketplace in this version.

9 October 2026

Groundwork for the vault

Nothing in the world changed today. One new object class was added to the world database, and it is a thing no player will ever see: the hidden container the account vault stores items in. It is never placed anywhere, never appears in anyone's inventory and cannot be opened, selected or walked to. It exists so that an item you deposit has somewhere real to sit - the same object, with the same spells, tinkers and experience, simply in a different container.

The vault itself, and the /mule commands that use it, are in the note that goes with the feature.

Why: an item in storage has to be a real item in a real container, or it is a copy of an item, and a copy is how things get lost or duplicated. This class is that container.

Unchanged: every retail container, including housing storage chests, whose appearance this class borrows and whose behaviour it does not touch. No NPC, no portal, no monster, no vendor and no drop table was altered. Nothing was placed in any landblock.

8 October 2026

Town Tinkers: a tinker in every town, and his hands are as good as the town has paid for

A Town Tinker now stands a few paces from each Town Warden, in the same twenty towns - Holtburg, Cragstone, Arwic, Eastham, Lytelthorpe, Rithwic, Yaraq, Shoushi, Nanto, Samsur, Zaikhal, Al-Arqas, Qalaba'r, Hebian-to, Baishi, Glenden Wood, Dryreach, Stonehold, Mayoi and Sawato. You hand him nothing and there is no new flow to learn: you tinker the way you always have, salvage onto the item, and while you are standing near him the skill the attempt uses is whichever is higher, his or yours.

Never worse. If your own tinkering is better than his, nothing about the attempt changes and he does not get in the way. And you do not need the skill trained to use him - a young character with a looted suit of armour and no credits to spare can tink in a town that keeps a good tinker. When his skill is the one being used he says so, with both numbers, so the odds never change behind your back.

One number covers all four trades - Item, Weapon, Magic Item and Armor Tinkering - and imbues. The town buys it +10 at a time, in Radiance and pyreals both, and there is no cap: every step costs a tenth more than the one before it, for ever. Using him is free once the town has paid.

Anyone may pay, in any town. Stand beside him and type /tinker: his skill, your own four for comparison, what the next ten would cost in both currencies, how much the town has gathered so far, and who maintains him. /tinker pay radiance <amount> takes it from your bank, /tinker pay pyreals <amount> from your pack. When a payment finishes a step the whole town hears it, and the allegiance of whoever finished it is named as his keeper.

Why: a town that keeps a tinker is a town where your gear survives the tenth tink. Tinkering is the one place in the game where an afternoon's luck can be undone by a number you were never going to raise in time, and a town that has pooled its money into a tinker is somewhere worth walking to with a Gold salvage in your pack.

step    his skill     costs that step            running total
1       10                50,000 R +     25,000 p        50,000 R
10      100              118,000 R +     59,000 p       798,000 R
40      400            2,100,000 R +  1,000,000 p    22,259,000 R
100     1000         626,400,000 R + 313,200,000 p 6,889,659,000 R

Unchanged: the Town Wardens, who are bought separately and are not affected by a single pyreal paid to a tinker. Salvaging is untouched - how much material a bag yields is still your own Salvaging and your own trained tinkering, with no help from him. Foolproof salvages are still certainties. The tinkers accept nothing by hand - they will not take an item, only /tinker pay, which says what it is about to do and gives change. No town has bought a step yet.

8 October 2026

Town Tinkers: a tinker beside every Town Warden, as good as the town has paid for

A Town Tinker now stands a few paces from each Town Warden, in the same twenty main towns - Holtburg, Cragstone, Arwic, Eastham, Lytelthorpe, Rithwic, Yaraq, Shoushi, Nanto, Samsur, Zaikhal, Al-Arqas, Qalaba'r, Hebian-to, Baishi, Glenden Wood, Dryreach, Stonehold, Mayoi and Sawato. The two of them flank the spot the portal puts you down on, so both are in front of you when you arrive.

You hand him nothing and there is no new flow: you tinker the way you always have, salvage onto the item, and while you are standing near him the skill the attempt uses is whichever is higher, his or yours. If yours is better, nothing changes. You do not need the skill trained to use him.

One number covers Item, Weapon, Magic Item and Armor Tinkering and imbues. The town buys it +10 at a time, in Radiance and pyreals both, with no cap and every step dearer than the last. Using him is free once the town has paid. /tinker beside him shows his skill, your own four, what the next ten costs, the pot so far and who maintains him; /tinker pay radiance <amount> and /tinker pay pyreals <amount> are how anyone contributes.

Why: a town that keeps a tinker is a town where your gear survives the tenth tink. It gives a town a second thing worth raising together, and gives a character with no tinkering credits a reason to walk into town with a salvage bag instead of selling it.

step    his skill     costs that step            running total
1       10                50,000 R +     25,000 p        50,000 R
10      100              118,000 R +     59,000 p       798,000 R
40      400            2,100,000 R +  1,000,000 p    22,259,000 R
100     1000         626,400,000 R + 313,200,000 p 6,889,659,000 R

Unchanged: the Town Wardens, bought separately, unaffected by anything paid to a tinker. Salvaging is untouched - what a bag yields is still your own Salvaging and your own trained tinkering. Foolproof salvages are still certainties. The tinkers take nothing by hand, only /tinker pay. No town has bought a step yet.

5 October 2026

Town Wardens: your town's buff bot is only as good as your town

A Town Warden stands in twenty main towns now, a few paces from where the portal puts you down - Holtburg, Cragstone, Arwic, Eastham, Lytelthorpe, Rithwic, Yaraq, Shoushi, Nanto, Samsur, Zaikhal, Al-Arqas, Qalaba'r, Hebian-to, Baishi, Glenden Wood, Dryreach, Stonehold, Mayoi and Sawato. Use one and it buffs you where you stand.

How much it does for you is the town's business. Each warden has a tier from 0 to 10, and the town buys it, one tier at a time, in both Radiance and pyreals. At tier 0 the warden casts nothing and tells you the town has not paid. Tiers 1 to 7 give the standard buffs at that level. Tier 8 adds the seven protections. Tier 9 adds Impenetrability and the banes. Tier 10 adds cantrips. Your own level still decides your ceiling: you get the lower of what your level allows and what the town has paid for, so a tier-10 town will not hand a level-12 character level VIII buffs.

Anyone may pay, and it does not have to be your home town. Stand beside a warden and type /warden: it tells you the tier, what that tier gives, what the next one would add, how much of the next tier the town has already gathered and who maintains it. /warden pay radiance <amount> takes it out of your bank; /warden pay pyreals <amount> takes it out of your pack. Contributions gather in the town's pot until both currencies are full, and then the tier turns over - the whole town hears it, and the allegiance of whoever paid last is named as the warden's keeper from then on.

Why: a town that invests in its warden is a town worth living in. A buff bot that works the same everywhere makes every square interchangeable. One a town has to raise gives people a reason to settle somewhere, to pool what they earn with their neighbours, and to care which town they call home - and it gives an allegiance something to put its name on that everyone who passes through can see.

tier    what the warden casts
0       nothing - the town has not paid
1-7     the standard buffs at that spell level
8       + the seven protections
9       + Impenetrability and the banes
10      + cantrips

Unchanged: the hub's buff bot, which asks nothing and still steps its buffs down to your level. The wardens accept nothing by hand - they will not take an item, only /warden pay, which always says what it is about to do and gives change. No town has bought a tier yet.

5 October 2026

Town Wardens: a warden in twenty towns, and what it casts is what the town has paid for

A Town Warden now stands a few paces from where the portal lands you in twenty main towns - Holtburg, Cragstone, Arwic, Eastham, Lytelthorpe, Rithwic, Yaraq, Shoushi, Nanto, Samsur, Zaikhal, Al-Arqas, Qalaba'r, Hebian-to, Baishi, Glenden Wood, Dryreach, Stonehold, Mayoi and Sawato. Use one and it buffs you on the spot, exactly as the hub's bot does.

What it will actually cast is the town's business, not yours. Every warden has a tier, from 0 to 10, and the town buys it. At tier 0 it casts nothing and says so. Tiers 1 to 7 are the standard buffs at that level - a tier-3 town gives level III. Tier 8 adds the seven protections, tier 9 adds Impenetrability and the banes, tier 10 adds cantrips. Your own level still caps what you can receive: whichever is lower, your level or the town's tier, is what you get.

Anyone may pay. /warden beside a warden shows the town's tier, what it gives, what the next tier needs and who maintains it; /warden pay radiance <amount> takes it from your bank and /warden pay pyreals <amount> from your pack. When a contribution finishes a tier, the whole town hears it and the allegiance that finished it is named as the warden's keeper.

Why: a town that invests in its warden is a town worth living in. A buff bot that is the same everywhere makes every town the same; one a town has to raise gives people a reason to settle somewhere, to pool what they earn, and to care which square they call home.

tier    what the warden casts
0       nothing - the town has not paid
1-7     the standard buffs at that spell level
8       + the seven protections
9       + Impenetrability and the banes
10      + cantrips

Unchanged: the hub's buff bot, which is still free and still steps its buffs to your level. The wardens take nothing by hand - they will not accept an item, only /warden pay. No town has bought anything yet.

1 October 2026

The Old Ring of Tenkarrdun, Act 3: The Old Ring

When both lighthouses burn, the third act begins. The Ring the settlers found under the Reservoir's ash was no omen: it was a Falatacot seal on Tenkarrdun. Disturbed, it broke into seven pieces that scattered across the island, and the mountain has been stirring ever since.

- The Ringwright, the last of the Watchers who kept the Ring, now stands in Relic Town. Use it and it tells you where the pieces lie: in riddles that name a part of the island and the nearest landmark, never coordinates. - Look for Disturbed Ash. Each piece lies under a mound of it. It glows faintly now and then and does not show on your radar, so look carefully. - Dig. Using a mound wakes its Falatacot guardians, more of them the more of you there are. Kill them all within 10 minutes and the ash goes still. Use the mound again to lift the Fragment of the Old Ring. - Bring it home. Give the fragment to the Ringwright. It stays with you if you die, and a friend can carry it for you. A fragment not brought home within 12 hours crumbles back into its mound and has to be lifted again.

Act 3 ends when all seven fragments are home. The seven places change every cycle. Each fragment you bring home adds 250 to your part in this cycle. Damage you deal to the guardians also counts, alongside your kills. /expedition shows how many are home, from anywhere.

Why: the first two acts were won by hunting and holding ground. Act 3 sends players across the whole island, from the golem fields to both temples, to find the pieces together. Because the places move every cycle, they can't be looked up.

Unchanged: the shores, their camps, the lit beacons and the monsters' strength. The real Aerlinthe is unchanged. Act 3 starts when the second beacon is lit.

1 October 2026

Twice the monsters on Aerlinthe Island (Instance)

The instanced Aerlinthe island now holds twice as many monsters as the real one. Every camp and spawn point on the island puts out twice what it used to and refills to twice as many. The monsters themselves are unchanged: same creatures, same levels, same loot.

More monsters means faster progress for the Old Ring of Tenkarrdun too, since every kill on the island counts towards its shore. A reclaimed shore still thins to about a third of what stands there.

Why: with the island shared by everyone, it emptied out too fast to be worth the trip, and the quest needs a busy island to move.

Unchanged: the real Aerlinthe and its spawns, the monsters' strength and loot, and every other place in Dereth.

1 October 2026

Beta: you can swear allegiance to your own characters

During the beta, a character can now swear allegiance to another of your own characters, even one playing from the same address. Until now that pledge was refused with "You cannot swear allegiance to a character connected from your own address."

Why: while the server is in beta, testing means building allegiances, towns and the allegiance bounty with the characters you have, and most testers only have their own.

Unchanged: every other allegiance rule. Like the other beta allowances (no limit on accounts or characters online per address), this one ends with the beta, and we'll say so here first.

