Mortha Update 2.0.10 - event fixes, RP and EK changes
2026-10-20 · Mortha
Update 2.0.10 went live on 20 October. In short: reworked events (the new Arena Survival, rounds in PvP, a weekend event at 15:00), changes for knights and paladins and a few smaller fixes.
Arena Survival replaces the separate Zombie Survival and Firestorm: 9 rounds taking turns – fire, zombies, zombies in the fire and the final. In every fire wave each player has a free tile at most one step away – before, everything around you could catch fire at once.
In zombie rounds there is no healing (spells, runes, life fluids), and the zone around the fountain shrinks – outside it you lose 10% of your health every second. Zombies get faster every minute.
Permanent fire burns beyond the edge of the zone, so you can see where the game ends. Rounds have no time limit – the last one standing ends them.
PvP events are played in rounds: the first team to win 3 rounds wins (at most 5). Structure health in Tower Siege still grows with the number of players in the team, just faster: a tower has 15 000 per player 7 500, the Heart 62 500 12 500 – at 8 vs 8 that is 120 000 and 500 000.
Weekend PvE event at 15:00: on Saturday and Sunday, full rewards. Evening PvE: sign-ups 19:00, fight 19:10.
!event leave also works on the arena, the Battle window shows only opponents, and the server crash on death during an event (18 and 19 October) is fixed.
RP and EK changes
The weakest weapon hit grows with level: 0.1% of your strongest hit per level (level 100 – 10%, 300 – 30%, 400 – 40%) instead of a flat 15%, capped at 40% – it grows up to level 400 and no further. The strongest hit is unchanged, so at a high level you hit harder on average. Applies to melee weapons, bows and crossbows.
Knights have a base 10% physical resistance – sudden death included. It adds to your equipment and shows in the Skills window.
Physical resistance is capped at 95%, stone skin amulet included 96%.
Other
Boss tasks in the !task window (Bosses tab): Orshabaal, Ferumbras, Morgaroth, Infernal and Ghazbaran, with a separate limit – 2 normal and 2 boss tasks at once.
Client settings (hotkeys, windows, bot) survive a hard power-off of the computer.
The arena islands now lie above Premy Island, and Ironfield Isle is one floor below Warfield Isle.
Loot chances in the Library match the game (with the x4 multiplier).
See you at Arena Survival!
The new client downloads itself the next time you start the game. Report bugs in game with Ctrl+R – every accepted bug earns you shop points.
Mortha Update 2.0.8 - Warfield Isle events, guild war arena and training weapons
2026-10-17 · Mortha
Update 2.0.8 went live on 17 October. The highlights: daily events on the new Warfield Isle – four PvP and four PvE modes, with rewards in tokens, crystal coins and experience. Guild arena wars have their own island, Ironfield Isle, and two modes: safe and loss. The shop now has magic training weapons and a house trainer. On top of that: new prices at Soya and Yberion, more experience from bosses, constant UH healing, missions counting kills from the first monster of the day, chat from level 20, and map, client and website fixes.
Warfield Isle is a new island: two bastions behind a moated wall – Crimson Bastion in the west and Azure Bastion in the east – with an open battlefield between them and a square with a fountain in the middle. Every evening it hosts two events: one PvE and one PvP.
Warfield Isle: Crimson Bastion on the left, the fountain square in the middle, Azure Bastion on the right.
Every day
19:00sign-ups for the PvE event
19:15PvE battle, until 19:35
20:00daily boss (announced at 19:45)
20:55sign-ups for the PvP event
21:10PvP battle, until 21:30
Ten minutes after sign-ups open (19:10 and 21:05), registered players are moved to the arena. For 5 minutes you can shop and plan tactics in your bastion – during this time you can still join. Then the gates open and the battle begins; it lasts 20 minutes. Once the gates are open, no one else can join.
