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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.

Event 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.

Events on Warfield Isle

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.

DayPvE eventPvP event
17 OctoberMonster WavesTower Siege
18 OctoberZombie SurvivalTeam Deathmatch
19 OctoberFirestormDomination
20 OctoberBoss RushCapture 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

RewardWinnersOthers, including a draw
tokens73
crystal coins to your bank account105
experience60% of a level30% 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.
ModeDeath in the arenaEntry fee and reward
safecosts nothing: same level, skills and items, you return with full health to your side's templeboth guilds pay an entry fee from the bank (at least 10,000 gp), the winner takes both
lossnormal death penaltyreward 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.
  • You will find the zone map of each of the seven bosses in the Library, on the Daily bosses tab, and the map of today's boss on the Events page.
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.

ItemTrainsPrice
Magic Training Swordsword fighting and magic level125 pts
Magic Training Axeaxe fighting and magic level125 pts
Magic Training Clubclub fighting and magic level125 pts
Magic Training Boltdistance (crossbow) and magic level125 pts
Magic Training Arrowdistance (bow) and magic level125 pts
House Training Monka trainer for your house500 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

ItemSoya's priceNotes
helmet of the ancients300,000 gpsame as horned helmet; only the Arm 11 version from the Premy Island reward
phoenix shield16,000 gpuntil now only Nah'bob bought it, after the djinn quest
magic sulphur8,000 gpno more sailing to Fiona in Edron
demonbone amulet4,000 gpno 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

GemPrice
yellow gem10,000 gp 2500
red gem3,000 gp 1000
violet gem2,000 gp 1000
blue gem1,500 gp 1000
green gem1,000 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

BossBase experience
Ghazbaran36,000 18,000
Infernal30,000 19,000
Morgaroth24,000 15,000
Ferumbras15,000 12,000
Orshabaal15,000 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 levelHealing
50, ml 30456 424
100, ml 50840 792
150, ml 701224
200, ml 901608

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.

Character Bazaar

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.

MonsterLoot per killNew in the loot
Master Warlockapprox. 2850 gp 1660small sapphire, orb, wand of cosmic energy, red robe, lich staff
Hellspawnapprox. 3000 gp 1990talon, red gem, ravager's axe, heavy mace; platinum coins in every corpse
Infernalistapprox. 3000 gp 2000volcanic rod, violet gem, phoenix shield
Furyapprox. 2300 gp 1640fire 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

ItemSoya's priceNotes
death ring1000 gpuntil now nobody bought it; it drops from furies, defilers and lost souls. Its name in the loot message is now blue
elven mail250,000 gpalso in the offer and in “sell all”
elven legs250,000 gpalso 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 partyBonus
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

OfferPrice
boss legs1250 1500
vocation rings1000 1200
annihilation remover1000 1500
prismatic band850 1000
ember ring, serpent ring600 700
demonic artifact300 450
outfit or one addon230 300
one complete outfit600 800
all five outfits with addons2650 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.

Mortha Update 2.0.6 - missions and tokens, Ashfall Isle and upgraded items on the market

2026-10-10 · Mortha

Update 2.0.6 went live on the evening of 10 October and is the biggest change since 2.0.0. It adds daily and weekly missions, a daily boss task and tokens with their own shop: supplies, outfits with addons and boss rings. On the sea between Thais and the Plains of Havoc a volcanic island has risen, Ashfall Isle, with new monsters: the Infernalist and the Hellspawn. The Master Warlock and the frost dragon have been fixed and are now a good source of experience: the warlock no longer disappears during a fight, and the frost dragon no longer paralyses almost non-stop. Ravenhold now stands where Rookgaard used to be, and a tunnel from Thais leads to it. You can finally trade upgraded items on the market, and NPCs will buy them back if you name the level. The game windows have a new look. On top of that: experience for the daily boss and twice as much gold in the daily reward. This post also covers the small changes from 2.0.5, which went live on 9 October without a separate post.

Missions and tokens

A new button with a gold coin in the top bar opens the Missions window with the Daily, Weekly, Boss task and Shop tabs. Tokens belong to the account (shared by all its characters), can't be transferred or sold and have nothing to do with shop points.

