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2026-10-12 · Patch

v0.8.0 — Update 12 October

An optional Morituri UI skin, far more Spoils rules, Berserker and Rogue epic 1.5 pre-quests you can finish, Fragments of Truth from Lord Inquisitor Seru, and the Armarium's Proc Locker retires.

Additions

  • Optional Morituri UI skin: the new morituri skin draws spell gems and hot bars like Spell Bar 2, keeps your spell gem bar in the shape you drag it into, shows a round compass that is part see-through until your mouse is on it, and gives the Group window member tiles that follow the width you drag, with a height that never shrinks below the one you drag it to. Choose it with /loadskin morituri or in Options; /compass and /gembar adjust the compass and the gem bar. Staying on your current skin leaves its artwork and layouts alone. Two things change in every skin. Spell gems and hot-button faces now count their cooldown down with a number: a hot-button button or item whose whole wait is under 2.5 seconds gets none, while a spell gem always does. And Spell Bar 2 looks a little different, with larger icons, a thin line in the spell's colour round each one, a larger outlined cooldown number in plain seconds (14, not 14s), and a largest slot of 88 pixels where it was 100.
  • Far more Spoils rules: you can save up to 20,000 Spoils rules, one per item. A character used to stop at 500, and new rules were quietly not saved: the only sign was a line in chat, and the RULES tab simply stopped growing. The RULES tab also opens faster with a long list, and loading a saved rules file sends many rules at a time. Patch your client for the faster window; an older client still works, just more slowly. A Pass rule's target must be a character name made of letters only.
  • Waypoint locations: the waypoint window shows where each waypoint puts you, as a loc in the same y, x order /loc prints. A waypoint you have not unlocked, and the zone you are standing in, show no loc. The window is a little wider to fit the column.
  • Consider shows the level: considering an NPC or a pet now gives a second line with its level, like [Level: 65]. Considering another player still shows no level, and anything that showed only its name, such as many LDoN treasure chests, still shows only its name.
  • Lord Inquisitor Seru drops Fragments of Truth: Seru drops the Fragment of Truth augments, normally one a kill with a chance of a second. There are twelve kinds. The Yttrium, Ssraeshzian and Akhevan fragments add bane damage against Seru himself, the shissar of Luclin and the greater Akheva to the weapon they are set in.
  • The Berserker epic 1.5 pre-quest: a Berserker who has not done the 1.0 epic can now earn the Raging Soul Shard the way Live does. Find Julei Direaxe in the Ruins of Old Paineel, face a long-standing enemy in your home city, prove yourself to your guildmaster, put down a lamenting spirit in the ruins, and bring your guildmaster a Fine Steel Net from the Broken Skull Armsmaster in Hate's Fury. Then show the shard to Keras McArik, who explains the 1.5 again when you ask about the matters at hand. Barbarians, Dwarves, Trolls, Ogres and Vah Shir keep their own city's route. Dark Elves and Iksar train with Daboo Dogak in Grobb, and every other race with Shanis MacDarren in Halas. Berserkers who finished the 1.0 still get the shard from their guildmaster as before, and Daboo Dogak in Grobb now hands it out too.
  • The Rogue epic 1.5 pre-quest works: a Rogue who has not done the 1.0 epic can now earn their way into the Circle the way Live does. Find the shady Highpass citizen in Highpass Hold and take his three jobs: cash in a stolen urn at the High Keep casino, free Nichols from the Shar Vahl cells, and sneak the Sealed Silver Package to Crow in North Qeynos. Guard Lennon in Katta Castellum now carries the cell key, so pick his pocket. Then tell the citizen you are done. While you play Dealer Maeline's table at the casino, no one else can take it over; it frees up if you say nothing to the dealer for 5 minutes or when you leave the zone.
  • Patch your client: the Morituri skin, the faster Spoils window, the waypoint locs, one line per skill-up, steady pet rows, the spell gem menu fix and the Armarium without its Proc Locker page all come down with The Imperial Courier. Press PATCH in the launcher before you play.