Day
PvE event
PvP event
17 October
Monster Waves
Tower Siege
18 October
Zombie Survival
Team Deathmatch
19 October
Firestorm
Domination
20 October
Boss Rush
Capture the Flag
The pairs rotate daily in this order, and after the fourth day the cycle starts again. In addition, every week: a loot event on Friday 21:30–00:00 (+25%, i.e. chances as at x5 instead of x4) and an experience event on Saturday 21:30–00:00 (+15%). The whole server gets an announcement fifteen minutes before the start and at the start.
How to join
Type !event join in a protection zone (temple, depot) or click Join in the Events window. Characters from level 50 can sign up, one per account and one per IP address. A PvP event starts with at least 6 registered players.
The Events button in the top bar (red and blue flag) opens the weekly schedule with the daily boss, its location and the nearest town – “Show on map” marks it on the map. The button pulses during sign-ups. !events in chat shows the same.
On the website, the Server menu has a new Events page with the schedule, rules and results, and a banner with the next event sits under the server status on every page.
When you are teleported to the arena, a window describes the mode: the objective, a screenshot from the game and the rules. “Do not show this again” hides it only for that one mode.
Arena rules
Arena level 300. Everyone fights as a level 300 character of their vocation: health, mana, walking speed and the power of spells and runes are as at level 300, while skills, magic level and equipment remain your own. The smaller team (with an odd number of players) fights a few levels higher.
Death costs nothing: you return to your temple with full health and mana, with no level loss, no white skull and no frag.
Teammates cannot hurt each other, area spells included, and nobody can heal an opponent. Your outfit has your team's colour for the whole event.
Mana spent at the event does not raise magic level, and item-creating spells (runes, ammunition, food) are disabled.
On teleport everyone gets a red backpack with runes: SD, HMM, GFB, explosion, soulfire, envenom, fields, bombs and walls of fire, poison and energy, paralyze, magic wall, destroy field, UH and mana rune – 10 of each, with stacks refilled every second. Hotkeys take runes from this backpack first. The backpack disappears after the event; your own runes stay.
After the event you return to where you came from, with the mana you had before the event.
Rewards
Reward
Winners
Others, including a draw
tokens
7
3
crystal coins to your bank account
10
5
experience
60% of a level
30% of a level
The three players with the highest contribution, counted across both teams, get an extra +4, +2 and +1 token. Only players with at least 500 contribution points and no gap in contribution longer than 3 minutes (a warning comes after 2 minutes) receive a reward. Contribution is damage to opponents and towers, healing teammates, assisting in a kill (a hit in the last 10 seconds before the opponent's death) and seconds spent on a control point. In Monster Waves and Boss Rush the reward grows with progress: the tokens for 0, 1, 2… waves cleared are 3, 3, 3, 3, 4, 4, 4, 4, 5, 6 and 7 (for all 10), and for bosses 3, 3, 3, 5, 5 and 7 (for all 5). In Zombie Survival and Firestorm the rounds won count.
PvP modes
Teams are drawn by the game: both have the same number of players, vocations are split evenly (at most one more of any vocation on either side), and only then is the closest possible sum of levels taken into account. Crimson Bastion plays red, Azure Bastion blue.
Tower Siege
Each side has an outer tower, an inner tower and a Heart by the road to the square. A tower is invulnerable while the one in front of it still stands, and towers shoot at enemies. Destroying the Heart ends the event.
Team Deathmatch
A team battle for kills. The event ends at the kill limit announced at the start.
Domination
Three control points along the field's axis: North, Centre on the fountain square and South, each 4 by 5 tiles. A point is captured by the team with more living players on it; on a tie it stays with its current owner. Each held point gives 1 point per second. The first team to reach 600 points wins, or, when time runs out, the team with more points. The colour of the circles at the corners shows who owns the point.
Capture the Flag
Each team has a flag on a stand in front of its bastion gate. You take the enemy flag by standing next to its stand and carry it to your own – your own flag must be at home at that moment. The carrier walks slower, is marked and cannot enter the bastion with the flag; if the carrier dies or logs out, the flag returns. 3 captures win.
PvE modes
In PvE events everyone plays on the same side. When the battle starts, each player lands at a random spot in a square area around the fountain square – the more players, the bigger the area – and monsters appear away from players. During the battle the bastion is closed, and event monsters give no experience or loot.