In short
  • From level 50, three missions a day: 2 tokens for each and +2 for completing all three. At most 8 tokens from missions per account per day.
  • Weekly mission: 15 tokens once a week per account.
  • Taking part in the daily boss with a reward: +2 tokens, plus the boss task with rewards of up to 200 tokens and a boss ring.
  • The mission day starts at the morning server save at 6:00, the week on Monday at the same time.

Daily missions

Every character from level 50 draws three missions, each from a different group. How many monsters you have to kill depends on your character's level at the moment of the draw: from 20 to 300. Kills count the same way as in !task, so also in a party if you hit the monster. Summoned monsters don't count.

  • Kill N monsters of one kind from the pool for your level, from a family (e.g. “any dragons”) or in a party.
  • Monster of the day (from 150), hand in a !task task, delivery of items from your backpack (from 100, e.g. 10 soul orbs or 5 scarab coins; only items that no NPC sells).
  • Reward from the daily boss (from 100), 3 rare monsters (from 250: hellspawn, infernalist, dragon king, master warlock), catch 20 fish, try to upgrade an item at the blacksmith or kill 50 monsters of any kind.

Rerolls: one free reroll a day, each one after that costs 20 shop points. A completed mission can't be rerolled. Once in four rerolls you get an “easy day”: kill one monster of any kind.

The Daily tab: a dragon lord mission, a soul orb delivery and a completed fishing mission.

Weekly mission

One for everyone, it changes every week: complete all daily missions on 5 days, hand in 5 !task tasks or kill monsters from the pool for your level (five times as many as in a daily mission, and three times as many in a party). Reward: 15 tokens, once a week per account.

Daily boss task

In the Boss task tab you take one tier at a time. Daily boss participations with a reward count from the moment you accept it. Once you have them all, you collect the reward in the window and can take any tier again. The experience from the task is a share of a level, without the stage multiplier.

TierParticipationsReward
1525 tokens and half a level of experience
21050 tokens and a demonic artifact
320100 tokens, 1 level of experience and a demonic artifact
440200 tokens and a boss ring of your choice

Rings to choose from in tier 4: bloodstone ring (knight), soulbound ring (paladin), storm signet (sorcerer), frostbloom ring (druid), prismatic band, ember ring and serpent ring.

Tier 4 completed: choosing a ring from the list.

Token shop

OfferTokens
Supplies
500 sudden death runes32
500 mana runes20
500 ultimate healing / 500 explosion runes12
amulet of loss12
all five blessings30
+10% experience scroll for 2 hours30
Outfits
outfit (without addons)300
each addon separately300
outfit with both addons800
all five outfits with addons3550
Rare (one item from the group per 30 days per account)
demonic artifact450
annihilation remover1500
boss legs1500
vocation rings (bloodstone, soulbound, storm, frostbloom)1200
prismatic band1000
ember ring, serpent ring700
The Shop tab. An offer you don't have enough tokens or time for is dimmed, with the reason under its name.

Five new outfits, each with two addons:

Norseman, Nightmare, Brotherhood, Demon Hunter and Wayfarer with both addons.

The +10% scroll from the token shop adds up with the paid scrolls from the points shop: +20% and +10% give +30%, and +30% and +10% give +40%. You can have at most 4 hours of it in reserve.

Ashfall Isle

A volcanic island on the sea between Thais and the Plains of Havoc. On the surface: the ruins of the Obsidian Citadel, a volcano, lava rivers and furies. Underground: four caves with new monsters. The island is for characters from level 100.

Where the new places are. The yellow dots are the tunnel entrances.
How to get there
  • Stairs down on the mainland at 32672,32386 (south of the Plains of Havoc) lead to a tunnel under the sea. Eight tiles past the stairs there is a level 100 gate.
  • The tunnel comes out on the eastern cape of the island. There is no ship.
  • Four shafts lead down: the Obsidian Citadel tower and three shrines (West, North-West and South Shrine). Between the caves you go down through rope holes.
FloorMonstersTotal
Surface75 furies, 52 fire devils, 34 fire elementals161
−4 Scorched Halls242 furies242
−5 Furnace Deeps115 furies, 115 hellspawns230
−6 Brimstone Abyss150 infernalists150
−7 Hellforge253 hellspawns253

Furies and hellspawns suit knights and paladins, infernalists suit mages. Monsters come back about 2 minutes after being killed.