1 October 2026

The Old Ring of Tenkarrdun: goals lowered while it is tested

While we test the Aerlinthe quest, everything it asks for is a tenth of what it will be:

Points to reclaim a shore   150   [1,500]
Ember Pitch per brazier      20   [200]

Each shore keeps its progress as it stands, so Raina's Harbor is still 30% reclaimed and the East Shore 19%. From here on, every kill moves a shore ten times as far as before. /expedition shows the new numbers.

Why: we want to see the whole story play out, the reclaiming, the camps, the lighthouses and the sieges, in days rather than months, and fix what needs fixing before the island runs at its real pace.

Unchanged: the monsters, the sieges, your contribution, and everything outside the quest. The goals go back up once the testing is done, and we'll say so here first.

1 October 2026

Fixed: phantom pyreals after paying a vendor from the bank

With /b vendor on, buying from a vendor could leave a stack of pyreals in your pack that wasn't really there. It disappeared when you logged out and back in, and in the meantime it confused anything that sorts or stacks your inventory.

Purchases now take what your packs hold first and the rest straight from your bank, without ever putting coins in your pack. Nothing else about it changes: the vendor window still shows your packs and bank together, and a chat line still tells you what the bank paid.

If you still see a phantom stack from before this fix, log out and back in once.

Why: the old way handed the bank's share over as real coins for an instant, and some clients saw them appear after they had already been spent.

Unchanged: vendor pay stays off unless you turn it on with /b vendor on, and selling to a vendor works as it always has.

1 October 2026

Lighter Prismatic Tapers, and Prismatic Peas for sale

Prismatic Tapers now weigh 1 each instead of 6. Aun Amanaualuan the Elder Shaman in Candeth Keep, who already sells every spell component, now sells Prismatic Peas too.

Prismatic Taper burden (each)   1    [6]
A stack of 500 tapers           500  [3,000]
Prismatic Pea                   sold by Aun Amanaualuan the Elder Shaman  [not sold anywhere]

Tapers you buy from now on weigh 1. Tapers you already own keep their old weight for now.

Why: every mage casting with foci or the Infused augmentations spends Prismatic Tapers on every spell and carries hundreds of them, so their weight was a constant drag for no gain. Prismatic Peas existed but no vendor sold them.

Unchanged: the taper's price and stack size, the pea's price, weight and stack size, and every other spell component.

1 October 2026

The Old Ring of Tenkarrdun, Act 2: Light the beacons

When the three shores of Aerlinthe are held, the second act begins. The two lighthouses at the mouth of Raina's Harbor, the West Light and the East Light, have been dark since the ash came, and each has a Lightkeeper waiting at its foot.

- Ember Pitch is the fuel. The island's fire elementals carry it: Embers, Fire Wisps, Firestorms and Hellfire. Each shore's settler can also spare you some once a day. - Give it to a Lightkeeper. Each brazier needs 200 pitch, counted for the whole server. - Light it. When a brazier is full, ask its Lightkeeper to light it. Then hold the light: for 8 minutes, wisps and wraiths come for the flame from every side, and then their leader. Kill the leader within 5 minutes and the beacon burns. If it lives, half the pitch burns away and the brazier must be filled again. - A lit beacon burns over the harbour and lifts the health and stamina of anyone on reclaimed ground near it. It also opens a portal to the crater rim of Tenkarrdun, the road the last act will need.

Act 2 ends when both lights burn. Pitch you hand in, and damage you deal in a siege, count towards your part in this cycle, alongside your kills. /expedition shows each brazier and your part, anywhere.

Why: Act 1 turned the island's hunting into shared progress. Act 2 gives the server something to gather towards and a fight to hold together, and it opens the way for the acts after it.

Unchanged: the shores, their camps and the monsters' strength. The real Aerlinthe is unchanged, and the player-killer Aerlinthe has no lighthouses to light. Act 2 starts when the third shore is reclaimed.

30 September 2026

New on the server: custom looks and custom spells

Two community-made mods for ACE are now running on Aelrynth. They let us do things the server couldn't do before:

- CustomClothingBase by OptimShi: new colour schemes and new looks for armour, clothing and items, built from art the game already has. There is nothing to download; your client simply shows the new look. - CustomSpells by aquafir: lets us adjust existing spells, such as how strong a buff is or how hard a war spell hits.

Nothing has changed yet. Both start empty, and every new look or spell change will get its own patch note here when it goes in. One thing to know: your game client shows spell descriptions from its own files, so a changed spell's tooltip will still show the retail numbers. Its patch note will give the real ones.

Also new: /listset shows the set bonuses of the item you last appraised, tier by tier.

Why: a player asked for them, and they let us add variety to what you wear and cast without anyone having to download anything.

Ideas welcome: tell us in Discord which gear you would like to see in new colours, or which spells feel off.

Thanks to OptimShi and aquafir. Both mods' source is part of our public source at https://aelrynth.com/source/.

Unchanged: every spell and every look in the game, for now.

30 September 2026

Heals keep up with your pool

Healing kits, stamina kits and the Heal and Revitalize spells now restore their retail amount or a share of the pool they heal, whichever is larger. Up to 400 maximum health (500 stamina) nothing changes: a heal is exactly retail. Above that, the heal grows with the pool, twice retail at 800 health and ten times at 4,000, so the same kit or spell always restores the same share of the pool however big it gets.

- Kits keep retail's odds of success and retail's stamina cost. - Heal Other and fellowship heals follow the pool of the one being healed.

Why: a heal is a fixed number, so as health grows past anything retail had, every kit and heal spell shrinks towards nothing. This keeps them useful at any size without changing anything for characters as they are today.

Unchanged: harm and drain spells, potions and food, mana, and heals on monsters.

29 September 2026

Allegiance towns: buy a town of your own (beta test)

An allegiance can now own a town. Members pool pyreals in the allegiance's treasury, the monarch buys a charter, and from then on that town is the allegiance's own private copy. Every member who goes there, by its portal, by recall or with /town go, arrives in their allegiance's town. Everyone else still gets the ordinary town. The town keeps its NPCs and vendors, and no monsters spawn in it.

- /town shows your allegiance's town, its treasury and what a charter costs. - /town donate <amount> gives pyreals from your bank to your allegiance's treasury. /town ledger shows who has given what. - /town buy <town> is for the monarch: a charter costs 10,000,000 pyreals from the treasury, and the allegiance needs at least 2 accounts among its members. - /town menu lists the towns you can buy: Kryst and the Vesayen Isles, and every mainland town on the Town Network except Holtburg. - /town go takes you to your town, and /town leave takes you to Holtburg.

A mainland town covers the town and its outskirts; at its edge there is a wall you cannot walk through, so leave by a portal, a recall or /town leave. Two allegiances can own the same town, and each gets its own copy. While your allegiance owns a town, that's the only version of it you will see.

Please tell us in Discord anything that seems wrong, especially arriving somewhere you didn't expect.

Why: allegiances are what keep people playing together, and until now an allegiance had nowhere of its own. This is the first part: the town itself. Building on it (things to place, an allegiance vault, hooks for trophies and portal devices) comes next.

Unchanged: every town for everyone who is not in an allegiance that owns it, and Holtburg for everyone.

29 September 2026

Vendors can now be paid from your bank

Type /b vendor on and that character's vendor purchases draw on your account bank whenever the pyreals in your packs won't cover the bill. The bank pays only the difference, and your packs end up exactly as they would have. When you open a vendor, its window shows your packs and your bank as one figure, and a line in chat gives the two parts: "To spend here: 489,234 pyreals (packs 1,234 + bank 488,000)". After a purchase you are told what the bank paid and what is left in it.

It is set per character and is off until you turn it on. /b vendor off turns it off again.

Leave it off on a character running VTank. VTank counts the pyreals in your packs and reads the vendor window's money, and this changes both.

Why: carrying a fortune to every vendor, or running back to withdraw it, is busywork. Your pyreals are already in the account bank, so the vendor can use them.

Unchanged: vendors that take something other than pyreals, selling to vendors (the money still goes into your pack), and everything about the bank for characters that leave this off.

28 September 2026

The awakened worlds: all of Dereth again, harder, for the awakened (beta test)

Every five awakenings opens a whole new copy of Dereth: world 5, world 10, world 15 and on. Each is the entire world, towns, landscape, dungeons and portal network, with its monsters stronger and its loot better to match. A character can enter any world up to their own awakenings: with 12 awakenings you may choose world 5 or world 10.

Type /world to see which worlds you may enter and who is in them. /world 10 takes you into world 10 exactly where you stand, and /world leave brings you back to the real Dereth where you stand.

Inside a world, monsters are stronger by 5% per awakening of the world (+50% in world 10, on the numbers the appraisal window shows), and experience and luminance are richer by the same. Loot is awakened at the world's tier, just like the dungeon copies. Portals, recalls, lifestones and dungeons all keep you inside the world you chose, and so does logging out and back in. Fellowships work as anywhere else.

Things to know: death in a world drops items, and corpses stay put, as in the real world. Houses exist only in the real Dereth, so a house recall inside a world lands you on an empty plot. The Hub of Awakening's dungeons and the Aerlinthe Island portals lead to the same places they always do.

Please tell us in Discord if anything looks wrong: land that jumps or goes missing as you walk, portals or recalls that drop you somewhere odd, or monsters that seem off. Say which world and roughly where.

Why: awakening sends you back to the start, but until now the only harder places were the dungeons. The awakened worlds give every awakening tier the whole of Dereth to play in, at its own strength.

Unchanged: the real Dereth. Nothing in it is harder, and nobody is ever moved into a world without choosing it.

28 September 2026

Aerlinthe tells you the quest is on when you arrive

Stepping onto the Aerlinthe Island (Instance), by its portal, a recall or logging in there, now shows one line: the Old Ring of Tenkarrdun's current act, how far each shore has been reclaimed, and that every kill on the island counts. /expedition has the rest.

Why: the quest has no one to talk to and nothing to pick up. You take part simply by hunting on the island, so the island now says so.

Unchanged: the quest itself. Walking around the island does not repeat the line.

28 September 2026

The Old Ring of Tenkarrdun begins: Act 1, Ashfall

The instanced Aerlinthe island now has a story that the whole server plays together. The island has been overrun, and its three shores have to be taken back from the ash: the West Shore, Raina's Harbor and the East Shore. Every monster anyone kills on the Aerlinthe Island (Instance) counts towards the shore it falls on, and stronger monsters count for more. Progress never goes backwards.

When a shore reaches a quarter, a half and three quarters, everyone on the island hears it. When it is fully reclaimed the whole server hears it: its monsters thin to about a third, and settlers make camp there. Each camp has a settler with that shore's part of the story, a campfire and a portal home to Holtburg.

When all three shores are held, Act 1 is over and the lighthouses at the harbour mouth are next. That act is still being built.

Type /expedition anywhere to see each shore's progress and your own part in it. Your part counts towards rewards at the end of the cycle, once the last act is built.

Why: Aerlinthe is becoming one place the whole server moves forward together, act by act, until Tenkarrdun erupts and the island starts again. Act 1 needs no instructions: it turns the hunting people already do there into shared progress.

Unchanged: the monsters' strength, the loot, and the real Aerlinthe. The player-killer Aerlinthe does not count towards the shores.

28 September 2026

Player-killer Aerlinthe is open, and where it is heading: a PK Dereth

The red Aerlinthe Island (Player Killer) portal in Holtburg square is live. It leads to a second copy of the whole island where every character is a Player Killer, with retail's PK rules: red names, anyone may attack anyone, portals, recalls and logging off wait 20 seconds after a fight, and dying to another player drops items. Leave by any way at all and you are exactly what you were before. The full details are in #patch-notes-content.