No single hit from a PvE monster takes more than 30% of maximum health, and all hits together within one second no more than 50%.
The fountain square – the centre of the arena.
Monster Waves
10 waves, each stronger than the last: dragon lord, hydra, serpent spawn, behemoth, warlock, fury, demon, hellhound, dragon king and juggernaut. The number of monsters is set so that a wave lasts about as long with 4 players as with 20, and the monsters come to the players on their own. From the second wave on there are about 20% more monsters, and their hits get stronger with every wave – the juggernauts in the last one hit the hardest. At most 80 monsters stand in a single wave – in a large group they are stronger and have more health instead. The whole thing takes about 16 minutes. Fallen players return in the 20-second break between waves.
Boss Rush
5 bosses in a row, each time drawn from a pool of 28 – from Grorlam to Ghazbaran. Each next one is stronger, regardless of its looks, and its health grows with the number of players. A stage lasts 1.5–3 minutes, with a limit of 6 minutes per boss. Fallen players return during the break.
Zombie Survival
Everyone plays alone. A bite takes 10% of maximum health regardless of level and utamo vita. At the start there are 7 zombies per player, every zombie killed spawns 2 new ones, and every 10 seconds 2 more appear per living player – up to 12 per player. Anyone who falls rises as a zombie after 3 seconds and hunts the living: they are 25% faster than them, cannot cast spells or runes and bite every 2 seconds. The last one alive wins the round, and in the next round everyone plays as a human again.
Firestorm
Every 2 seconds a series of fire falls on random tiles of the square, and a tile flashes one second before impact. Anyone hit is out, as is anyone who leaves the square. Spells and runes do not work, everyone walks at the same speed. The square grows with the number of players and shrinks during the round, but there is always room on it for every living player. The last one alive wins the round.
Zombie Survival and Firestorm are played in rounds for the first 15 minutes of the battle: after each round there is a 15-second break and everyone returns to the square. There is one reward, at the end: everyone who won at least one round gets the winners' reward, the rest get the participation reward if they survived in the battle for at least 2 minutes. Logging out means dropping out of the round.
Guild arena wars
Guild arena wars have their own island – Ironfield Isle, north of Warfield Isle. Terrain, cover, towns and protection zones are identical down to the tile; only the look differs: jungle, dead trees, bones instead of flowers and bamboo lanterns, and the bastions are called Crimson Keep and Azure Keep. A war and an event can therefore run at the same time without interrupting each other.
Ironfield Isle – the guild war island.
Entrance: two teleports on the marble platform of Arena Gate, in the meadow north of the depot in Mortha. Only members of the two guilds in an arena war, declared by the leader with the !arenawar command, can enter. Each guild has its own teleport and its own bastion.
The gates open when both sides say !arenastart. The battlefield is open: about 270 tiles from wall to wall, a fountain square, roads and 16 pieces of cover made of broken wall that stop runes and arrows.
A kill in the arena counts only towards the war score: no skull and no frag. A killed player respawns in the temple of their bastion. The PZ lock after a hit stays, so you cannot enter the bastion with it.
There is no depot or bank on the island – NPCs take missing gold from your bank account. !arena shows the score.
Mode
Death in the arena
Entry fee and reward
safe
costs nothing: same level, skills and items, you return with full health to your side's temple
both guilds pay an entry fee from the bank (at least 10,000 gp), the winner takes both
loss
normal death penalty
reward optional
Outside the arena, killing an enemy from the war gives a frag as always. On the website, the Guilds → Wars tab now also shows arena wars – score, frag limit, reward and winner – and the guild page shows its record of won, lost and ongoing arena wars. The leader can also end a regular war in the guild panel on the website (Wars tab, “End war” button, or “Surrender” for a war with a reward) – this works like !war end, and with a reward the whole pot goes to the opponent's bank.
No PvP on the way to the daily boss
The daily boss appears every day at 20:00. From this update on, the way to it is safe.