New monsters

MonsterHealthExpLoot per killGood to know
Infernalist75008475approx. 2000 gpfire and energy mage, keeps its distance, summons a fire elemental, heals itself; immune to fire
Hellspawn72008000approx. 2000 gpmelee, fire burst around itself, life drain, slowing, fast (165); immune to fire, energy and life drain
Fury4700 41004935 4500approx. 1650 gpthe change applies to every fury on the map

The most valuable loot: infernalist – demon shield, magic sulphur, wand of inferno, fire sword; hellspawn – demon shield, crown armor and legs, devil helmet, dragon hammer, might ring. The hellspawn has its own character and corpse graphics, which is why you need the new client for Ashfall (it updates itself when you start it).

!task tasks

The 150+ tab has new tasks for the Fury, the Infernalist and the Hellspawn. Tier 1 (100 kills): Fury 148,050 exp and 30,667 gp, Infernalist 254,250 exp and 42,667 gp, Hellspawn 240,000 exp and 42,667 gp. Tier 4 (1000 kills) gives 23, 32 and 32 cc of gold respectively.

The island and the caves

Whole floors. Each dot is one place where a monster respawns.

Surface: furies, fire devils and fire elementals around the volcano.
−4 Scorched Halls: 242 furies.
−5 Furnace Deeps: furies and hellspawns.
−6 Brimstone Abyss: 150 infernalists.
−7 Hellforge: 253 hellspawns.
Hellforge up close, at game scale.
The tunnel under the sea: stairs from the mainland and the level 100 gate.
The volcano crater with fire elementals.

Ravenhold next to Thais

Ravenhold – the castle, five floors of caves and the Raven King's Crypt – now stands where Rookgaard used to be, right next to Thais. The island and the monsters are the same; only the way there has changed.

  • A tunnel instead of a ship. Stairs on the rocky shore north-west of Thais (32208,32100) lead through a corridor under the water to the eastern shore of the island. Six tiles past the stairs there is a level 50 gate.
  • Voyages to Ravenhold are gone from the captains' offers, and you no longer need premium or 240 gp for a ticket.
  • Rookgaard is gone from the map. It hasn't been possible to get there since 14 September anyway.
  • A character logged out at Ravenhold's old location will wake up in the temple of their town.
The surface of Ravenhold: 174 heroes and 75 magic heroes. On the right, the shore near Thais.

Upgraded items on the market and at NPCs

Market

Until now an upgraded item couldn't be put up for sale or bought. Now the goods are a pair: the item and its level. MPA +4 and a plain MPA are two different goods with separate offer lists and separate price statistics.

  • Items that can be upgraded have an Upgrade level field. The default All shows offers of all levels at once, and the Level column shows the level in its rank colour.
  • An offer is always created at a specific level (+0 is a plain item).
  • You can't list an item with annihilation, with a custom description or with charges other than a new one has, because the buyer gets an item recreated from its level.
  • Goods for a player who is offline (bought from their buy offer or returned from an expired offer) wait and go to their inbox when they log in.
  • Price statistics update after every transaction, and the offer list for one item shows up to the 250 best offers. Before, with a very long list, the client showed nothing.

NPCs: “sell mpa +4”

An NPC will buy back an upgraded item if you name the level in the sentence, e.g. “sell magic plate armor +4”. A plain “sell mpa” still sells only regular items, so you don't sell an upgraded one by mistake. The price is the NPC's price for the regular item plus the cost of the blacksmith attempts from +1 to the given level, counted as if every attempt succeeded the first time (without materials and failed attempts).

LevelExtra: weapon, shield, backpackExtra: armor, boss ring
+12,0005,000
+27,00025,000
+317,000100,000
+437,000320,000
+577,000970,000
+101,532,000–

Example: Soya pays 100,000 gp for a magic plate armor, so for MPA +4 she will pay 420,000 gp. NPCs won't buy an item with annihilation or a used one, and “sell all” never takes upgraded items.