Where this is heading: the island is the first step towards a whole Dereth for player killers. The plan is a complete second world alongside the one you play now: every town, the whole landscape, the dungeons and the portal network, all of it PK. You would reach it with the same characters, through a portal. Once inside, every portal, recall, dungeon entrance and lifestone would keep you in the PK world until you choose to leave. The world you play now would stay exactly as it is, with no PK anywhere in it.

Why start with one island: Aerlinthe is small, self-contained and easy to walk away from. It lets us see how PK plays on this server, from fights and deaths to loot and the 20-second timer, before we build something the size of Dereth. What you find there decides what the bigger world looks like.

Please tell us in Discord how it plays: what feels fair, what doesn't, and what you would want from a PK Dereth.

Unchanged: everywhere except the red portal's island. Nobody is a Player Killer anywhere else, and nothing about your character changes when you leave it.

28 September 2026

Player-killer Aerlinthe: a red portal in Holtburg (beta test)

A new red portal stands in Holtburg square, at the end of the row after the Aerlinthe Island (Instance) portal: Aerlinthe Island (Player Killer). It leads to a second copy of the whole island, the same Aerlinthe with its own monsters, shared by everyone who takes that portal. On that island every character is a Player Killer.

While you are there you have a red name, anyone on the island may attack you and you them, and the usual PK rules apply. Portals, recalls and logging off wait 20 seconds after a fight. Dying to another player dispels your spells and drops items. The moment you leave, whichever way you leave, you are exactly what you were before. Nothing about your character changes outside the island.

It is the same character you play everywhere else, and the monsters are stock difficulty, not scaled by awakenings. There is no lifestone on the island, so dying sends you home to your own. Corpses and dropped items stay on the PK island. They never appear on the other Aerlinthe, or the other way round.

Please tell us in Discord how it plays: fights that feel wrong, anyone who stays a Player Killer after leaving, or anything that jumps or disappears.

Why: a first, small test of player-versus-player on the server, in one place that is easy to walk away from, before anything bigger is considered.

Unchanged: the Aerlinthe Island (Instance) portal and its island, the real Aerlinthe, and everywhere else. No one is a Player Killer anywhere but on the red portal's island.

27 September 2026

Instanced Aerlinthe: the island's own monsters are back

The Lugian Thralls were only a test. The instanced Aerlinthe island (the portal in Holtburg square) now has the island's own monsters again: golems, wisps, fire elementals, skeletons and Phyntos hives from level 80 on the shores to 135 in the north-shore golem field, with the Behemoth and the Tenkarrdun Hellfire in the crater.

The island's retail quests are not in the instanced version. That means no quest NPCs, no quest or dungeon portals, no trap puzzle in the golem field, and nothing in Lady Aerfalle's sanctum. They are all still on the real Aerlinthe, reached the usual retail ways.

Why: the instanced island is being built into a quest of its own, *The Old Ring of Tenkarrdun*, which the whole server will play together. It starts from the island's real monsters, and the retail quests belong to the real island. The monsters will be made much tougher for level 275 as that quest takes shape.

Unchanged: the real Aerlinthe, the portal in Holtburg, one island shared by everyone, and the rule since this evening that death there drops items and corpses stay.

27 September 2026

Shared places keep what's left in them - and restarts save everyone

Three places everyone shares now work like the real world: the Hub of Awakening, the Trials Hub and the instanced Aerlinthe island. Dying there drops items as it does anywhere in Dereth, and your corpse stays where you fell until it rots, as usual. It survives the place emptying, part of the island unloading, and a server restart. Anything you drop there stays too, until it rots. Nothing surfaces in the real Holtburg hall or on the real Aerlinthe.

Server restarts now log everyone out and save properly before the server stops, so a restart no longer risks losing what you did in the last few minutes.

Why: these three are permanent places for everyone, and the island is about to become a quest where dying should matter. Until now they threw everything away when they emptied, which is why dying there cost nothing. The restart fix came out of this work: restarts had been stopping the server instantly, without the save a proper shutdown does.

Hub of Awakening, Trials Hub, instanced Aerlinthe   death drops items (was: nothing lost)
Corpses and dropped items there                     kept until they rot, through restarts
Server restarts                                     everyone saved first (was: instant stop)

Unchanged: your own dungeon copies - the Hub's dungeon ladder and every Trial course - still cost nothing on death, since they are thrown away when you leave. The real world is exactly as before.

27 September 2026

Town invasions: faster bands, a jog, and the whole town counts

Three changes to the siege. Bands of invaders now arrive every 15 seconds instead of every 30. They come in at a jog, faster than the walk of the last few hours and slower than the sprint of the first invasion, so you see them coming but they don't dawdle. And a band's size now counts every defender within 400 metres of the town centre, not just those in the middle of town.

Why: a siege with half a minute between bands had quiet stretches, and walking invaders took most of a minute to arrive. Counting defenders across the whole town means someone fighting at the edge makes the siege bigger for everyone, as they should.

Band arrives       every 15 seconds   (was 30)
Approach           a jog, ~5 m/s      (was a walk, ~1.2 m/s; at first a run, ~9 m/s)
Defenders counted  within 400 m       (was 150 m)

Unchanged: the twelve-minute siege, at most 25 invaders in town at once, five minutes to kill their leader, and the defender's bonus. Holtburg, its drudges and the Drudge Vagabond are unchanged.

27 September 2026

Town invasions are now a twelve-minute siege

An invasion no longer comes in three quick waves. After the ten-minute warning, the town is besieged for twelve minutes: every thirty seconds a band of invaders appears at the edge of town, from a different side each time, and walks in on the centre. They charge anyone they see on the way, as monsters always do. The more defenders there are in town, the bigger each band. When the siege ends, their leader comes with an escort. Kill it within five minutes and the town holds: everyone who damaged an invader earns the defender's bonus, as before. /invasion shows how long until the leader arrives, how many have been slain and how many are in town, and players in town hear the same every two minutes.

Why: the first invasion was over two minutes after it began. The drudges ran straight in and died as fast as they arrived. A siege gives everyone in town time to join in, whenever they turn up. Its length is fixed, so killing fast means killing more, not finishing early. Invaders that walk in are something you can see coming.

Siege             12 minutes    (was: 3 waves, over as soon as they were cleared)
A band            every 30 seconds, one side of town, bigger with more defenders
In town at once   at most 25 (no more arrive until some fall)
Their leader      when the siege ends; 5 minutes to kill it  (was: 20 minutes for everything)
Approach          walking  (was: running)

Unchanged: Holtburg is still the only town, with the same drudges and the same Drudge Vagabond. The warning, the defender's bonus (5% of your next level at today's experience rate, for 25 damage or more) and kill experience and loot are exactly as before. Invasions are still started by staff for now.

27 September 2026

Town invasions: Holtburg is under threat

Monsters now attack towns. When an invasion begins, the whole server is told which town and how long until the attack. Then the monsters come in waves from the edge of town and march on its centre, fighting whoever stands in their way. /invasion tells you which town is under attack and how the defence is going. Each wave is bigger when more defenders are in town. The last wave is led by a boss: kill it within 20 minutes of the first wave and the town holds. Every player who damaged an invader (you or your pet) then earns a defender's bonus, experience worth a share of your next level, paid like a quest reward. Run out of time and the invaders withdraw, and nobody earns the bonus. Kill experience and loot are the monsters' own, exactly as anywhere else.

The first town is Holtburg, and its attackers are the drudges a new character meets in their first hour, led by a Drudge Vagabond. Towns are matched to the players who live in them: a starter town is only ever attacked by starter monsters. More towns and harder attackers will follow. For now invasions are started by hand while we watch the first few. Warnings and results post to Discord's #invasions channel.

Why: a town is where everyone is at once. Personal dungeons and Trials are played alone; an invasion is something the people in town fight together, and anyone who helps gets a share, whatever their level.

Towns             Holtburg (starter: level 8 drudges, Drudge Vagabond level 15)
Waves             3, the last with the boss; bigger with more players in town
Warning           10 minutes, reminders at 5 and 1
Time to hold      20 minutes from the first wave
Defender's bonus  5% of your next level at today's experience rate
                  (at least 25 damage dealt to invaders, online at the end)

Unchanged: Holtburg itself, its NPCs, vendors, lifestone and portals. Invaders do not attack NPCs. Dying to an invader is an ordinary death, with vitae as usual. Healing without dealing damage does not count toward the bonus yet.

26 September 2026

Client 0.1.20: first-time setup works again

On a new install, the launcher's first setup could finish with thousands of failures (around 21,000 of 38,370) and the game would not start. Setup now prepares every model.

If this happened to you: open the launcher. It offers the update by itself; take it, then run setup again. If it doesn't offer the update, download the launcher again from the website. You don't need to move or rename any files.

Unchanged: everything else. Players whose setup already finished don't need to do anything.

25 September 2026

Instanced Aerlinthe: one island for everyone

The Aerlinthe Island (Instance) portal in Holtburg now leads to a single copy of the island that everyone who takes it shares, with or without a fellowship, rather than a copy of your own. Go through and you are on the same island as everyone else who went through. Every monster on it is still a Lugian Thrall for the test, and the real Aerlinthe is unchanged.

Why: the test is about many players on one island at once, and separate copies kept testers apart.

Unchanged: the portal, /overworld leave, and how the island loads around you as you walk.

25 September 2026

Kills in a dungeon copy are no longer shared with other copies

Since 20 September, a kill in your own dungeon copy also paid a tenth of its experience to everyone else in any copy of the same dungeon. That is switched off: a kill pays its killer, and a fellowship shares the way it always has.

Why: a personal copy is meant to be your own run. Sharing across copies paid people for kills they had no part in, and it would have carried over into the new instanced areas outside, where copies can be solo or shared by a fellowship.

Unchanged: everything else about dungeon copies - scaling, loot, no item loss on death, /instance.

25 September 2026

Aerlinthe Island, instanced: a new portal in Holtburg (beta test)

A new portal stands in Holtburg square, a few steps south of the Trials Hub portal: Aerlinthe Island (Instance). It takes you to Aerlinthe's south shore, where the island's own portal lands, but the island you arrive on is a copy of your own. In a fellowship, the whole fellowship shares one copy. It is the whole island, not one field: walk as far as you like and the land carries on, loading around you as you go the way the rest of the world does.

For this first test every monster on the island is a Lugian Thrall. This is to see the island working as one place with many players in it, not a finished hunting ground. It is not scaled by your awakenings yet, so treat it as a place to walk, fight and look for problems.

To leave, recall, take a portal, or type /overworld leave, which puts you back in the real Aerlinthe where you stand. Your copy stays open for a quarter of an hour after the last of you leaves.

Please tell us in Discord if anything jumps, disappears, or leaves you stuck. Say roughly where you were. That is what this test is for.

Why: dungeons have had copies of their own for weeks. This is the first time a piece of the open world gets one. If it holds up, the same mechanism can give any area of the world its own version.

Unchanged: the real Aerlinthe. Its own portals, recalls and lifestones take you to the shared island with its usual monsters.

25 September 2026

The Trials Hub: every Hub of Awakening dungeon is now a Trial

Thirteen new portals stand on the Trials Hub's upper floor, one for each dungeon in the Hub of Awakening. Go through either doorway beside the Trial Keeper. The Matron Hives and the Egg Orchards are along the west side. Creepy Canyons, Dark Design, Path of the Blind and the Gotrok Citadel are along the east side. Each portal opens a course copy of that dungeon: your own run, apart from the copy you farm. The Trial rules are the same as the Citadel Below's. The clock starts as you step through and nothing respawns. It stops when the last creature dies. Leaving, dying or logging out voids the run. You get one attempt per dungeon every twenty minutes. The Trial Keeper resets all of them at once. Every dungeon has its own board per awakening tier, and its own weekly Trial Trophy.

