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2026-10-05 · Patch

v0.7.0 — Update 5 October

Dragons of Norrath and Lost Dungeons of Norrath open to everyone, your song window holds 60 songs, every spell your classes can use writes itself into your book as you level, raids award experience again, and four classes now level as fast as one.

Additions

  • Dragons of Norrath is open: the Norrath's Keepers and Dark Reign camps stand in Lavastorm Mountains, north of the Nektulos entrance, and no flag is needed to go. Pick a side — Chieftain Relae Aderi leads the Keepers Enclave, Commander Zaerr Ty`Dar the Dark Reign Outpost — and their faction tiers and rewards start at level 65. Neither leader will deal with a stranger, so start with the Alliance Tasks from the Wayfarer mercenaries standing between the camps: Elanye and Bitral for the Keepers, Jeryx and Varein for the Dark Reign, and about five tasks will get that camp's leader to hear you out (many more if your deity opposes them). The camp officers hand out missions in level brackets from the mid-40s up, and a group mission can be run alone or with up to six. Ask the Broodlands Guide in your camp to send you to The Broodlands, then step through the matching portal or cave mouth. Missions pay Radiant Crystals for the Keepers and Ebon Crystals for the Dark Reign, spent at the camp's crystal merchant. At the top tiers the raids are the dragons themselves, and still want six or more players. The Broodlands, Stillmoon Temple, The Ascent, Thundercrest Isles, Lavaspinner's Lair, Tirranun's Delve and The Nest are all open.
  • Lost Dungeons of Norrath is open: adventures take anyone level 15 and up. Talk to the Wayfarer in your home city, then visit any Wayfarers Brotherhood camp for your Adventurer's Stone and right-click the Adventure Recruiter for a mission. The camps are in North Ro, South Ro, the East Commonlands tunnel, Everfrost and Butcherblock, each with its adventure merchants, and Chaenz Abella now waits in the East Commonlands camp with the Wayfarers Brotherhood Emblem. Adventures are for groups of two to six and the group leader asks for them. Once you have one, hail the recruiter and ask to be sent there — no more walking to the dungeon. Use #sensetrap, #disarmtrap and #picklock on treasure chests, as the client's own trap buttons do not work on them. Every piece of gear the camp merchants sell is now the Legendary version for the same points, and leaving the dungeon returns you, and any corpses left behind, to the camp you set out from.
  • Sixty songs: your song window holds 60 instead of 20. The first 20 behave exactly as before, and songs 21 to 60 fill the boxes after them — drag the window bigger to see them all — with the same frame, the same timer, the same tooltip and the same right-click menu to remove a song, read its spell information or block it. Two things to know: a song in those new boxes stays where it is until it wears off, and run speed from a song there does not apply, so keep movement songs in the first 20. Songs still wear off when you zone or camp. If your UI skin has its own song window it keeps showing 20; switch to the default song window to see all 60.
  • Your spells come to you: no more hunting down spell scrolls or discipline tomes. Every spell and combat discipline your classes can use is written into your book the moment you reach its level, and again when you log in. Your book and spell list show only what your current level can use, so a level 10 no longer scrolls past level 70 spells, and the higher ones appear as you level. You get the spells of every class you hold, and adding a class brings its spells and disciplines with it.
  • The Spoils, rebuilt around one click: every pending item is one compact row carrying its own buttons, and a click does the thing — there is no planning step and no Apply button any more. Keep, Sell, Bank and Dest act straight away; destroying always asks twice, epic or not, because a click cannot be taken back. Tribute and Armarium are reached by ticking rows and using the bulk buttons, or by a rule, and Pass opens a list of just the group and raid members in your zone. Click a row's rule cell so it reads Always and your next click saves that choice as a rule for the item, upgrade tiers included. A new Value column shows what an item would sell for and reads NO DROP in red when it cannot be sold, tributed or passed, with Sell and Pass greyed out on that row rather than refusing you afterwards. Time turns red under a minute and the title bar carries a pending badge while anything waits. Tick rows and the bulk buttons act on just those, or on everything when nothing is ticked and no filter is set — except Pass To, which always wants a selection. Filter narrows the list by name, and clicking the Item, Qty, Value or Time heading sorts by it. The Rules tab pauses, resumes or deletes a rule from the row itself. History gains a session ribbon totalling what you, your rules and timeouts sold, banked, passed and destroyed, and an Export button that writes a session file beside your client. A new Settings tab gathers auto-open, auto-close, folding identical drops from one kill into a single row, and what happens when an offer runs out of time — and it moves a rule set around: save your rules to a file, load one back, or copy the rules from another of your own characters with no file at all. Copying only adds and overwrites, never deletes, and an epic destroy rule is never copied. An offer you leave unclaimed now waits 10 minutes before it expires.
  • Patch your client: the 60-song window, the rebuilt Spoils window, the lighter combat text, character select and the inventory window all come down with The Imperial Courier. Press PATCH in the launcher before you play.

