← DECREES
2026-10-03 · Patch

v0.7.0 — Update 3 October

The Kunark, Velious and Luclin leveling zones open to everyone without the raid flags, The Spoils becomes a full loot planner with saved rules, epics ask twice before they are destroyed, and the group charms and class figurines finally read every class a hero holds.

Additions

  • Level in Kunark, Velious and Luclin without the flags: City of Mist, Crypt of Dalnir, Kaesora and the rest of the leveling zones are open to everyone. You no longer need Lord Nagafen and Lady Vox dead just to go level there, and the Timorous Deep boat, the translocators and the Nexus spires will take you in. Your level cap still comes from your flags — 50 until Nagafen and Vox, 60 until the Planes of Power — and the raid, dragon and city zones such as Veeshan's Peak, Sebilis, Chardok, Temple of Veeshan, Sleeper's Tomb, Kael, Thurgadin and Vex Thal still need theirs.
  • The Spoils plans your loot: the window now matches the Armarium. On Pending, click a row's action cell and pick keep, sell, tribute, bank, vault, destroy or pass, tick Always to save that choice as a rule, then Apply Choices to send the lot. Sell All, Keep All and Destroy All handle everything at once. The pass-to list shows group and raid members in zone. A Rules tab lists your saved rules with search, filter and sort, and History shows recent outcomes. The window collapses to a thin title bar without losing the pending count. /spoils rules and /spoils history open straight to those tabs.
  • Saved rules and a safe expiry: an offer whose timer runs out now goes to your bank instead of vanishing. #spoils_rules expire changes that to the Armarium, keep, sell, tribute or destroy, and #spoils_rules saves per-item rules — always sell Bone Chips, and so on. An epic is never destroyed on a timer: if one expires while you have destroy set, it goes to your bank.
  • Epics ask before they go: destroying your class epic takes two tries. The first puts it back on your cursor with a warning; destroy it again within 10 seconds if you mean it. A bag with an epic inside is covered too.
  • Easier to read: the Armarium and The Spoils use brighter text. Tabs, buttons, labels, slot numbers and empty rows no longer fade into the background.

Balance

  • Charm of the Brotherhood counts the right people, and all of your classes: it counted you as one of the matches, missed one member of your group entirely, and only compared the single class each of you was showing. It now reads the five people around you, never yourself, and a match is any class the two of you share — a Warrior/Cleric matches the Cleric beside them and a Cleric/Rogue as well. Bots and mercenaries count on their one class. Most multiclass heroes get a stronger charm; a pure single-class character may find it one step weaker if the member it used to ignore shares nothing with them.
  • The weapon skill figurines know all of your classes: Platinum Sword, Ebony Dragon, Ivory Fang and Ruby Staff only looked at the class you were showing, so holding a covered class while displaying another dropped every stat on the figurine to zero with nothing to explain why. They now count the weapon skills of every class you hold, each measured against that class's own cap.
  • Group HP charms finally look at your group: Battleworn Symbol of Rage, Defender's Battletested Pin, Dark Reign War-Forged Pin, Visage of Brekt, Femurstack's Wishbone, Remains of a Well Victim and Effigy of the Great One now do what they say. In a raid they used to sit at their weakest whoever you stood with; in a group they only read your own hit points, so anyone above 4,000 wore them at full strength regardless. The gap to your lowest party member is what drives them now, and in a raid they read your subgroup. If your group all have similar hit points, these will be weaker than you are used to.
  • Reduced-damage effects stop at 100%: stacked far enough, several percentage reductions flipped over and turned a hit into healing. They stop at no damage now. This touches spell and damage-over-time criticals, Slay Undead, archery bonuses, skill and positional damage taken, melee modifiers and damage shields, so a few extreme setups behave differently.
  • Slows cannot stretch your abilities past double: a slow lengthens the reuse on Kick, Bash, Slam, Frenzy, Backstab and the monk specials. That stretch now stops at double the normal reuse however hard you are slowed.
  • Pets refuse augmented items: hand a pet a weapon with augments in it and it asks you to take them out. It used to accept the item and destroy every augment, ornament included, with no warning.
  • Tier combiners refuse augmented components: the upgrade combiners now refuse anything with a socket filled. The first slot was never checked at all, and the ornament socket was never checked in any slot, so an ornamented item fed into a combine was simply consumed.
  • Umbracite Swarm Orb shrinks the area: the Orb from Vex Thal used to shrink your group. It now shrinks everyone friendly near you, group or not, out to the same range. The Army Ant potions are unchanged.
  • Growl of the Leopard stops running out: it lasts until something removes it, and sits in your normal buff window with your other self buffs instead of the song window. The warder buff works the same way.
  • Belt Pouches of Bartering holds Large items: it only took Small, which made its hundred slots hard to use. Giant items still need the Bag of Bartering.
  • Corrupted Splinter of Time resists as chromatic: the proc checked your target's average resist. It now checks their worst, so it lands more often on anything with a soft spot.
  • Othmir Fur Cloak and Moccasins in any sewing kit: both recipes needed a Coldain Tanners Kit. Any sewing kit or loom works now, held or placed, as the Fur Cap already did.