No acid damage in a Trial. The acid pools in the Matron Hives (and anywhere else in a Trial) are still there and look the same, but they do not hurt during a Trial: the hives' creatures stand in the acid, and a course means killing all of them.

Your farming copy is untouched. The Hub of Awakening portals, the dungeons' own portals and recalls still take you to the copy you already had. It respawns as always, has no clock, and its acid still burns. A course copy closes a few seconds after you leave it. Your farming copy keeps its fifteen minutes.

Why: the Citadel Below was the only course. Every dungeon on the ladder makes a fair race, and keeping the race in a separate copy means a run never gets in the way of a farm.

dungeon                    creatures at the start
Matron Hive S / N / W / E  about 420 each - long courses, no exit portal (leaving is a recall)
Egg Orchard (all three)    159
the Gotrok Citadel         157
Dark Design                146
Path of the Blind (x3)     81
Creepy Canyons             62
the Citadel Below - Trial  105 (unchanged)

Unchanged: the Citadel Below - Trial, the Hub of Awakening and every dungeon in it, the Trial rules, the 500 Radiance for a clear, and the weekly trophy.

23 September 2026

Client 0.1.19: the launcher's plugin list is Aelrynth's own

The launcher's Plugins page now reads Aelrynth's plugin list instead of OpenAC's. MossTank is no longer offered, and it cannot be added from a link or loaded at launch. If you installed it, the launcher shows it as blocked and the client starts without it. DrakBot is not on the list because it already comes inside the client.

Unchanged: everything else. The launcher offers the update by itself.

23 September 2026

The Trials: a portal in Holtburg, a Keeper who resets your run, and a count after every kill

The Trials Hub portal is in Holtburg now. It stands in Holtburg square, just south of the Hub of Awakening portal and beside the buff bot. The way out of the Trials Hub is a portal back to Holtburg, a few steps from where you went in.

Speak to the Trial Keeper to reset your run. He clears your wait between attempts and closes your old copy of the citadel, so your next step through the door is a fresh, timed run, and he tells you when he has done it.

A left-behind course closes by itself. Once you leave a trial copy - you stepped out, died, logged out or crashed, and the run is void - it closes a few seconds later, so going back in opens a fresh one. Before this it stayed open for fifteen minutes, and walking back into it never started the clock.

A count after every kill. The start of a run tells you how many creatures there are, and now every kill tells you how many are left, not every tenth.

Why: the Trials are a course of their own, so their portal belongs in town. A race you cannot restart is no fun to practise, and a count that only shows every ten kills leaves you guessing.

Unchanged: the Trials Hub itself, the Citadel Below - Trial, what voids a run, the boards and the weekly trophy. The Hub of Awakening keeps all its other portals; the Trials Hub's old alcove there is empty.

23 September 2026

Client 0.1.18: rebuilt on the latest OpenAC, with DrakBot 0.3.0

The Aelrynth client has been rebuilt on the newest OpenAC, a week and more of its improvements, with everything Aelrynth adds carried across. The launcher offers the update by itself; take it before you next play.

From OpenAC: plugin windows can be resized; a shield's appraisal shows the level you can use; the examine view shows what a creature is holding; objects that arrive see-through are drawn see-through; a channel speaker's name is a link; charged attacks work with a thrown weapon and shield and with an atlatl; the combat key works with a bow, crossbow or atlatl wielded; the emote keys send the right motions.

DrakBot 0.3.0 comes inside the client: - Fights no longer drop the frame rate - a busy fight could fall to 7-10 fps, it now holds 60. - A heal that fizzles is tried again in five seconds, not later and later; a stamina kit is never used as a healing kit. - Buffs lost to a death are put back straight away, and a mana stone's charge is read from its glow. - An archer can always put the bow away to heal - a stance change can no longer get stuck.

Why: the client was more than seven hundred changes behind OpenAC, and every fix made there had to be carried by hand. Being current again brings them all, and the next ones, without the wait.

Also fixed on the server: skills raised past the cap with /raise show their full value as soon as you log in. After a server restart they could read without the raises until the next raise, and anything reading your skill - a bot choosing a spell level - saw the lower number.

Unchanged: your settings, keybinds, characters and DrakBot profiles carry over. DrakBot 0.2.0 does not run on the new client; if you installed DrakBot yourself through the launcher's plugins, let it update to 0.3.0.

22 September 2026

The Trials Hub: a citadel built to be raced - open for its first runs

A new portal in the Hub of Awakening, beside the Citadel Below's: The Trials Hub, a small hall with three things in it. The Trial Keeper tells the rules. The Citadel Below - Trial opens onto a fresh copy of the whole citadel - the same five floors, the same 104 Lugian Thralls and Overseers, Warlord Kazrok at the top - built for one thing: the clock starts when you step through, nothing respawns, and it stops when the last of the 105 is dead. Leave, die or log out and the attempt is void; one attempt every twenty minutes. Your best time is kept per awakening tier, next to the server record for that tier, and every Sunday at five in the afternoon the week's fastest run takes the Trial Trophy. /trial shows the boards. The third thing is the way back to the Hub of Awakening.

Nobody has run it yet. The course has been built and checked, but no one has raced it end to end - the first runs are the test. If the clock, the count or the void rules misbehave, say so in Discord and it will be fixed. The rewards for a clear (a Radiance payout is planned) and the weekly prize are still being decided, so the numbers may change after the first few runs; times set now stay on the board.

Why: the daily Citadel Below refills within a minute of every kill, so as a course it never ends, and its warlord carries the daily crest - a race through it would be a second way to farm the bounty. The trial citadel is the same fight with the refill taken out and the crest taken off the warlord: what you kill stays dead, the count is honest, and the reward is the time on the board.

                         daily Citadel Below     Citadel Below - Trial
respawn                  30-60 s after a kill    none
creatures                104 + Kazrok            104 + Kazrok
Kazrok drops             Warlord's Helm Crest    no crest (sinew as before)
scaled by awakenings     yes                     yes
way in                   Hub of Awakening        the Trials Hub only

Unchanged: the daily Citadel Below, Ysolde Varn and her bounty. The Ridge Citadel in the world (the trial's walls) is exactly as it was; its own portal still leads to the retail citadel. The Holtburg Meeting Hall (the Trials Hub's walls) is untouched too - its portal in Holtburg still leads to the retail hall. The Matron Hives are no longer Trials; the Citadel Below - Trial is the one course.

22 September 2026

Dying in your own dungeon copy never costs you items

Deaths in a personal dungeon copy were always meant to drop nothing - the copy is gone minutes after it empties, and a corpse full of your gear would go with it. Two ways around that are closed:

- A death the instant you leave. Taking a portal or a recall out of a copy while a monster's blow was already on its way could kill you just after you arrived outside, and that death counted as an ordinary one: items and coins dropped at the destination. A death that begins in a copy, or within ten seconds of leaving one, now counts as a death in it - nothing is lost. - A lifestone bound inside a dungeon. Binding at a lifestone and portalling away before the animation finished could leave your lifestone on the spot you portalled to - inside a dungeon. Every death then put you back among whatever had just killed you. A death that would send you into a dungeon now sends you to Holtburg instead, with a message saying so; bind at a lifestone outside to put it right.

Why: a player lost a full pack this way today, and the copy's rule that nothing is lost should hold however the death happens.

Unchanged: deaths anywhere else in the world work exactly as retail - items, vitae, pyreals and all.

22 September 2026

Radiance is counted in hundreds now - same buying power, smaller numbers

Radiance now comes in at one per hundred points of experience instead of one per point, and every skill mastery raise costs a hundredth of what it did: the first raise past a skill's retail maximum is 3.31 million Radiance instead of 331 million, and each one after still costs 7.87% more than the last. Every Radiance balance was divided by 100 at the same moment, and so were the "Radiance earned" and "Radiance spent" leaderboards, so what you can buy has not changed at all - only the size of the numbers.

A raise can also never become impossible to buy any more. Past about 268 points in a skill the price of each raise stops climbing and stays where it is, instead of growing past the largest number the server can hold. Buying many raises at once works up to the same point: if a single /raise asks for more than that, it tells you to buy fewer at a time.

                  before              now
a kill (Gotrok)   1,250,000 Radiance  12,500 Radiance
first raise       331 million         3.31 million
raise 50          14.7 billion        147 million
raise 100         650 billion         6.5 billion

Why: the price of a raise climbs by 7.87% each time, and deep into a skill it outgrew the numbers the server can count - /raise answered that the skill was "past the point where a price can be written down". Counting in hundreds pushes that point much further out, and holding the price flat past it means there is no point at which a skill stops for good.

Unchanged: what anything costs in play, what you earn per kill in real terms, experience itself.

22 September 2026

Hub of Awakening doors sit in their alcoves

The doors in the Hub of Awakening now use the same portal as the rest of the hub, so each one stands in its alcove instead of off to one side. Where each door leads is unchanged.

22 September 2026

The Gotrok Citadel: the next rung of the Hub of Awakening's ladder

A new door in the Hub of Awakening: The Gotrok Citadel, your own copy of a Lugian mountain citadel, scaled by your awakenings like every other hub dungeon. It is one step up from the Egg Orchard: Gotrok Extias and Gotrok Ligias, three at every one of the citadel's spawn spots on all five floors, with a Gotrok Mining Foreman in every fourth pack, all back within a minute of a kill. They walk up and hit - no rocks, no spells. On the top floor waits Lord Muldaveus.

Every creature inside is built the new way: its difficulty is its six attributes and nothing else, so what you see when you appraise it is what you are fighting, and your awakening tier raises exactly those.

                        level  xp          health  melee def  attack  top hit
Gotrok Extias           200    1,000,000   3000    580        600     648
Gotrok Ligias           200    1,000,000   3400    540        580     635
Gotrok Mining Foreman   210    2,500,000   6000    640        680     761
Lord Muldaveus          220    5,000,000   30000   720        760     1278
(Olthoi Slayer, Egg Orchard  800,000   2300    500        503     580   for scale)

Numbers are at tier 0; each awakening adds 5%.

Why: the ladder ended at the Egg Orchard and Path of the Blind, and awakened characters were running out of rungs.

Unchanged: the Mountain Citadel in the world is exactly as it was - its portal still leads to the shared dungeon with its own Gotroks. Only the hub's door leads to the new one.

22 September 2026

# Mastery has no ceiling

Skill mastery no longer stops at 200 points. There is no maximum at all: you can keep raising a skill for as long as you can pay for it.

Nothing else changes. Each raise still costs 7.87% more than the one before - the retail skill table's own curve, continued past where it stopped - so the price climbs steeply on its own: about two full climbs to level 275 to reach +30, and four hundred of them to reach +100.

Why: the number was never what stopped anyone; the price was. A cap that nobody could reach was still a cap, and there is no reason for the curve to end.

22 September 2026

# What a deep copy improves: the item, not the roll

A scaled copy now rolls its loot exactly as the open world does - the same chances, the same tables, the same items. What the tier changes is the item itself: damage, armour level, weapon mods and every rating, 2% per tier, with no ceiling.

So a tier 50 copy is not a better lottery. It is the same lottery, and what comes out of it is half again as good as what the same drop would be outside.

Why: a tier that improved the odds *and* the tables *and* the item was three rewards for one thing, and the first two of them quietly removed the rest of the game's loot from the table. One clear promise is better: go deeper, and what you find is stronger.

22 September 2026

# Deep copies stop guaranteeing the best roll

The loot quality of a scaled copy now stops at 0.40, the highest any chest in the game was ever set to. It still climbs 2% a tier to get there - tier 20 and deeper roll as well as the best retail chest - but no further.

It had been climbing past that to 1.0, and at 1.0 the server's own roller stops skewing a table and starts returning its best row every single time: maximum cantrips, legendary levels, the best of everything, on every item. That was never the intent, and it is why deep copies were handing out triple legendary cantrips as a matter of routine.