New window look

Mortha's windows now share one look: each entry is a card with a framed picture, progress is shown by a bar, and the selected tab glows gold. Before, in some windows you couldn't see which tab or which mode was selected.

Tasks (!task)

A task in progress has a gold card and a progress bar, one ready to hand in a green card, and one handed in and waiting to reset a dimmed card. The reward has experience and gold icons, and the tier buttons have medals.

Before.
Now.

Daily reward

Collected days are green with a tick, today's is gold with a gift. All seven days fit without scrolling.

Before.
Now.

Blacksmith

The chance of a successful attempt is a bar above the Upgrade button. An item at the highest level has a green card.

Before.
Now.

Points shop

A wider window, a points panel and offer cards. The offer under the cursor turns gold.

Before.
Now.

Autoloot

The selected mode (Off, List, Everything) glows gold and is described on the panel at the top.

Before.
Now.

Spells and Inspect

The spell group tabs have icons, and a spell's requirements (level, magic level, mana, premium) are no longer cut off. Inspect shows the name on a panel, and the description of the hovered item on a card under the slots.

The spells window.
Inspect.

Death, experience and houses

Lower death penalty after promotion

CharacterBeforeNow
promoted3%2.75%
promoted, all five blessings2%1.75%
not promoted5%5% (with blessings 4%)

From level 101, a red warning appears when you log in if your character has neither all blessings nor an amulet of loss. When premium ends within 48 hours, a red message with the number of hours appears when you log in.

Stage from level 350

From level 350, experience from monsters is multiplied by ×2 (it was ×3). Levels 300–349 are unchanged: ×3.

Experience for the daily boss

Everyone who gets a reward from the daily boss also gets experience: 5% of the experience needed for the next level times the stage, multiplied by ×0.5 to ×2 depending on how much damage you dealt compared to the average. With average damage that is about 490 thousand at level 200 and about 670 thousand at level 300. If you died in the fight, you get the experience the next time you log in, and the reward item waits in your depot (since 2.0.5).

Monster of the day once a day

The monster of the day with a +10–25% experience bonus is now drawn once a day, at the morning save, from 40 kinds from the most popular hunting grounds. Before, it was drawn at every server start from 102 kinds and often landed on monsters for beginners. The same kind doesn't come up two days in a row.

Houses of inactive accounts

If nobody logs in to any character on the owner's account for 21 days, the house goes back to the pool at the next server start. The items from the house go to the depot in the house's town together with a letter. A warning is sent to the account's e-mail a day before.

Monsters and loot

Average loot per kill

The loot of the strongest hunting monsters has been evened out, so that none of them gives several times more gold than the rest. Counted with the prices NPCs pay.

MonsterBeforeNow
warlock2405 gp1807 gp
magic hero2591 gp1493 gp

Master Warlock

It no longer disappears during a fight (before, it was invisible for almost half of the fight). In exchange it has 7000 health (was 8200) and gives 7280 exp (was 8000), and its strongest hits are weaker: up to 457 instead of 603.

Frost dragon

It paralyses for about 10% of the fight, not almost all the time. It walks faster (90 instead of 62). It no longer drops red dragon scales or red dragon leather.

More monsters on the real map

373 monsters in 59 places have been added where they stand in today's Tibia. Only kinds that already stood in that place in 7.92 were used, and no old spawn was removed. Most of them are in the sewers under Thais, in the Port Hope jungle (carniphilas, tigers, spiders) and on Goroma (fire elementals: 15 instead of 4). In Demona on −7 and −8 there are 33 warlocks instead of 15 and 25 elf arcanists instead of 12.

Bosses and small changes

  • Morgaroth, Ferumbras, Ghazbaran, Infernal and Orshabaal: twice the chance of boss items and annihilation materials.
  • Morgaroth speeds up the same way as Ghazbaran, not by several hundred percent.
  • Tortoise: turtle shells drop more often, up to 2 at a time.
  • Summoned monsters (animate dead, a lich's bonebeasts, Orshabaal's demons) don't count towards !task tasks.