Fixes

  • Group spells cast while you were in a raid did nothing at all — they never reached your raid group and never landed on you, while still spending the mana and the cast time. They work now.
  • With Target Group Buff on, a group buff aimed at someone's pet or mercenary went to that owner's group instead of where you aimed. It resolves on the target you picked. If you were using a pet as a shortcut to buff its owner's group, target the player instead.
  • Sight-sharing spells no longer tamper with your target's buffs. Casting one quietly stripped a damage-absorb shield from one of their buffs and removed its remaining-hits limit. This covers Bind Sight, Sight Graft, Vision, Assiduous Vision, Shifting Sight, Cast Sight and Lyssa's Solidarity of Vision, plus the items that cast them.
  • Once anyone had left your group, whoever joined after them became invisible to anything acting on the whole group. They were left behind on the way into the Plane of Justice, Plane of Nightmare and Inner Inimicus trials, the Shady Glade, and the door port-ups in the Tower of Frozen Shadow, Plane of Justice and Plane of Tactics.
  • Telling Councilman Sislono Nislan in Qinimi you were ready did nothing whatsoever if even one raid member stood in another zone. Everyone actually in Qinimi is brought in now.
  • The first Ikkinz raid boss was reading the wrong class — one place along the list — so a warrior on top of its hate list drew no special spells and a cleric was answered with the set meant for pure melee. It reads the class it means to, and counts every class a multiclass hero holds.
  • A bard chant kept singing at the corpse after its target died, spamming "Your spell did not take hold." Chants and single-target songs end when the target dies.
  • Your damage-over-time spells now stop when you die, instead of ticking off your corpse and keeping the mob angry at it.
  • Selling or tributing a bag with things in it paid you for the empty bag and destroyed the contents. Both now ask you to empty it first.
  • Loot set to Bank tops up stacks you already have and uses your bank bags, instead of taking a fresh slot every time and claiming your bank was full while the bags were empty.
  • Claiming loot with Keep or Bank checked for room only after the quest script had run, so full bags could fire a one-time step and award nothing. Room is checked first, and a refused claim leaves the item waiting.
  • Barter and offline trader sales now remove the exact copy you listed rather than one by name, so they no longer take the one off your back or out of your shared bank, and the buyer gets the augments. Failed sales roll back, including when a seller logs out mid-sale, and a failed Bazaar purchase no longer refunds the buyer while the trader keeps the coin.
  • A % in ordinary text could take a zone down — in say, shout, auction, OOC, group and guild chat, in tells, in bug reports, and worst in a barter buyer's greeting, where it crashed the zone for everyone who opened that window. Over a hundred places are fixed.
  • A number of other ways a zone, or the chat and mail server, could be dropped are closed, several needing nothing more than being logged in. Bazaar and Barter were worst affected. Please report a zone going down rather than assuming it is normal.
  • Vendors and both casinos charge you now. Several vendors took your coin and handed it straight back with the goods, and the casinos did the same with the wager, so every roll was free.
  • Hand-ins stop repeating: several NPCs rewarded a turn-in without taking the item, so it could be handed in over and over. One was also advancing a server-wide unlock counter each time.
  • Morgalanth Tal-Raeloen now asks for a Dark Elf caster as intended. His requirement was written so that it was always true, so anybody could collect the Mystical Sewing Kit and the armour patterns.
  • Twenty-six class checks across the Paladin, Berserker, Bard, Druid, Shaman, Monk, Ranger, Rogue, Shadow Knight and Wizard lines only looked at one of your classes. If you hold the class, the step sees it.
  • Tomes now check every class you hold. If your saved class happened to be a Wizard, Enchanter, Magician or Necromancer, no tome would train you even with a Warrior, Monk or Rogue in your list.
  • The Guild Hall no longer tells every player they are unable to play this race/class combination, and its starter abilities are granted for each class you hold. A few abilities were only available there, so some heroes were missing them.
  • The Kerra Isle encounter that continues the Shadow Knight epic could never appear, because its script had a name the server never calls.
  • Broken quests work again: the card collection in Qeynos Hills and Hasten Bootstrutter's package run in Rathe Mountains were dead from the first hand-in, and seventeen Halloween spawns, three experience rewards and a Qeynos letter delivery are fixed.
  • The Ring of Marr is actually handed out for returning the three captured souls to Grenic Drere. An ungrouped player still gets nothing for that turn-in.