What still improves without limit is the item itself: damage, armour level, weapon mods and ratings, 2% per tier, forever. Anything already found keeps what it rolled.

Why: a deeper dungeon should widen your chances, not remove them. Certainty is not a reward.

22 September 2026

# Tiers hit harder, loot grows slower

Two numbers changed.

Monsters: 5% per tier, on their attributes and their health - the two things the appraisal window shows. A tier 20 copy is a monster half again as strong as its baseline; a tier 100 copy is six times.

Loot: 2% per tier on an item’s own numbers, with no ceiling — half the rate the monsters climb at. Damage, armour level, weapon mods and ratings all improve with the tier a piece was found in, and keep improving. What a dungeon rolls is unchanged: the quality of the rolls and the loot tier they come from still climb exactly as they did.

Why: gear was improving exactly as fast as the monsters, so a deeper copy paid for itself the moment you wore what fell out of it. At half the rate, a deep dungeon still arms you better than a shallow one — it just never catches up with what lives there.

22 September 2026

# A monster's tier is its attributes

A dungeon copy's tier now shows up in exactly one place: the six attributes of the monsters in it. Attack, all three defences, health, damage, running and jumping all follow from those, so a creature that is twice as strong reads as twice as strong in its appraisal window - nothing is hidden behind a skill or a rating you cannot see.

The rate is 2% per tier, added to the baseline: tier 10 is a monster with half again its attributes, tier 50 is double.

Two things follow. /inspect and the appraisal window now tell the same story, so you can plan against what you are about to fight. And the monsters in the older dungeons are being rebuilt so that every number they have comes from their attributes - until that lands, a few of them scale less than they used to.

Why: difficulty you cannot see is difficulty you cannot plan against. One number, visible, carrying everything.

22 September 2026

# One key fewer

The Sonic Screwdriver - the server's own "unlock anything" key - no longer exists. It was never in the world, never in loot; it could only be made by hand, and the one that had been was destroyed.

Why: a key that opens every lock is not something anyone should be able to make, staff included. The locks in the world are meant to be opened the way they were built to be.

21 September 2026

Trial Trophy: the item the week's fastest Trial run wins

A new keepsake exists in the world: the Trial Trophy, a small bronze statue (the retail Decorative Bronze Statue's look) that the Trials hand to the week's fastest clear of each Trial dungeon. Each one is named for its dungeon ("Trial Trophy: The Citadel Below") and inscribed with the time, the week and the tier it was run at. It is attuned and bonded, worth nothing to a vendor, and can be placed on a house's floor or in its yard.

Why: a record that nobody can see is not much of a record. The trophy is the visible one - carried, hooked in a house, inscribed with exactly what was done.

Unchanged: nothing sells, drops or hands this out except the weekly award; the retail statue it is modelled on is untouched.

21 September 2026

# Stamina kits drop

A third of the healing kits that loot would have rolled are now stamina kits instead - Lesser Stamina Kits (100 a use, 50 uses) at the low tiers, Greater (200 a use) from tier 4 — and a 15% chance of the Greater at any tier, because stamina is the battle of the early game. Kits drop no more often than before; some of them are simply for stamina.

Why: retail made the kits and then sold them only from a couple of vendors. Stamina is the bar that actually empties on a long hunt, and a kit in the loot is the natural answer to it.

21 September 2026

# The buff bot buffs for your level

The bot in the hub now casts by character level: levels 1-10 get level I buffs, 11-15 level II, and level III from 16 on - every buff it knows, creature, life and item, at the level that fits you. Armour buffs also land on every piece now, not just the shield.

Why: a fresh character walking out of the hub with level-7 buffs could not be touched by the level-15 dungeon built for them, and the buffs said nothing about the character. Level-appropriate buffs keep the early ladder a fight and leave room for the buffs you earn.

20 September 2026

# The Citadel Below: the Lugians swing like level 15s

The Thralls, Overseers and Warlord Kazrok now attack at 105 / 125 / 150 (were 150 / 170 / 200); their defenses are unchanged. Their hits came down about a third with it — Strength is what carries a monster's damage as well as its attack — and that is where they now sit.

Why: retail's level-15 monsters attack at 100-130. The citadel's were built off the hardest-hitting of them, and since evading is a curve on the gap between its attack and your melee defense, a level 15 was taking nearly every swing. The numbers now sit where the level's monsters sit, and your copy's tier scales them up from there as before.

20 September 2026

# The Citadel Below: the crest carries the timer

Warlord Kazrok's crest can be picked up once a day - the timer is on the crest itself now, and hand-in to Ysolde Varn is 24 hours to match (was 20). Nothing else changes: walk in through the door, kill your way to the top, take the crest, hand it in.

Why: the daily limit belongs on the trophy, not on a conversation. With the timer on the pickup there is no NPC to see first, nothing to stockpile, and the citadel is simply a dungeon with a boss at the end.

20 September 2026

# /inspect: what you are actually fighting

Select a creature and type /inspect (or /inspect <name> for the nearest one of that name). You get its level and health, the attack skill its next swing will roll, and its melee, missile and magic defense - the real, effective numbers, with your copy's tier and every buff and debuff already applied, and the unbuffed base beside any that differ. Casters show their War Magic too. Other players are not inspectable.

Why: the appraisal window shows a creature's skills as they were written, but a personal copy scales them by its tier and a debuff changes them again, so the number you see is not the number the dice use. Knowing what you are fighting is part of fighting it, so the real figures are open to everyone.

20 September 2026

# The Citadel Below: the crest is worth 500,000

Ysolde Varn now pays 500,000 experience for Warlord Kazrok's crest (250,000 received at the server's half rate, Radiance to match), not 2,000,000. The helm, the 20-hour timer and the dungeon are unchanged.

Why: two million once a day for a level-15 boss was out of proportion with the rest of the ladder - one crest would have carried a new character a dozen levels. Half a million is a strong day's reward at the level the citadel is built for, and it stays worth the trip at the tiers above.

20 September 2026

The Citadel Below: a level-15 dungeon in the Hub of Awakening, and a daily bounty

A new door in the Hub of Awakening, first on the ladder, before the Matron Hives: The Citadel Below, your own copy of the Lugian citadel in the hills, scaled by your awakenings like every other hub dungeon. It is filled for level 15: Lugian Thralls and Overseers, two at every one of the citadel's spawn spots on all five floors, back within a minute of a kill. None of them throws rocks, casts, debuffs or portals you anywhere - they walk up and hit, and hit modestly. At the very top stands Warlord Kazrok (level 22), soloable with care. He always drops a Warlord's Helm Crest.

Beside the door stands Ysolde Varn. Hand her the crest and she pays 2,000,000 experience (1,000,000 received at the server's half rate, Radiance to match) and a Kazrok's Horned Helm (AL 160, Impenetrability II and Endurance Self II, attuned, so it grows with your awakenings). She takes one crest every 20 hours; bring another too soon and she tells you how long to wait and lets you keep it.

Why: the hub's ladder started at the Matron Hives, which are too much for a fresh character or a freshly awakened one, and a character that runs itself needs a place where something is always in reach and nothing can carry it off. The big reward sits on the daily turn-in rather than on the kill, because a personal copy reopens minutes after it empties and a rich boss would be farmed.

                      level  xp     health  attack  max hit
Lugian Thrall         15     2000   50      150     16
Lugian Overseer       18     2900   80      170     22
Warlord Kazrok        22     4100   200     200     29
(Banderling Raver     15     2000   70      172     22   retail, for scale)

Unchanged: the other twelve hub doors keep their spots. The Hills Citadel portal in the world now leads to your own copy too, as with the other ladder dungeons; its exit to the surface is still there.

20 September 2026

The allegiance bounty: a quest one of you finishes is a better day of hunting for all of you

From today, when anyone in your allegiance completes one of the big quests - the level 180 and 200 quests and kill tasks, and the quests that hand out Legendary Keys - the whole allegiance's kill experience goes up for 24 hours: +2% for a quest, +0.5% for a kill task. Each quest counts once per allegiance per day, however many of you do it; different quests stack, and there is no ceiling. The bigger the allegiance, the less each one counts - up to 10 members the full amount, up to 25 three quarters, up to 50 half, up to 100 a third, larger a quarter. Only the final turn-in of a quest counts, never a step on the way or a kill task's tally. Everyone online in the allegiance is told when an entry is gained; /bounty shows what is active, who earned it, how long it has left, and the total; /bounty quests lists the quests. Radiance follows the bonused number as it always does.

Why: an allegiance should have a reason to do the big quests together. Kill experience is what most of a hunting evening is, and quests were the thing you did alone and then went back to hunting. Now a quest someone finishes is a day of better hunting for everyone sworn under the same monarch, and the reason to run the next one is everybody else's evening too. It is deliberately kill experience only, so a bounty cannot be spent on the quests that make it.

per quest               +2% for 24 hours
per kill task           +0.5% for 24 hours
same quest again        nothing while its entry is active
different quests        stack, no ceiling
allegiance size         to 10: x1   to 25: x0.75   to 50: x0.5   to 100: x0.33   above: x0.25
applies to              kill experience (and your share of a fellowship's kills); not quest experience

Unchanged: the quests themselves, their rewards and timers; allegiance passup; what an unsworn character earns.

20 September 2026

The buff bot now casts Defender, and its Banes land on all your armour

Two fixes to the Holtburg buff bot. It now casts Defender (Aura of Incantation of Defender Other, +35 weapon defense) on your wielded weapon at the end of its round. And its Impenetrability and the seven Banes now land on every piece of armour and clothing you wear, plus your shield - until today they reached only the shield and said "fails to affect you" for the rest, because the game only lets an item spell cast by someone else reach a shield. For the bot, the cast is now treated as your own.

Why: Tom, 2026-09-20: "Our buff bot does not cast defender or banes on armor."

Unchanged: everything else the bot casts; every other caster in the game follows the retail rule.

20 September 2026

All four Brood Matron trophies now pay a quarter of retail

The Olthoi Hunter's turn-ins for the Matron Hive trophies are now all at 25% of retail, as the tusks and the Pincer already were: Brood Matron Claw 1,250,000 (was 5,000,000), Crest 11,500,000 (was 46,000,000), Carapace 29,000,000 (was 116,000,000). The Pincer stays at 3,750,000. The server's half rate applies on top, as it does to all experience.

Why: the September 11 change only caught the Pincer, so the level-40 hive's Claw paid more than the level-60 hive's Pincer. These were always meant to be one rule.

Unchanged: the Yanshi Swarm Matron's Claw (a different quest); everything else at the Olthoi Hunter.

19 September 2026

Portals no longer care what level you are

Every portal's minimum and maximum level requirement is gone - the landscape portals to the ladder dungeons, the quest dungeons, and the exits that inherited their entrance's gate. A portal's other rules (quest flags, keys, tie and recall restrictions) are exactly as they were.

Why: Tom, 2026-09-19: with awakening putting you back at level 1, the level on a portal stopped meaning what it meant on retail - it would have walled an awakened character out of dungeons they had already cleared ten times. The dungeon tier is the difficulty now, not the door.

Unchanged: everything else about portals; level requirements on items and quests.

19 September 2026

A wider evade and resist window

Every evade and every resist in the game is decided by one curve on the gap between the attacker's skill and the defender's. Retail's curve puts the whole window - from landing one hit in ten to landing nine in ten - inside about 73 skill points either way. Against scaled monsters the gap opens past that fast, and then a fight is decided before the first swing: nothing lands, or nothing misses.

From today the curve is gentler - the same window spans about 110 points either way - and the chance to land is never below 5% or above 95%, however wide the gap. Melee, missile and spells; players and monsters alike. /combatwindow shows the new curve against retail's, and /combatwindow -50 (or any gap) the exact chance at that gap.