From the announcement at 19:45 until 20:15 you cannot attack another player on the route from the harbour of the nearest ship to today's boss, in the boss area or on the floors above and below that route.
The zone only applies at today's boss. PvP is unchanged everywhere else, and after 20:15 normal PvP applies at the boss too.
Morshabaal: the no-PvP zone (green) from the harbour at New City (blue marker) to the boss (red).
Training
The Training tab of the shop (on the website and in game) has five new items – magic training weapons – and a trainer you can place in your own house.
Item
Trains
Price
Magic Training Sword
sword fighting and magic level
125 pts
Magic Training Axe
axe fighting and magic level
125 pts
Magic Training Club
club fighting and magic level
125 pts
Magic Training Bolt
distance (crossbow) and magic level
125 pts
Magic Training Arrow
distance (bow) and magic level
125 pts
House Training Monk
a trainer for your house
500 pts
Training weapons in short
Hits only the Training Monk. Every hit – for the bolt and arrow, every shot – trains the weapon skill 20% faster than a normal weapon and counts towards magic level like 30 spent mana. It uses no mana.
12,000 hits, about 5 hours on a trainer; after the last one the item disappears. Any vocation can use it, and the character stays at the trainer after closing the client (“Force Exit”).
The bolt and arrow are a single item that loses a charge per shot, also when shot from a quiver.
The blacksmith does not accept it, and only unused ones can be put on the market. The training wand gives more magic level (40 mana per shot) but does not train weapon skills.
House trainer
Put the House Training Monk package on the floor of your house and use it: a Training Monk on a pedestal appears on that tile – the same one as in the training hall, so “Force Exit”, the training wand and training weapons work on it. Only a player standing in that house can hit it. Using the pedestal packs the trainer back into the package, and the trainer stays in place after a server restart. In a house you can train with weapons, wands and shields – spells and runes still do not work in houses, and mana does not regenerate in a protection zone, so a mage with a normal wand trains only until out of mana. The trainer cannot be placed outside a house, on an occupied tile or on a floor change.
Prices and NPC buyers
Soya buys more
Item
Soya's price
Notes
helmet of the ancients
300,000 gp
same as horned helmet; only the Arm 11 version from the Premy Island reward
phoenix shield
16,000 gp
until now only Nah'bob bought it, after the djinn quest
magic sulphur
8,000 gp
no more sailing to Fiona in Edron
demonbone amulet
4,000 gp
no NPC bought it before
All four are also included in “sell all”. If you want to keep your demonbone amulet, right-click it and mark it as “Protect from sell all”.
Yberion pays for large gems by rarity
Gem
Price
yellow gem
10,000 gp 2500
red gem
3,000 gp 1000
violet gem
2,000 gp 1000
blue gem
1,500 gp 1000
green gem
1,000 gp
Along with the price, the name colour in the loot message and the loot value in the hunting window change too.
Captain Max on Calassa
Buying several helmets of the deep at once (“2 helmets of the deep”) works: 5000 gp each, each one placed separately in your backpack. Until now, “yes” for several pieces ended with a trip to Liberty Bay, with no helmets and no payment.
Combat
Bosses give more experience
Boss
Base experience
Ghazbaran
36,000 18,000
Infernal
30,000 19,000
Morgaroth
24,000 15,000
Ferumbras
15,000 12,000
Orshabaal
15,000 9,999
These are the numbers before the level multiplier (x6 up to level 199 … x2 from level 350), shared between everyone who hit the boss. Example: Orshabaal killed solo at level 320 gives 15,000 × 3 = 45,000. Health, damage and loot are unchanged, and daily bosses are unchanged too.
Ultimate healing always heals the same amount
The UH rune and “exura vita” heal a fixed amount, with no weak rolls: lm × 2.4, where lm = 2 × level + 3 × magic level. Minimum 250.
Level and magic level
Healing
50, ml 30
456 424
100, ml 50
840 792
150, ml 70
1224
200, ml 90
1608
For knights, UH heals about 34% of the health bar, and that percentage does not drop with level.