  • In the Gulf of Gunthak, the spirit from the Cleric and Paladin skeleton quests went to whoever was first in the group roster whether or not they were on the quest. It now goes to a member who is on it and has not already had one.
  • Tabben Bromal hands over the container when he says he does, and a Gold Ticket handed in when you already hold every prize is returned instead of eaten.
  • Completing one of the three gem combines asked nothing and gave whichever version matched your saved class. If your classes span more than one archetype you are now asked which you want, and the choice survives logging out.
  • The last member of a six-person group showed a cut-off name and blank class, level and zone in the Find Player list.
  • Turning on Looking For Group without filling in both level boxes left your previous comment and range showing to anyone searching, including the old range deciding who could query you.
  • Being removed from a raid while you stood in another zone left the game treating you as still in it, so you could not be invited to a group or another raid until you zoned or relogged.
  • Players running MacroQuest saw stray lines like "You say, '#spoils_rules hello 1'" after zoning, and similar from the Armarium, /autoskill and /alt toggle. Those were the client talking to the server and are hidden now. If your default channel was group, guild or OOC they could also be broadcast, and The Spoils and Armarium would fail to load.
  • Apply Poison succeeded 75% of the time whatever your skill, because the skill part of the calculation was thrown away. Your skill now raises the chance, up to almost never failing at the cap.
  • Critical-chance buffs on damage-over-time, heals and regen stop fading away: a second buff was discounted by the first until it counted for nothing, and on a multiclass hero they usually counted for nothing from the start.
  • A focus or spell-damage bonus on a small tick rounded down to nothing — a 19% focus on a 5-point tick did literally zero. Small ticks round to the nearest point now, for damage, heals and heal-over-time.
  • Pet critical hits no longer show negative damage or land for less than a normal swing, and several pet and melee bonuses no longer wrap around into a negative once they grow large enough.
  • Healing reductions stop at no healing. Stacked far enough they flipped over and healed the target completely.
  • Shield buffs count again: when someone both shielded you with /shield and had a shielding buff on you, the game always used the weaker. It uses the better one.
  • Whether you can swing while casting now depends on whether what you are casting is a song rather than which class was saved. Heroes holding Bard can melee while singing; a hero saved as Bard can no longer melee through an item clicky.
  • Swarm pets, familiars, ground effects and auras stop when their owner dies, and a corpse whose looter was killed no longer stays locked shut forever. Corpses also stop making monsters angry and shouting for help.
  • Corpses raised by Wake the Dead or Army of the Dead no longer charm when the body was an enchanter or bard, which handed you a second pet you could not command and awarded your group no experience for anything it killed.
  • A swing that missed, or landed on a rooted target, could still shove you — it was re-sending the push from the previous hit.
  • Mend, Slam and Frenzy could roll over into a cooldown about 136 years long with enough reuse reduction, and camping did not clear it. A 100% slow also produced an undefined attack timer for players, bots, mercenaries and monsters.
  • A buff with limited uses could report 4,294,967,295 uses left on the hit that spent the last one, and buying rank 3 of an ability said you had improved it to 2.
  • Auras check only nearby creatures instead of every creature in the zone once a second. Who they affect and how far they reach is unchanged, but something walking in can take a few seconds longer to be picked up, and a group member far off will not see the visual until they come closer.
  • Parcels cannot be duplicated or destroyed: the amount is checked against the stack you hold, and a parcel that does not fit is kept rather than destroyed with its contents.

Known issues

  • One teleport-attunement script is still inactive — it calls something that no longer exists, and the system that replaced it cannot represent what it used to grant. One Gold Ticket NPC has a syntax error and has never run.
  • Two class-related things are still single-class: the Guild Hall's starter-AA grant reads only your primary class, and where a quest picks which reward to give from your class, a multiclass hero gets the one matching their saved class.
  • Armarium deposits from the loot window are still checked for space only after the quest script runs, unlike Keep and Bank. Use Keep or Bank if your Armarium is near full.
  • Removing a Barter buy line may not work, or may clear the wrong row. Please report it if you see it.
  • Master Scribe Uklo's three turn-ins are meant to require a minimum faction standing and currently accept any.