Why: Tom, 2026-09-19: "An extra 10 skill you go from resisting nothing to everything. It makes content after retail either you survive it or you don't."

Unchanged: lockpicking, healing, mana conversion and every other skill check keep retail's curve; damage, critical hits and everything else in combat are as they were.

19 September 2026

The landscape portals to the ladder dungeons now lead to your own copy too

Every way into the twelve ladder dungeons - the four Matron Hives, Creepy Canyons, the three Egg Orchards, Dark Design, the three Paths of the Blind - now lands you in your own personal, tier-scaled copy: the hub's doors, and the retail portals out in the world alike. The retail portals keep their level requirements (Matron Hive East still asks for 120, the Egg Orchards for 140); the hub's doors ask for nothing. There is no shared version of these dungeons any more.

Why: Tom, 2026-09-19: with a shared retail version standing beside the personal one, people would go in there and fellow up. The tiers are a solo climb by design.

Unchanged: the retail Facility Hub is still the shared, retail place it always was; only the Hub of Awakening portal in Holtburg leads to the hub. Every other dungeon on the server is retail.

19 September 2026

Creepy Canyons joins the Hub of Awakening

A twelfth door in the hub: Creepy Canyons, between Matron Hive West and Matron Hive East on the ladder (its retail portal asks for level 100). Like every other door it leads to your own copy of the dungeon, scaled by your awakenings, with no level requirement; the doors after it each move one spot along.

Why: Tom, 2026-09-19: "Add creepy canyon to the mix."

Unchanged: the retail Creepy Canyons and its portal in the world.

19 September 2026

The Hub of Awakening gets its ladder: ten more doors

The Hub of Awakening (the portal in Holtburg square) now has eleven doors instead of one, laid out the way the Facility Hub lays out its quests: the easiest by the entrance, the hardest furthest along. In order:

Door                     Retail level   What is inside
Matron Hive South          40           Grubs, Harvesters, Gardeners, Nymphs, a Brood Matron
Matron Hive North          60           Drones, Legionaries, Workers, a Brood Matron
Matron Hive West           90           Nobles, Soldiers, Eviscerators, a Brood Matron
Matron Hive East          120           Slashers, Slayers, a Brood Matron
Egg Orchard               140           Larvae, Rippers, Slashers, Slayers
Egg Orchard West          140           (mirror)
Egg Orchard East          140           (mirror)
Dark Design               140           Mosswart Agitators, Worshippers, Elders
Path of the Blind         140           Tukora Lieutenants, Sentinels, Commanders
Path of the Blind West    140           (mirror)
Path of the Blind East    140           (mirror)

None of the hub's doors has a level requirement. Each leads to your own copy of that dungeon - the same rooms, the same creatures, the same loot and experience as retail - and every awakening you have raises the copy's tier: +5% to the creatures and +5% to what they pay, per awakening. At tier 0 it is the retail dungeon exactly. Egg Orchard and Path of the Blind come as three mirrors on retail; all three are in the hub, so you can pick a different copy without waiting on anyone. The portal back to Holtburg stays by the far door.

Why: Tom, 2026-09-19: "make all the big dungeons instances and make sure their true local portals are the same." Personal copies that scale with awakenings are the one thing Aelrynth adds to retail rules; the big dungeons are where that matters, and one hub with every door in level order is easier to learn than eleven scattered portals.

Unchanged: the retail dungeons and their portals in the world are exactly as they were - walk through the portal at Matron Hive East, Egg Orchard or Path of the Blind in the world and you land in the shared retail dungeon with everyone else, level gate and all. Only the hub's doors lead to copies. Your characters, items and quests are as they were.

19 September 2026

Awakened rewards: richer loot, growing quest items

What awakening earns beyond harder dungeons.

Loot in your scaled dungeon copies rolls richer: +2% loot quality per tier, and one loot tier up every five tiers, to the top tier. Every wearable piece from such a copy needs that many awakenings to wear - it can be traded and sold, but not worn by someone who has not earned the tier. Retail dungeons and tier-0 copies drop retail loot, as before.

Attuned quest items now grow, once, by 2% per awakening of the character who first earns them, to at most +40%: damage, armour level, weapon and damage modifiers, ratings. Re-run a quest after awakening and its reward comes back better. Attuned already binds it to you, so nothing here can be handed down.

Both kinds carry "(Awakened N)" in the name. /ar tells you the terms in force, your own count, and what the item you last appraised carries and needs.

Why: loot is the retail way to hit harder, and the awakened climb should pay in it. Both bonuses have a ceiling - loot in its tiers, quest items at +40% - so a hundred awakenings do not make a hundred-times weapon.

Unchanged: items you already own; retail loot everywhere outside a scaled copy; spells and level requirements on quest items.

19 September 2026

Awakening now resets skills and attributes

An awakening is no longer the soft version. From today, /awaken takes you back to level 1 and resets your skills, attributes, skill credits and unassigned experience - exactly what enlightenment resets - and everything you wear goes to your pack. You keep your society rank, luminance, luminance auras, titles, your banked Radiance and every skill raise you have bought with it. The level cap still rises by one and your dungeon copies still get a tier harder and richer each time.

Why: with Radiance in play, a climb that kept every skill produced experience with nothing to buy. Now the climb back is a real one - re-training, re-raising, going through the dungeon tiers again to earn the next - and the raises you have bought are what make an awakened character stronger than a fresh one, not a level number.

Unchanged: retail enlightenment, with its own requirements and rewards. Nobody who has already awakened is touched; the reset happens at the moment of an awakening from now on.

19 September 2026

Radiance and skill raises are back

Every point of experience you receive now also earns one Radiance, banked for your whole account (/b to see it). Once a skill is at its retail maximum, /raise <skill> buys one more skill point with it. One raise is one whole point.

The price is the retail skill curve, continued - exactly 1:1, no multiplier. The first raise costs what rank 209 would have cost (331 million), and each one after is 1.0787x the one before, the same step the retail table climbs by at its top. One curve for trained and specialized skills alike. /x <skill> shows what your next raises cost and how many you can afford.

For scale, against a full climb from 1 to 275 (about 191 billion): ten raises total 4.8 billion; fifty about 181 billion - one climb; the next fifty about 8 trillion. The curve is its own ceiling.

Why: the character at the cap should still have somewhere to put experience that is earned, not bought - and the retail curve, simply not stopping, is the fairest price there is.

Unchanged: retail skill ranks and their costs; enlightenment and awakening, which raises survive. Resonance, the quest currency, stays off, as do bank transfers between accounts and luminance auto-banking. Radiance earned before today's retail switch is still in your bank.

19 September 2026

Awakening raises your level cap

Every awakening now raises your level cap by one: 275 before your first, 276 after it, 277 after your second. /awaken needs you at your own cap - not 275 but whatever your cap is - so each climb is one level longer than the last. /awaken shows your level, your cap and your count.

Why: the climb back should mean something more each time. A character that has awakened five times has a 280 in front of it, and its dungeon copies are five tiers harder to match.

Unchanged: the levels past 275 pay no skill credits (awakened characters keep the full set and earn none from levelling). The client has no experience table past 275, so its "experience to next level" line goes blank up there; the level, your total and the level-up messages are the server's and correct. Retail enlightenment is still exactly retail.

19 September 2026

The Hub of Awakening opens in Holtburg

A new portal stands in Holtburg square, beside the buff bot: Hub of Awakening. It leads to a small hub with one door, Matron Hive South, and a portal back to Holtburg. None of the three has a level requirement.

The hive behind that door is your own copy. It is filled with the same five Olthoi as the retail hive (Grubs, Swarm Harvesters, Gardeners, Nymphs and the Brood Matron) with the same bodies, armour, resistances, loot and experience, and at tier 0 they fight exactly as they do on retail: same health, defences, attack skill and hits. Every awakening or enlightenment you have raises the tier, and the tier raises their six attributes together, so health, defences, attack and damage all climb with you. Their speed does not change.

Why: Aelrynth's one departure from retail rules is personal dungeon copies that scale with awakenings and enlightenments. The hive is the first of them, and the hub is the front door so it does not need the retail portal or its level 40 gate.

Unchanged: the retail Matron Hive South, its portal and its quest are untouched. Nothing else in Holtburg moves. Your characters, items and quests are as they were.

19 September 2026

Awakening: the soft enlightenment

At level 275 you can awaken: /awaken, then /awaken confirm. You go back to level 1 and keep everything else - every skill, attribute and skill credit, your unassigned experience, your society rank, luminance, luminance auras, titles and gear. Only items with a level requirement go to your pack until you are that level again. Each awakening makes your personal dungeon copies 5% harder and 5% richer, on top of any enlightenment you hold, and the server says who awakened.

Why: enlightenment is retail again - the full price, rarely paid. Awakening is the repeatable climb: the game from level 1 with a finished character's hands, and a dungeon that keeps up with you each time you do it.

Unchanged: retail enlightenment, which is separate; an awakened character earns no extra skill credits from levelling (they kept them all); everything else about levelling is as it was.

19 September 2026

Correction: the four XP shortcuts stay closed

This morning's note said every world change was undone. Four of them are back in force, by decision: tusk and pincer turn-ins pay a quarter of retail, the casino's Wheel of Knowledge does not pay experience, the Writ of Apology is not handed out, and the Experience Certificate is not sold. They were in the wrong place for about an hour.

Why: retail rules, yes - but these four were retail's own shortcuts around earning experience, and they stay shut on their own merits, not as part of any economy.

Unchanged: the Temple of the Font portal stays removed; everything else in this morning's note holds.

19 September 2026

Aelrynth runs retail rules now

Everything custom is switched off, with two exceptions: personal dungeon copies (the Egg Orchard and any dungeon we instance) and their small scaling with enlightenment, and the leaderboards. Off: the two currencies and the account bank, skill mastery, auras, the level cap of 500 (it is 275 again), our enlightenment terms (ACE's retail enlightenment runs instead), the quest bonus, open portals, the reworked fellowship sharing, the Codex book and the OpenAC panels. Experience comes in at the full retail rate again, and the world changes made for the old economy are undone - see the world note above.

Why: the consensus was that the game people came back for is the game as it was. The custom systems will be revisited one at a time if there is a reason to; nothing was deleted, only switched off.

What it means for your character: levels, items, quests, houses and allegiances are exactly as they were. A character above 275 keeps its level and stops there. Banked Radiance and Resonance, mastery points and aura ranks are kept in storage, unreachable while their systems are off. The book in your pack no longer rewrites itself; it is an ordinary book now.

Unchanged: the leaderboards (/top, now eleven boards), personal dungeons (/instance), the wiki, the fairness rules the server enforces, and every retail command.

19 September 2026

The world is retail again

Every world change made for the custom economy is undone, in the same five files that made it, restored from the snapshots taken at the time:

- Tusk and pincer turn-ins pay their full retail experience again (they had been cut to a quarter). - The casino's Wheel of Knowledge takes Ancient trinkets for experience again. - The Writ of Apology is handed out again, and the Royal Guard and Quartermaster honor Experience Orders. - The Experience Certificate is back on Marid, and the Agents accept it. - The Temple of the Font portal in Holtburg is gone - the Font is reached the retail way.

Why: Aelrynth is going back to retail rules, with one exception: personal dungeon copies, which scale a little with enlightenment. The custom currencies, skill mastery, auras, the level cap of 500, our enlightenment terms, the quest bonus, open portals and the reworked fellowship sharing are all switched off with the same restart. The world changes above only ever existed to serve those, so they go too.

Unchanged: your characters, levels, items, quests and houses. A character above 275 keeps the level; it just stops climbing there. Anything banked in Radiance or Resonance is kept in storage, not deleted, and not reachable while the bank is off.

18 September 2026

/myquests is on: see your own quest timers

Type /myquests and the server lists every quest stamp on your character - the quest's name, how many times you have completed it, and when it next resets - so you can tell at a glance whether a dungeon or a turn-in is ready for you again instead of walking there to be refused.