Points shop and daily reward

OfferBeforeNow
Golden Exp Boost Scroll (+30% for 2 h)–75 pts
Character Transfer (moving a character to another account, website only)–700 pts
Annihilation Remover250 pts300 pts
Stamina Doll150 pts300 pts

The golden +30% scroll and the regular +20% one don't add up: the golden one is used up first. The Account, Training and Support tabs are sorted from the cheapest offer.

Daily reward: twice as much gold

The gold in the whole weekly cycle is doubled, runes are unchanged. The first week on a premium account:

Day1234567
Before7001500300150070030001400
Now150030007003000150060002800

In total 18,500 gp instead of 9100 gp in the first week. The following weeks of a streak multiply this amount as before.

Client, website and small changes

  • Guild panel on the website (since 2.0.5): the leader and vice-leaders change ranks and nicknames, accept applications, add and remove ranks, and the leader can pass on or disband the guild. The changes reach characters in the game within a few seconds, without a relog.
  • Frags ranking: a new tab with the players who killed the most players in the last 30 days.
  • “Connection lost”: when the server doesn't respond for about 10 seconds, a message appears on the map. Before, a dead connection looked like ordinary lag.
  • The character list shows the real end of premium even after you log out, and “Free Account” after it ends. The account page also counts premium correctly.
  • Energy ring: mana shield no longer stops protecting while the icon is still lit.
  • A summon in front of a ranged monster (e.g. a master warlock) no longer draws every one of its attacks onto itself. In front of melee monsters it still blocks (since 2.0.5).
  • “sell all” takes rings from a ring holder in any slot when selling from the ring holder is turned on (since 2.0.5).
  • “buy bow”, “buy ham” and other short names now hit the offer at 22 NPCs (since 2.0.5).
  • Tobago: a mailbox in the depot hall.
  • Rules 1.6: the ban on blocking passages, ships, stairs, hunting grounds and quests now applies to everything: characters, summoned monsters, parcels, furniture, items and magic fields.
  • Dates of deaths and kills on the website in day.month.year hour format.
  • The welcome window describes missions, the daily boss, the Hunt window, the market and the new islands.

See you on Ashfall Isle!

You'll find details of every monster, item and spell in the Library, and the hunting grounds under the Where to hunt tab. Report bugs in-game with Ctrl+R. You get shop points for every accepted bug report.

Mortha Update 2.0.4 - exevo mas for paladins, denser underground and the ring holder

2026-10-07 · Mortha

Update 2.0.4 went live on 7 October with the morning server save. Paladins get an area spell, exevo mas. The Ravenhold and Frozen Isle underground has more monsters again (58% more on Ravenhold −3), there are 20 more hydras under Jungle, and the trainer building under Tobago has twice as many rooms. The shop now sells a ring holder, and “sell all” skips items you mark yourself. On top of that: bulk soul orb exchange at Ron, large gems that stack, Golden Helmet Quest every 4 hours and plenty of client fixes.

New paladin spell: exevo mas

An area spell for hunting, for Paladins and Royal Paladins. It hits everything in a circle around your character.

Wordsexevo mas
Level50
Cost20% of maximum mana
Areaa circle with radius 2 around the character: 5 × 5 without the corners, 21 tiles
Damagephysical, 1.75–3.15 per character level
LevelDamageMana cost
100175–315284
200350–630584
300525–945884
  • The damage is 70% of the damage of exevo hur.
  • The spell counts towards the attack spell exhaustion, just like exevo hur and runes.
  • It is in the spells window and on the spell list in the Library.
Spell area: 21 tiles around the caster.

Denser underground

The second density increase after 2.0.2. The underground map itself hasn't changed; only the number of monsters and some of the places where they respawn have.

In short
  • Ravenhold: −1 +15%, −2 +38%, −3 +58%, −4 +17% (28 Orshabaals and 28 Morgaroths).
  • Frozen Isle: −1 +15%, −2 +38%, −3 +20%, −4 +14% (33 infernals and 33 Ghazbarans).
  • The surface of both islands is unchanged.
  • The hunting grounds in the Where to hunt tab and the monster map already show the new numbers.
FloorMonstersBeforeNow
Ravenhold −1dragon 173 → 199, dragon lord 87 → 100260299
Ravenhold −2dragon lord 260 → 359260359
Ravenhold −3demon 119 → 188, behemoth 105 → 167224355
Ravenhold −4Orshabaal 24 → 28, Morgaroth 24 → 284856
Frozen Isle −1frost dragon 280 → 322280322
Frozen Isle −2frost dragon 420 → 580420580
Frozen Isle −3master warlock 187 → 224187224
Frozen Isle −4infernal 29 → 33, Ghazbaran 29 → 335866

Tiles per monster

Walkable tiles divided by the number of monsters on the floor. The lower the number, the denser the floor. For comparison: Dragon Lair −1 has 53 tiles per monster.