Annihilation: execute damage instead of armor penetration
Armor penetration did nothing against trainers, dragon lords, demons and most strong monsters, because they have 0 armor. It has been replaced by execute damage: +5% (blue), +10% (pink) or +20% (gold) damage to monsters with a red health bar, i.e. at 30% health or less. It works on all of your character's damage – weapon, wand, spells and runes – only against monsters, and stacks with “damage to monsters”. Items that had armor penetration now have execute damage of the same tier, with nothing to click. In the Skills window it is the Execute Damage row.
Summons do not block their master. A monster whose path is blocked by its own summon swaps places with it – Orshabaal no longer gets stuck in a corridor behind his demon. Other monsters and player summons block the way as before.
A bow or crossbow without ammunition hits with the fist: fist fighting goes up, not distance. From a few tiles away without arrows there is no hit at all.
The blacksmith does not upgrade soft boots, new ones included. The upgrade was lost when the boots were renewed with !soft, so the gold was wasted.
Missions
Kills count from the first monster of the day. Until now missions were drawn only when you opened the Missions window, and everything killed earlier did not count. Now the first kill (or taking part in a boss, handing in a task, catching a fish, using the blacksmith) draws today's missions and counts right away.
Live progress: the daily and weekly mission bars grow in the open window while you hunt, with a delay of up to about a second.
No “in a party” missions. Daily and weekly kill missions are done solo. A party mission drawn before the update has turned into a regular one, with the same target and progress. A kill still counts for party members who hit the monster.
Market: all items from “Deliver” missions – cornucopia, big bone, concentrated demonic blood, dark mushroom and fire mushroom – as well as the annihilation remover can be found and listed in the market window.
Client
The equipment window can be minimized with the button in its top right corner (where other windows have an X) or by double-clicking its title bar. It still cannot be closed, and opening corpses in a full panel does not minimize the equipment on its own – other windows make room instead.
Clicking the map while running no longer makes your character stutter. The character changes direction smoothly and goes where you clicked last – no stopping, no side step and no “There is no way.”.
Clicking the map overtakes slower players. When someone slower walks ahead of you in the same direction, the route goes around them to the side or by a detour, instead of following their pace and bumping into their back.
In-game shop: hovering over an offer shows a tooltip with its name and full description, also for greyed-out offers.
A client crash no longer ends with the window vanishing without a trace: an “Application crashed” box appears and a crashreport.log file is created in the game folder. The next time you log in, the client automatically sends a short crash report (without chat) so we can look for the cause of the crashes.
A drunk character's “Hicks!” is now orange text above the head, with no line in chat.
The welcome window has a line about the arena events.
Map
No more black patches in the sea. Sea that was cut out long ago when the maps were merged is back on the whole of floor 7, and gaps along the coast got shore waves – from the beach (e.g. 32220,32030) you see water, not black. On the minimap the sea in this strip is blue.
You cannot walk on lava – neither on the demon peninsula and in the pools around it, nor in the pond at the end of a dead-end corridor in the dragon lord cave. Flames on the ground (“a burning wall”) are decoration and do not burn, just like in Tibia.
Holes directly above stairs: the hole above the ramp to the beholders under New City is now directly above the ramp, so going down you land at its foot, and going up – right next to the hole. Three other spots were fixed the same way (31307,32260, 31529,32410 and 31765,32417).
A magic wall or wild growth next to a house no longer turns the street into a protection zone. Also: items hung on a house wall no longer disappear after a restart.
The “Where the bosses stand” map on the website shows the current island layout, with Ravenhold and Ashfall.
Chat and rules
Game Chat and Trade from level 20 (was level 10). Anyone can read them, Real Chat stays at level 10, and Help is unchanged.
Tutors write in orange on any channel when they start a message with “/”. They can send a player a warning (red text in the middle of the screen) and send a report to the server owner.
Before a restart for a deployment, the warning comes 5 minutes in advance, then every minute, and 10 seconds before shutdown.
Website and fixes
Under the three latest posts on the home page there is a “See all posts” button – an archive of all posts, 5 per page.