Why: the timers were always there, just hidden. Retail never showed them; ACE can, and there is no reason a player should have to guess.

Unchanged: the timers themselves. Nothing resets sooner or later than it did.

17 September 2026

The website is at aelrynth.com

https://aelrynth.com - the front page, the changes log, commands, weenies, properties, spells, the leaderboards, the launcher download and the server's source, all under the server's own name with a proper certificate. The temporary address (the bare IP) redirects there.

Why: a server should have an address you can remember and a lock in the browser bar.

Unchanged: the game address for the launcher - 144.217.84.148, port 9020 - though aelrynth.com works there too now if you prefer typing a name.

17 September 2026

The name is Aelrynth

Aetherium lasted a day - it turned out to be taken. The server is Aelrynth, from Aerlinthe, the island north of Dereth, respelled so it is ours. Everything said about the rename this morning still holds: nothing about your characters, accounts, bank or progress changes; the book in your pack is the *Aelrynth Codex*; the launcher is AelrynthLauncher and an existing install renames its server entry by itself; the world shows the new name at character select after the next restart.

Why: a name should be ours alone, findable, and sound like it came out of the game. Aelrynth does all three.

The website is still at https://aelrynth.com/ with the launcher at /downloads/ and the server's source at /source/.

Unchanged: the game address (144.217.84.148:9020), your launcher settings and dat folder, the Discord, every command.

17 September 2026

Aeshnidae is now Aelrynth

The server has a new name: Aelrynth. Nothing about your characters, your accounts, your bank or your progress changes - only what the server is called. The world will show the new name at character select after the next restart; the book in your pack is now the *Aelrynth Codex*; the launcher is now AelrynthLauncher, and an existing install renames its server entry by itself the next time it starts.

Why: Aeshnidae was a name that needed explaining. Aelrynth doesn't.

The website has moved. It is now at https://aelrynth.com/ , with everything that was on the old site - the changes log, the command reference, the weenie and property lists, and the leaderboards - plus the launcher download. The old GitHub address no longer works, and neither does the old source-code link: the source of the running server, which the AGPL licence entitles you to, is now at https://aelrynth.com/source/ - browsable, as a tarball, or git clone https://aelrynth.com/source/.git.

Unchanged: the game address (144.217.84.148:9020), your launcher settings and dat folder (they keep their old folder names on purpose, so nothing moves), the Discord, and every command.

16 September 2026

Correction: it is the passup an enlightened character receives that is scaled, not what they pass up

The earlier note today had it backwards, and so did the server for a couple of hours. The rule is: an enlightened patron receives experience from their vassals by their own level - nothing until 40, 20% from 40, 40% from 80, 60% from 100, and the full amount from 120. What any character passes up to their own patron is untouched, enlightened or not, and everyone further up the tree is scaled by their own level, not by anyone below them.

Why: the point was always to stop an enlightened character speeding through the early levels on their vassals' experience. The climb back is the price of enlightenment. Between 13:41 and 13:55 today the server scaled the wrong side - an enlightened vassal's passup to their patron - and that is now undone; anything an enlightened character passed up in that window was reduced and is not recoverable, but it is fourteen minutes on a Wednesday afternoon.

patron's level after enlightenment    share of vassals' passup received
  1 -  39                               0%
 40 -  79                              20%
 80 -  99                              40%
100 - 119                              60%
120+                                  100%

/enlighten shows your current percentage, and you are told what was kept when a delivery is scaled.

Unchanged: everything about passup for characters who have not enlightened; what vassals generate; loyalty and leadership.

16 September 2026

After enlightenment, allegiance passup comes back with your level

An enlightened character now passes experience up to their patron by level: nothing until 40, then 20% from 40, 40% from 80, 60% from 100, and the full amount again from 120. Everything else about passup - loyalty, leadership, the retail formula - is exactly as it was. Characters who have never enlightened are not affected at all.

Why: the consensus is that enlightenment should be hard, the way it was on retail, and that instanced dungeons should scale with it (they do: +5% per enlightenment). But an enlightened character at level 5 kills what a level-275 kills, and every one of those kills was a full passup to a patron who had done nothing new - the climb back is meant to be the price, and the passup was quietly refunding it.

level after enlightenment    passup
  1 -  39                      0%     [100%]
 40 -  79                     20%     [100%]
 80 -  99                     40%     [100%]
100 - 119                     60%     [100%]
120+                         100%

/enlighten shows your current percentage. The bands are a server setting, so they can move if the numbers turn out wrong.

Unchanged: passup for anyone who has not enlightened; the experience the enlightened character earns for themselves; what enlightenment costs and keeps.

16 September 2026

Leaderboards: movers, and the allegiances

Two new boards: Largest allegiances (every character sworn to a monarch, the monarch included) and Allegiance experience (what an allegiance's members have passed up the tree over their lives). An allegiance shows under its name once the monarch has given it one, and under the monarch's name until then.

And movement: the server now keeps a snapshot of every board on the hour, so /top movers shows who gained the most on each board over the last day (/top movers kills 7d for a week, on one board), and the website's Leaderboards page has a Movers section with the same, under the boards. Someone new to a board in that time counts from zero and is marked new.

Why: a board says who is ahead; the movers say who is moving, which is the more interesting question on most days. The staff also read them: a gain the game cannot give in a day is looked into.

Unchanged: the boards themselves, how anything is earned, and who is on them - staff characters still are not.

16 September 2026

Leaderboards: seventeen of them, in game and on the website

/top shows every board and who leads it; /top kills (or any board) shows the top ten; /top me shows where you stand on all of them. The same boards are in the Codex and on the website's Leaderboards page, and the server rebuilds them every five minutes.

Why: a server this size runs on knowing who is ahead. You could already see your own numbers; now you can see everyone's.

level          enlightenment   xp
radiance       resonance       luminance      (what is banked, per account)
radiance-earned    radiance-spent
resonance-earned   resonance-spent
luminance-earned   luminance-spent
kills          deaths          pk
mastery        auras

The earned and spent boards started counting today - nothing from before 16 September is in them. The two banked boards belong to the account rather than a character, so they show one row per account under its most recent character. Ties share a rank; a zero is not a row.

Unchanged: nothing about how anything is earned. The boards only read.

16 September 2026

Resonance now buys something: auras

Resonance - the 10 you earn for every quest you finish - has had nothing to spend it on. Now it buys auras: nine small, permanent conveniences, bought rank by rank with /aura buy <name> from your account's banked Resonance. /aura lists them with your rank and the next price; /aura <name> says what one does. They are per character, they never wear off, and they survive enlightenment - the Font takes your luminance auras, not these.

Why: a currency you earn and cannot spend is a score, not a currency. Auras are the quest reward: small power and quality of life, the kind of thing you notice every session and never have to think about again. Nothing here raises damage, skills or crits - that is what mastery and Radiance are for.

Aura                    each rank                                    max
Lasting Enchantments    beneficial spell duration +20%                3
Frugal Mana             items burn mana 5 rating slower (5 = -20%)    5
Charmed Hands           imbue success +5%                             3
Generous Stones         mana from stones +5 rating                    5
Keen Salvager           salvage units and value +25%                  4
Strong Back             carrying capacity +20%                        5
Deep Rest               vitals regenerate twice as fast, lying down   2
Thrifty Caster          a burning spell component survives, 10%       5
Steady Quiver           an arrow, bolt or dart is not spent, 10%      5

Rank 1 of anything costs 100 Resonance (ten quests), rank 2 costs 200, rank 3 costs 300, and so on. Everything in the table comes to 10,000 - a long-term goal, not a wall. The retail augmentation gems and luminance auras that touch the same numbers still work, and add to these.

Unchanged: what pays Resonance (10 per quest; a kill task once, when it completes), /b pay for sending it, and every luminance aura and augmentation gem. Nothing you already have is affected, and nothing is refunded - buy what you will use.

16 September 2026

The Aelrynth Codex: a book in your pack with all your numbers in it

Every character now carries the *Aelrynth Codex* - an ordinary book whose pages are rewritten every time you open it: your bank balances, your skill mastery and what the next points cost, your auras, your quest bonus, your enlightenment progress, and the leaderboards. Open it from your pack, or type /codex; /codex bank opens it at a section. It cannot be dropped, traded, sold or lost on death.

Why: the numbers that matter most here lived in chat lines you had to ask for one at a time. A book is something the retail client already knows how to open and page through, so everyone gets it with nothing to install.

Unchanged: every command the pages summarise still works exactly as before - the book is a view of the same numbers, not a replacement for /b, /x, /aura or /qb.

16 September 2026

Enlightenment: the aura check looks at each aura, and tells you which one is missing

(Live since 13 September; the note is late.) The Font of Enlightenment used to add up your luminance aura credits and want exactly 65. Fully bought auras add up to 80, so a character who had bought *everything* was refused - and one who was short got a number, not a name. The Font now checks each aura against the threshold it actually asks for, and if you are short it names the auras: "Missing: Damage, Healing."

Why: Buying every aura is the requirement. Being refused for having done so was a bug, and "you have 62 of 65" never told anyone what to go and buy.

Thresholds (what the Font asks for, per aura):

All Skills           10 of 10
Surge Chance          5 of 5
Damage                5 of 10
Damage Reduction      5 of 10
Crit Damage           5 of 10
Crit Reduction        5 of 10
Item Mana Usage       5 of 5
Item Mana Gain        5 of 5
Healing               5 of 5
Skilled Craft         5 of 5
Skilled Spec          5 of 5

Unchanged: the level requirement, the Celestial Hand Master requirement, and what enlightenment does to your character. The four ratings that go to 10 still only need 5 - that is retail's own rule, not ours.

15 September 2026

Two new reference pages: every weenie property, every ACE command

Two additions to the site, in the menu beside the weenie list.

Properties lists all 964 properties the server can hang on a weenie - every creature, item, portal and NPC in Dereth is built out of these. Each says what it does, which table it lives in, the number that identifies it, and whether it shows up when you appraise something, is sent to your client at login, or is only ever held in memory. 234 are marked *unread*: ACE defines them but never looks at them, so they are retail leftovers that do nothing at all.

ACE commands lists all 321 commands the server knows, grouped by who may run them - 14 are open to anyone, the rest are staff. Each says what it does and where it works, which matters more than it sounds: only 111 can be run from the server console, and the rest need a character standing in the world.

Why: ACE ships no documentation for either of these. Knowing which properties do nothing saves real time, and until now the only way to find out was to read the source.

One caveat worth stating plainly: the command descriptions are ACE's own, taken from the code. The property descriptions are ours - the enums carry names and numbers and almost no explanation - so treat that page as a good map rather than gospel, and check the source before leaning on an obscure one.

Both pages are the whole list with a search box over it, so your browser's own find works across all of it.

Unchanged: nothing in the game. These are reference pages.

15 September 2026

The site works on a phone now

On a phone the menu at the top of the site used to vanish completely - no Join, no Commands, no Weenies, nothing. The only way to reach a page was to type its address. Every page now has a menu button in the top right with every link in it.

The weenie list got the same attention. Each result is two lines - name and level, with the wcid and type beneath - instead of four columns fighting over the width of a phone. Sorting is a row of buttons you can actually hit with a thumb: wcid, Name, Type, Level. Tap one to sort by it, tap it again to turn it around. Before this, name only ran A to Z, wcid only ran lowest-first and level only ran highest-first; there was no way to ask for the other direction. On a desktop the column headings do the same job.

Searches are links now. Filter the list and the address bar keeps it, so a view of the list is something you can paste in here:

weenies.html?q=olthoi&cat=creature&sort=level&dir=desc

Why: the weenie list is one of the more useful things on the site, and on a phone it was neither reachable nor readable.

Unchanged: what is in the list, and everything the server does. This is the website only.