FloorBeforeNow
Ravenhold −110591
Ravenhold −211684
Ravenhold −313786
Frozen Isle −1116101
Frozen Isle −210676
Frozen Isle −3163136

The screenshots below show the whole floor before the update and now. Each dot is one place where a monster respawns:

Ravenhold −1: dragons and dragon lords

Before: 260.
Now: 299.

Ravenhold −2: dragon lords

Before: 260.
Now: 359.

Ravenhold −3: demons and behemoths

Before: 224.
Now: 355.

Frozen Isle −1: frost dragons

Before: 280.
Now: 322.

Frozen Isle −2: frost dragons

Before: 420.
Now: 580.

Frozen Isle −3: master warlocks

Before: 187.
Now: 224.

Up close, at game scale

A 30 × 20 tile frame, roughly two game screens. The increase within the frame is the same as the floor average. Some respawn spots are now in different places than before the update, which is why the monsters don't stand on the same spots.

Ravenhold −3 before: 5 monsters.
Now: 8.
Frozen Isle −2 before: 8 frost dragons.
Now: 11.

Hydras under Jungle

The network of hydra caves on the lowest floor under Jungle and New Edron now has 109 hydras instead of 89. The new spawns are where the nearest hydra used to be furthest away, most of them (7) in the large hall in the north-west.

Trainers under Tobago

The trainer building under the Tobago depot now has 14 rooms instead of 7 and the same layout as the large trainer hall. Players who are training can no longer be attacked.

  • Each room has two trainers with one tile for the player between them. Only that tile and the trainers' tiles are outside the protection zone.
  • Corridors, stairs, doors and room entrances are in PZ, and the whole building is PvP-free, just like the large trainer hall.
  • A character standing on the tile next to the trainers cannot be pushed.
  • A player with a PZ block cannot enter the hole next to the “Trainery !!!” sign, so they can't escape to the trainers when chased.
  • The room doors let you in from level 30.

In the screenshots, the protection zone is marked in green.

Before: 7 rooms, corridors without PZ.
Now: 14 rooms, corridors in PZ.
The new rooms south of the lower corridor, at game scale.

Ring holder and “sell all”

Ring holder: 300 points in the shop

A new container in the Shop (Support tab, 300 points): 200 slots for rings only. Nothing else fits (“Only rings fit into a ring holder.”). It weighs 8 oz itself, and the rings inside weigh the same as always. It is also in the market catalogue, in the containers tab.

  • Autoloot puts looted rings into the ring holder you carry. The “Put looted rings into my ring holder” checkbox in the autoloot window is on by default. When the ring holder is full, the ring goes to your regular backpacks.
  • “sell all” at NPCs skips rings in the ring holder by default. The “Sell rings from ring holder” checkbox changes that.
  • Selling by name (“sell energy ring”) can also take a ring from the ring holder, because you name the item yourself.
  • Both checkboxes are saved on the server, so they stay after you log out and back in.

“Do not sell” list

Right-click an item → “Protect from 'sell all'”. From then on, “sell all” at Soya and Yberion won't take that kind of item (e.g. no might ring at all), and the NPC tells you what it left in the list shown before you confirm. “sell all might ring” and a plain “sell might ring” still sell it, because you name the item directly. “Allow in 'sell all'” in the same menu removes the protection. The list holds up to 50 kinds of items.

The autoloot window with the two new ring holder checkboxes.

NPCs and items

Ron: soul orbs in bulk

Ron in Mortha used to exchange one soul orb at a time. Now you can give a number or exchange all of them at once: “100 soul orbs” or “all soul orbs”, then “yes”. The rate is unchanged: 5 infernal bolts per orb. You can hand in up to 2000 orbs in one sentence. Bolts that don't fit in your backpack or exceed your capacity land on the ground under your character.