Highscores has a Daily exp tab: the players who gained the most experience since 5 am.
Server video contest (Server → Contest): submit a video from YouTube or TikTok, and players vote – one vote per account and one per IP address. Results are hidden until voting ends.
The item card in the Library shows which vocation can wear the item.
The helper in the Help channel knows missions, item uses, monster attacks, formulas and NPC trade conditions. When it doesn't know something, it points you to “Ask / propose a change” under Ctrl+R.
Djinn quest: swapping the lamps tells you whether it worked, and if not, why. Fa'hradin's lamp can be used while standing next to the sleeping lamp in the chamber.
Chat channels no longer go silent after a GM reloads them.
See you on Warfield Isle!
The new client will download itself the next time you start the game – without it the new training weapons are invisible. The event schedule is on the Events page, and details on monsters, items and spells are in the Library. Report bugs in game with Ctrl+R. You get shop points for every accepted bug.
Mortha Update 2.0.7 - Character Bazaar, Training Wand and more loot
2026-10-13 · Mortha
Update 2.0.7 went live on the morning of 13 October. The most important parts: a Character Bazaar, where you can sell and buy a character for shop points, a Training Wand for magic level on a trainer without mana, and more loot from master warlocks, hellspawns, infernalists and furies. Soya now buys death rings, elven mails and elven legs. In a party, experience is shared only between active members, and the vocation bonuses are lower. A frag for an unjustified kill once again goes to two players. On top of that: a cheaper token shop, mission fixes and a fix for the server crash of 11 October.
A new Character Bazaar page in the shop menu. You put a character up for auction, other players bid shop points on it, and when the auction ends the character moves to the buyer's account together with its equipment, depot and the money in the bank.
In short
You can list a character from level 50. Listing costs 50 points, and the server takes 15% of the sale price.
The starting price is at least 100 points, and the auction lasts 1, 3, 5 or 7 days. You can also set a “buy now” price.
A bid takes the points from the bidder's account right away. When someone outbids you, the points come back.
A bid placed in the last 5 minutes extends the auction by 5 minutes.
How it works
You confirm the listing with a link from an e-mail sent to the account's address. For the duration of the auction the character disappears from your account and can't enter the game. If you try to log in with it from an old character list, the game will tell you that the character is on the bazaar.
An auction without bids goes back to the seller when it ends. The listing fee is not returned.
You can't list a character that is in the game, owns a house, is in a guild, has an uncollected shop purchase or was moved to the account in the last 30 days.
Points from selling a character can't be spent on vouchers for 60 days. You can spend them on everything else in the shop right away.
Training Wand
The Training tab of the shop (on the website and in the game) has a new Training Wand for 125 points. It shoots only at the Training Monk, uses no mana and deals no damage. Each shot counts towards magic level like 40 mana spent.
12,000 shots, which is about 5 hours on a trainer. After the last shot the wand disappears.
Every vocation can use it, including knights and paladins.
A character with the wand stays on the trainer after you close the client (“Force Exit”), just like with regular training.
The Backpack of Mana Runes gets cheaper, from 300 to 200 points.
Loot and buyback
After the report “every hunt ends at a loss” we recalculated the loot of four monsters so that they pay off per minute of fighting. More platinum coins, more cheap and common items, and new items in the loot.
Monster
Loot per kill
New in the loot
Master Warlock
approx. 2850 gp 1660
small sapphire, orb, wand of cosmic energy, red robe, lich staff
Hellspawn
approx. 3000 gp 1990
talon, red gem, ravager's axe, heavy mace; platinum coins in every corpse
Infernalist
approx. 3000 gp 2000
volcanic rod, violet gem, phoenix shield
Fury
approx. 2300 gp 1640
fire axe (1.6%), crystal necklace, emerald bangle, ruby necklace, gold ring, black pearl instead of a rope
Values counted with the prices NPCs pay, including the death ring from furies. All chances are in the Library.