Balance

  • Raids award experience again: killing something while in a raid gave you essentially nothing, no experience and no AA. Raids pay now, and so do Lost Dungeons chests opened while in one. It is still shared across everyone in the raid, so a raid of six earns roughly a third of what the same six would earn as a group, and a very large raid earns less again per head. The ceiling on what a single kill can give you is unchanged, your power source still does not gain experience while you are in a raid, and group experience is untouched.
  • Four classes level as fast as one: holding more than one class was quietly costing you experience. Each kill's experience was split between your classes instead of advancing all of them, so a hero with four classes crawled at a quarter of the intended rate — and your level is the level of your lowest class, so that is exactly how slowly you levelled. Every class at your lowest level now takes the full amount. A class you add later still joins at level 1 and still catches up just as quickly, and the experience rates themselves are unchanged.
  • The bonus AA window reaches much further: alternate advancement experience is boosted while you are early in your AA, starting at triple rate and easing back to normal as you earn more. That ramp used to run out at 150 earned AA and now runs to 600, so the stretch between the two that gave no bonus at all is worth up to two and a half times. The bonus other characters on your account lend you is measured separately and is unchanged, so this is a straight gain.
  • Your experience message shows your progress: the experience line now ends with how far through your level you are — "You gain experience!! (62.41%)" — the same way a power source tells you how close it is to its next tier. It tracks your experience bar exactly, and a kill that levels you shows your progress through the new level.
  • Shield Specialist grows with your level: the Warrior and Paladin version is now five ranks of 20% primary-hand damage while you hold a shield, bought at levels 1, 20, 35, 50 and 70, for 100% at rank 5. The eight ranks past rank 5 lowered the bonus and are gone; if you bought any, the 5 points each cost are back in your pool. The Paladin and Shadow Knight version is unchanged at 5% a rank up to 25%, and the two stack, so a Paladin reaches 125%. Holy Shield now asks for one rank of Shield Specialist where it asked for five.
  • Kicks hit properly again: Flying Kick, Round Kick and Kick were quietly dropping their base damage — the part that makes a Flying Kick a Flying Kick — and running on your skill and your boot armour alone. That base damage is back, which is a noticeable boost at lower levels and a small one once you are in good boots. Kick and Round Kick were also adding boot armour with no limit, where Flying Kick and Bash have always capped that at what your skill contributes; all of them use the same cap now, so very high armour boots give a little less than before.
  • Autoskill uses your best attack: some skills share one cooldown, and autoskill was always firing whichever it tried first — so a Monk with Dragon Punch, Eagle Strike and Tiger Claw all switched on only ever landed Tiger Claw, the weakest of the three. It now works out which of your enabled skills hits hardest, counting your skill levels and your worn gear, and swings that one. Backstab, Bash, Frenzy and Taunt have their own cooldowns and keep swinging alongside everything else. Leaving the weaker skill enabled costs you nothing, and if you want a particular one to fire — to trigger an effect that only procs on it, or to raise that skill — turn off the others sharing its cooldown. #autoskill list marks any skill waiting behind a harder-hitting one and names which is winning.
  • Disarm is a real autoskill: it was listed in the command help but was never actually available. It has its own cooldown, so it swings alongside your other skills rather than competing with them, and it no longer burns its 8 second recast when you were out of range, behind a corpse or feigned.
  • Tells have their own allowance: sending a handful of tells in quick succession used to count against the same allowance as shout, auction and /ooc — four messages a minute on a new account, rising slowly with playtime — and if you kept typing past it the server disconnected you outright. Tells now have their own, far larger allowance, 30 a minute, that does not care how long you have played, and going over it simply refuses that one tell with a message. It can never disconnect you. Shout, auction and /ooc are unchanged.
  • The unattuner charges platinum and keeps its bag: unattuning an item now costs platinum based on the item, and the unattuner bag stays in your inventory for next time instead of being used up. The message when you drop items into the combiner no longer quotes a price, because combining never cost anything.
  • #corpsefix brings corpses to you: it pulls every nearby monster corpse to where you stand, so a kill that fell under the floor can still be looted.

Fixes

  • Your character's name and level are back on the character select screen. Since four class icons arrived there, each row showed only its icons.
  • The inventory window is tidier: the paper doll shows the Morituri crest instead of a class picture, centred between your equipment slots. On the Stats tab, bonus values such as +160 are no longer cut off, Disease and Poison show their own bonus instead of the Cold one, and the hit point line is readable again. Characters with four or more classes no longer see "Unkn" beside their class list.
  • Floating combat damage numbers cost far less frame rate. They used to cost you frames even standing in the bank with nothing on screen, and the cost grew with every number in the air; they now draw in a single pass, measure themselves once, skip anything off the edge of your screen and cost nothing at all when none are up. Critical hits are drawn with a genuinely larger font rather than a stretched one, so they come out crisp. Two things you may notice: the numbers carry a drop shadow instead of a full dark outline, which reads a little differently over pale ground, and with the size settings near their maximum a critical hit tops out slightly smaller than before.
  • Turning combat text off now actually turns it off. With /fct off, or a category switched off, your client used to keep receiving every one of those numbers and quietly throw them away; it now tells the server what you want, so nothing is sent. Pet and group numbers travel together, so turn off both to stop them. Leave everything on and nothing changes.
  • The Spoils' Filter and Search boxes work. Nothing you typed ever reached the window, and the way it read the box could close the game while The Spoils was in use.
  • The Spoils records what you did by hand. The History tab only logged what your rules or a bulk button did, so an item you destroyed yourself simply disappeared with no entry. Every single-row decision is listed now, and the session totals count them.
  • The Spoils reads at a glance: a row's buttons carry the same colours as the bulk bar above them, the labels that were cut off fit, item names get more room, Destroy stays muted until you arm it and then reads SURE?, and the History tab folds one kill's identical drops into a line with a count and their combined value. The footer says how many rows you have ticked and what they are worth before you press a bulk button.
  • The ... button on each Spoils row is gone — it only led to a floating menu that was easy to lose behind the window. Tribute and Vault are still there by ticking rows, or by a rule. The pass-to list stays on top of the window, closes if you drag the window away and closes on its own after a few seconds.
  • Loot at volume is smoother: items your rules send to the Armarium are stored with far less work, and the window no longer redraws itself while closed. Offers that run out of time are now settled together in one pass, so a timed-out row still leaves the window on time but the "Time ran out" message, and whatever your expiry setting does with the item, can follow about 10 seconds later.
  • Favor buffs bought from Decimus could vanish for everyone when the server reloaded its settings. They last their full time now.