Large gems stack

Violet, yellow, green, red and blue gems now stack like small stones. Gems obtained before the update will merge once you drag one onto another. Yberion's prices are unchanged.

Prices and offers

WhatChange
steel boots at Soya30,000 gp 20,000
coconut at Donald (Mortha)6 gp, new item on offer
adana ani (Elder Druid)4 paralyze runes from one blank rune instead of 2; cost unchanged: 1400 mana, 5 soul

Beggar addons

Simon's favourite staff (handed in to Simon near Fibula or to Reyna in Mortha) now gives the staff to male characters too. Before, a male character got the beard for it, and the staff for the ape fur. Characters that got the addon the old way will be corrected automatically the first time they log in. At Reyna, “first beggar addon” is now the ape fur and “second beggar addon” the staff.

Captains: Castle and Premy Island

You can sail from Castle to Premy Island again. A new captain, Captain Galloway, stands at Castle and takes you to Premy Island, and Captain Greyhawk on Premy Island takes you to Castle. The voyage costs 240 gp and requires premium, as before.

Giant spider hits softer

The giant spider's melee hit is now at most 290 before defense and armor instead of 384 (attack 65 instead of 86). Poison, health, summoned poison spiders, loot and experience are unchanged.

World, quests and commands

  • Golden Helmet Quest (Ghostland, from level 170) every 4 hours. The entrance lever resets 4 hours after a team goes in, rather than only after a server restart. The dungeon then closes and returns to its starting state, but only once nobody is logged in inside it. The reward is still once per character.
  • New command !quests shows how long until you can pull the lever of the Annihilator in Edron (every 1.5 h), the Annihilator in Mortha (every 4 h) and the Golden Helmet Quest in Ghostland (every 4 h) again.
  • !war end, <guild> – the leader of either side ends an ongoing guild war without the other side's consent. A war with a bounty then ends in surrender: the whole pool goes to the opponent's guild bank.
  • The arena under Mortha is a PvP zone. The loser returns to the temple with full health and loses no level, skills or items. The winner gets no skull, no frag and no PZ block.
  • The ship at Castle: the whole deck is in PZ. Before, 12 deck tiles were outside the protection zone.
  • The mountain cave near the warlocks now has an entrance 2 tiles wide instead of 1, so a single character can no longer block the passage.
  • Premy Island: the temple roof is in PZ, and an invisible piece of roof you couldn't step on is gone from the roof of the houses.

Client and website

  • Inspect: just hover the mouse over an item in another player's equipment preview to see its description with the upgrade and annihilation colours. Clicking is no longer needed.
  • Hotkey “At mouse position” (the name is translated if your client uses another language) – a fourth use mode in the hotkeys window. It works for field runes: magic wall, fields, walls and bombs. Pressing the key casts the rune straight onto the tile under the cursor, without the crosshair. Range and exhaustion are the same as when you click with the crosshair.
  • The “use with” crosshair: if you press a crosshair hotkey while clicking on the map, releasing the button no longer walks your character to where the crosshair is.
  • Autoloot and a bag in a corpse: autoloot first takes the gold and loot out of the bag, and only then takes the empty bag. The gold goes onto its stack and into your coin backpack.
  • Crowding on one tile (e.g. 10 or more players on the stairs at the daily boss): your character no longer gets cloned and you don't need to relog.
  • The party disbands when all its members leave, even if the leader has a pending invitation. Before, the last person stayed in the party alone.
  • House decorations for 25 points (Silver Dragon Statue, Porcelain Vase, Hourglass, Helmet Stand) have new, clearer graphics, including the ones bought earlier.
  • Character page on the website: hovering over an item in the equipment shows its stats, upgrade level and annihilation bonus. The guild name has its logo next to it and links to the guild page.
  • The Help channel agent now knows everything from this update and doesn't respond to trade offers (sell, buy, wts).

See you in the Ravenhold underground!

You'll find details of every monster, item and spell in the Library, and the hunting grounds under the Where to hunt tab. Report bugs in-game with Ctrl+R. You get shop points for every accepted bug report.