14 September 2026

Skills and Bank windows, for the OpenAC client

Two new in-game windows, drawn by the server: Aelrynth - Skills shows every skill you hold with its base, current, the Radiance points bought into it and what the next point costs - rows you can afford are green - with Raise +1 / Raise +5 buttons. Aelrynth - Bank is /b as a window: each currency with what is banked and what you are carrying, an Amount box, a Pay-to box, and Deposit / Withdraw / Deposit all / Pay / Refresh. Every button does exactly what the typed command does; a blank amount means all of it. They open by themselves when you log in and update as you play.

Why: the numbers that matter most here - what a raise costs, what you have banked - lived in chat lines you had to ask for. Now they are on screen.

Only in the OpenAC client, which is what these windows are built for; the retail client cannot draw a window it was not shipped with, so on it nothing changes. OpenAC for Aelrynth is still being set up for players - when it is ready you will hear about it here. /hud on|off|sync are the switches, if you are testing it with us.

Unchanged: costs, balances, every /x, /raise and /b command. The windows are a view of the same numbers.

14 September 2026

Mastery and enlightenment now look like something

/raise plays the augmentation burst and chime you know from spending experience at an augmentation gem, and on your first mastery point and every tenth after it, the fireworks - the same ones the game plays when a skill reaches its ceiling.

Enlightening at the Font is now a ceremony: the Font lights up, the world goes white for you alone with the chant, the burst hits your character where everyone can see it, then the fireworks, and the light lifts.

Why: these are the two biggest things a character does here, and until today both happened in a chat line. The effects are retail's own - nothing to download - and they mean what they always meant: permanent power, and a milestone.

Unchanged: costs, requirements, what either of them does to your character. If the white-out ever sticks (it should not), relog and tell staff.

14 September 2026

Three fixes from a fairness pass

Fellowship shares now earn Radiance. The rule has always been that every point of experience you receive lands as Radiance, including your share of a fellow's kill - but the share was being counted for the killer only, and at 75% at that. From now on everyone in the fellowship earns Radiance on their share, exactly as the front page said.

Kill tasks and timers no longer count as quests. Resonance is paid per quest completed; it was also paying 10 per kill while a kill task was running, and again for pickup timers. The Quest Bonus counted every stamp in your quest log - kill-task counters, portal timers, stipend flags - as a solved quest. Both now ignore those and count the quests; a kill task pays Resonance once, on the kill that completes it. Your Quest Bonus will recompute the next time you log in, and may come down a little; the multiplier's ceiling (2.0x) is unchanged.

Skill mastery costs the same for every skill. A mastery point was priced from the skill's advancement class at the moment you bought it, so buying while trained and specializing afterwards came out cheaper than the other way round. One price now, for trained and specialized alike - the trained curve continued, which is the curve /x has always shown. Specialized mastery got about 12% cheaper as a result; nothing else moved.

Why: a pass over the server looking for ways to get ahead without playing. None of these was being abused; all of them could have been.

14 September 2026

Movement is now validated, not just watched

Since Saturday the server has been checking every position your client reports against your real top speed and against the world's geometry, and only writing down what it saw. As of today the speed check is enforced: a move the server cannot accept is refused and you are put back where you were. The geometry check still only logs.

Why: teleport plugins work by writing a position into the client and trusting the server to believe it. Two days of watching showed honest play never trips the speed check - not once - so enforcing it costs nobody anything except the people it was built for.

What you might notice: nothing, unless your connection stalls for more than a couple of seconds mid-run, in which case you may get pulled back a few steps. If that happens to you repeatedly, tell staff - the tolerance is a setting.

Unchanged: no one is kicked for it; the geometry check is still log-only.

14 September 2026

Sending Radiance and Resonance is free

/b pay no longer takes a cut. Send 5,000,000 Radiance and 5,000,000 arrives; until now 2% of every transfer was destroyed in transit.

Why: the fee was there as a sink, but Radiance already has one that matters - skill mastery destroys everything you spend on it. Taxing a gift to a friend on top of that only made the currency worse at the one thing a currency is for.

Unchanged: the 100,000 minimum per transfer, and that Radiance and Resonance are the only things /b pay moves - pyreals, luminance and keys still change hands in person.

12 September 2026

New: /x <skill> - what mastery costs, and how far you can go

Type /x melee defense (or /cost melee defense) and you get the price of the next +1, +5 and +10 mastery points in that skill, your Radiance balance, and how many points it buys from where you stand - plus the exact /raise line to do it.

Melee Defense (Specialized) - 412 now, 3 of it from mastery
  next +1   : 473,945,060 Radiance
  next +5   : 2,773,248,037
  next +10  : 6,823,593,882
  you have  : 1,203,000,000 Radiance - enough for 2 more point(s) (985,189,596)
  /raise melee defense 2   to buy

Skill names with spaces work as-is. /mastery still lists everything you hold; /check <skill> still breaks down where every point of a skill comes from.

Also fixed: /b pay now handles two-word character names - /b pay Dargoth Hera rad 5m works.

12 September 2026

Radiance Now Mirrors Experience, and Buys Skill Mastery

Radiance is now 1:1 with experience. Every point of experience you earn - from a kill, a quest, or your share of a fellowship's - lands as a point of Radiance too. It keeps coming at the level cap, where experience stops. Balances earned under the old rate have been multiplied by 500 so nothing you had is worth less.

Skill mastery now costs Radiance, on the retail curve. Raising a skill past its retail cap is priced as if the retail table simply hadn't stopped: the first mastery point costs what rank 209 would have (331 million, trained), and each point after is 1.0787x the one before - the same climb you already know from raising any skill. One mastery rank is one skill point.

What that adds up to, per skill:

+1      331M     total   331M
+10     654M     total   4.8B
+30     3.0B     total   34B    about a fifth of a climb to 275
+50    13.5B     total   168B   about one whole climb to 275

So +50 in a skill is a level-275 character's worth of play. The curve is its own ceiling.

Bank commands, simplified. /b d on its own now deposits everything - all pyreals, luminance and keys in one go. Leave the amount off any deposit or withdrawal and it means all of it: /b d lk, /b w p. Transfers now need at least 100,000, since a single kill pays thousands.

Unchanged: Resonance is still 10 per quest. Mastery you already hold keeps its ranks. /mastery, /raise and /check work as before, in Radiance.

Why: experience and Radiance were two numbers for one thing. Now they're one number, and mastery is priced on the curve players already understand.

12 September 2026

Experience Transfers Removed

/xp and /xpsend are gone. Unassigned experience can no longer be sent to another character - it's yours, and it stays yours.

This closes the last way experience could act as a currency. Radiance and Resonance are the currencies now: earned by kills and quests, banked to your account, sent with /bank pay.

What this doesn't change: your experience is untouched, and spending it on skills works exactly as before. Skill mastery (/raise) still costs unassigned experience for now.

Why: an economy only holds if currency enters it by being earned. Transferable experience meant one person could quietly play as six.

10 September 2026

Two New Currencies: Radiance and Resonance

Experience is no longer something you can trade. In its place are two currencies you earn by playing, and only by playing.

Radiance comes from monster kills. It's scaled by what the monster is worth and your share of the damage — a monster worth 10,000 experience pays 10 Radiance for a solo kill — and it's announced in chat as it lands. Pets count for their owner. Killing players pays nothing.

Resonance comes from completing quests, and repeatable quests pay every time — 10 per completion.

Neither is an item. Both go straight into your account's bank balance, shared by every character you own, so there's nothing to carry, deposit, or lose. They're the currency the server's economy is being built around; nothing sells for them yet, so what you earn now, you keep.

/bank                              your balances
/bank pay Aeshna radiance 5000     send 5,000 Radiance to Aeshna (2% fee, 100 minimum)
/earned                            what you've earned in the last 5, 10, 30 and 60 minutes, and per hour
/bank autolum on                   send earned luminance straight to the bank, past your cap

Why: an economy only holds if currency enters it by being earned. Tradeable experience meant one person could quietly play as six; Radiance and Resonance can't be created any other way than a kill or a quest.

11 September 2026

Personal Dungeons Are Live — starting with the Egg Orchard

Walk into the Egg Orchard and you get your own private copy of it — nobody else's spawns, nobody else's competition. Every character gets their own, which also means fellowship members are in separate copies — this one is solo by design.

Your copy gets harder — and richer — as you enlighten. Each enlightenment makes the monsters in your copy 5% tougher (skills, health and damage) and the kills 5% more rewarding (experience and luminance). Ten enlightenments is +50% on both. The copy is set when you enter, so enlightening mid-run doesn't change the dungeon under you — the next copy you open is the harder one.

Type /instance inside to see which copy you're in and its difficulty tier:

Dungeon Difficulty: Enlightenment Tier 3
  Monsters: +15% skills, health and damage
  Rewards:  +15% experience and luminance

Deaths inside a copy cost no items and no coins. A copy is destroyed when it empties, so a corpse left in one could not be recovered any other way.

This is new and marked experimental. If something looks wrong — an empty room, someone else in your copy, a dungeon that doesn't refresh — /instance says what the server thinks is happening; post that output in #suggestions.

11 September 2026

Free XP Sources Removed

Three ways of getting experience without earning it are gone. In each case the NPC now politely refuses the item — you keep it, nothing is taken.

Casino — Wheel of Knowledge closed. The High-Stakes Gamesmasters (Aluvian, Gharu'ndim and Sho) no longer accept Ancient Empyrean or Ancient Falatacot Trinkets. The wheel paid up to a full level per spin at any level, which is a lottery whose prizes grew with you.

Writ of Apology — no longer handed out. The Royal Guard's apology greeting stays, but there's no Writ with it. Experience Orders are no longer honored by the Guard and are no longer stocked by the Royal Quartermaster. A Writ already in your pack still buys the Quartermaster's other wares.

Experience Certificate — gone. Marid no longer sells it, and the Agents of the Arcanum and Agent Dravos no longer honor it. One certificate was one full level, off a vendor. Marid's other certificates — Luminance, spells, and the three Resets — are unchanged.

Why: with the cap at 500 and enlightenment meant to be repeated, the climb is the game. These were the shortcuts around it.

11 September 2026

Tusk & Pincer Turn-ins — XP Reduced

The Tusker tusk turn-ins at Brighteyes, the Tailor and the Brood Matron Pincer turn-in at the Olthoi Hunter now award 25% of their previous experience.

Why: These were the largest single XP payouts on the server — one Snow Tusker Leader Tusk was 95 million on its own. With the level cap at 500 and enlightenment meant to be repeated, a handful of turn-ins shouldn't be able to skip the climb.

New values (previous in brackets):

Female Tusker Tusk          25,000     (100,000)
Male Tusker Tusk            50,000     (200,000)
Tusker Crimsonback Tusk     87,500     (350,000)
Goldenback Tusker Tusk     125,000     (500,000)
Tusker Redeemer Tusk       187,500     (750,000)
Tusker Liberator Tusk      212,500     (850,000)
Tusker Slave Tusk          250,000     (1,000,000)
Tusker Guard Tusk          625,000     (2,500,000)
Armored Tusker Tusk        875,000     (3,500,000)
Silver Tusker Tusk       1,250,000     (5,000,000)
Plated Tusker Tusk       1,625,000     (6,500,000)
Rampager Tusk            2,000,000     (8,000,000)
Assailer Tusk            2,750,000     (11,000,000)
Devastator Tusk          5,500,000     (22,000,000)
Snow Tusker Leader Tusk 23,750,000     (95,000,000)
Brood Matron Pincer      3,750,000     (15,000,000)

Unchanged: the Sharp Tusker Slave Tusk hand-in at the Ivory Crafters, the Prodigal Tusker's Token, and the Tusker Skull Helm / Bone Sword / Paw Wand hand-ins at Jilna Fullgood.