Soya buys more
Item
Soya's price
Notes
death ring
1000 gp
until now nobody bought it; it drops from furies, defilers and lost souls. Its name in the loot message is now blue
elven mail
250,000 gp
also in the offer and in “sell all”
elven legs
250,000 gp
also in the offer and in “sell all”
Soya buys only new rings. A worn death ring is used, and she won't take it. If you collect death rings for a daily mission, mark them with the right mouse button as “Protect from sell all”, because a regular “sell all” will take them.
Party experience
Until now you could stand next to the leader and take a full share of the party's experience. Now only those who fight or heal count.
In short
Everyone in the party, the leader included, must have dealt damage to an aggressive monster or healed a party member in the last 2 minutes.
When even one member doesn't meet this, sharing stops for the whole party, and everyone gets experience only for their own damage, without a bonus.
The other conditions are unchanged: at most 30 tiles and one floor from the leader, and a level of at least 2/3 of the highest in the party.
Different vocations in the party
Bonus
1
+15% +20%
2
+25% +30%
3
+40% +60%
4
+60% +100%
Example: four players, each of a different vocation, kill a monster worth 1000 experience. Each gets 400 (1000 × 1.6 ÷ 4), and only this share is multiplied by the server rate and boosts. Details in Server info.
Frags
A frag for an unjustified kill once again goes to two players: the one who landed the last hit and the one who dealt the most damage (if that is someone else). Since 23 September only the player with the last hit got it, so a pair taking turns at the last hit could kill twice as many people before a red skull as one player. The red skull thresholds are unchanged: 5 frags per day, 15 per week, 44 per month. A third person in the team doesn't get a frag, and guild war frags count as before.
Missions and tokens
Lower prices in the token shop
Offer
Price
boss legs
1250 1500
vocation rings
1000 1200
annihilation remover
1000 1500
prismatic band
850 1000
ember ring, serpent ring
600 700
demonic artifact
300 450
outfit or one addon
230 300
one complete outfit
600 800
all five outfits with addons
2650 3550
Daily missions
Delivery counts your whole equipment: the backpack with its bags, your hands and the ammunition slot. The bar shows how many pieces you already carry, e.g. 7/15. Upgraded items still don't count.
Mission descriptions are no longer cut off. When you hover the mouse over a mission, a tooltip shows the full description and the list of monsters that count.
The undead mission now also counts the ghoul, ghost, pirate ghost, pirate skeleton, spectre, betrayed wraith and hand of cursed fate. The skeleton deliberately doesn't count.
The reroll button asks for confirmation and says whether the reroll is free or costs 20 shop points.
Fixes
The server crash of 11 October (18:04, 236 players online): a character that lost its connection outside of a fight was logged out twice at once, and when it was the last logged-in member of its guild, the server went down. Fixed.
Backpacks after returning from exit mode: when you return to a character that stayed on the trainer after “Force Exit”, open backpacks and bags are in their places right away.
Experience boost under a PZ lock: after killing a player you can't enter a protection zone for 15 minutes, and the scroll boost kept running. Now it stops when the character has a PZ lock and hasn't gained experience from a monster for a minute.
Fishing rod: at most one cast per second. Clicking faster doesn't catch more. The rope and the shovel are unchanged.
Minimap marks no longer disappear when you have two clients running at once, and they are saved right away.
The walkway by the giant spiders past the cyclopses is whole, with no holes in the floor and no burning fields.
The golden experience scroll has the same size in the shop as the regular one.
Game windows: the cards and tiles in Mortha's windows (missions, tasks, daily reward, shop, blacksmith, autoloot, spells) have a uniform background, without horizontal stripes.
Bots: the server is better at recognising forbidden programs, and the client no longer loads add-ons dropped into the mods folder. The penalty for a bot: 7 days, 30 days the second time, and a permanent ban the third time.
Videos: the Videos page has a new film, “Mortha.net Full Movie By Sexy [2k]”.
See you in the game!
The new client will download itself the next time you start the game. You'll find details of monsters, items and spells in the Library. Report bugs in-game with Ctrl+R. You get shop points for every accepted bug report.