Balance

  • The Proc Locker is gone: the Armarium no longer has a Proc Locker page. Your weapons proc with their own procs again, and nothing in the Armarium replaces them. Anything you still had in the Proc Locker comes back to you as a parcel from "The Armarium": collect it at any parcel merchant. It comes back as a fresh copy with its augments, but without attunement or an ornament, so an item that was attuned to you comes back as an ordinary item that you can trade. If it is a Lore item and you already have one equipped, in your bags or in your bank, taking the parcel destroys it. If your mailbox is too full to take it, ask a GM.
  • Epic weapons come only from their quests: class epic weapons can no longer be looted from ordinary creatures. The Warrior 1.5 quest fight still awards its weapon on the corpse, and the Warrior 1.0 sword is still crafted through its quest; only its rare creature drop is gone.
  • Proving Grounds replay timers: a failed or abandoned Proving Grounds trial leaves no replay timer. Winning any trial means a three-hour wait before you can try that trial again, down from three days for group trials and five days for raid trials.
  • Destruction gives the Master his own clock: your twenty kills are checked when the fifteen-minute countdown ends. Meet the target and you get a separate fifteen minutes to defeat the Master. His strength grows while he waits for your first attack, then stops growing.
  • Efficiency has four timed waves: clear each wave within four minutes. Waves start at the beginning and at four, eight and twelve minutes, and the Enforcer comes at sixteen. The old fifteen-minute failure is gone, and the Test of Efficiency is recast every five minutes, so curing it lasts until the next recast.
  • The Proving Grounds trials keep spawning: Fear and Destruction no longer run out of time while you wait ten minutes for the next enemies. Subversion's chests refill and Ingenuity's enemies return at their stock pace. Ingenuity and Subversion also bring their adds back at the stock pace, so expect more pressure in those two fights.

Fixes

  • Epic quests can be finished where they could not. A full review of every class's epics fixed the steps that were stuck. The Magician 1.5 Fire Essence now appears when Gnaap reaches the forge. A Paladin can earn the three 1.5 soulstones in any order. A Cleric who loses the Avatar of Water can call it back through Omat. A Beastlord who loses the Spiritbound Totem can buy another from Elder Animist Dumul. Ilisiv Gantrau now stands in Toxxulia Forest, and the Caverns of Exile are open once you reach the Planes of Power. Several hand-ins that kept or ignored your coin now work properly, and quest givers no longer spawn their helpers again on every hail.
  • Epic NPCs that ignored you now answer. Across every class's epics, many NPCs that said nothing when hailed mid-quest now repeat what they told you for your current step, links included. Several hand-ins no longer take items they cannot use or set your quest back when you hand in a spare. Guard Mandin, Gilfal, Kargek and Grathnok answer the words you are shown, the Elder Spirit replaces a lost Crafted Talisman of Fates once, Iilivina no longer swaps your Magician staff for a fresh one, and the Plane of Justice trials reset and eject properly again.
  • Ranger epic 1.5 pre-quest: if the Tainted Beast got away after you told Xanuusus you were ready, you could never finish. Hail Xanuusus for a new Polished Blasted Stone, take a new Taskmaster's Cutlass from Taskmaster Waggad Brokenskull in Torgiran, and try again.
  • Oshimai and Yuisaha no longer stand around in Anguish on their own. They appear when you do the combine that frees them, as the Ranger and Druid epics intend.
  • Shadow Knights no longer need extra Truespirit faction from outside their epic to finish Innoruuk's Curse. The faction the quest itself gives is enough.
  • Paladins who hand Irak Altil in the Plane of Fear the Mark of Atonement and the Fiery Avenger before their account has slain Lord Nagafen and Lady Vox now get both back with his explanation, instead of losing them.
  • A Shadow Knight starting the epic 1.5 with Innoruuk's Curse, or with Ritald's prequest done, got no reply the first time they hailed Sienn Kastane in the Plane of Knowledge. She now answers right away.
  • Three hand-ins that never worked now do: Tylfon in Greater Faydark (a rusty dagger and 2 gold), Bestive Farworth in Shadowhaven (a pristine rhino beetle carapace and 10 gold) and Mater in North Kaladim (Boog Mudtoe's head and 300 gold), so Mining Pick 628 can be earned. Hand over exactly the coin they ask for, in that coin. Tylfon now asks for one rusty dagger, which is what he takes.
  • Eight services now cost what they ask. Nultal Malfoot's heal, Mizr N'Mar's Rune of Fortune, Zanotix Ixtaz, the Plane of Water Fishlords, The Great Oowomp, Ungdin's ore shipment and Syllina used to hand your coin back while still doing the work. They now keep the exact amount they ask for; hand them a different amount or coin and it comes back with nothing done.
  • LDoN rescue adventures can be completed. The prisoner you are sent to rescue used to ignore you, so a rescue could only end in failure. Clear the area around them, hail them and they follow you; bring them back to the dungeon entrance alive to win. They join your pets alongside any you already have but do not fight on their own. #petcmd never reaches the prisoner, and your pet buttons normally stay on your own pet. They can switch to the prisoner if you target them, have no other pet, or the pet they were on dies, so check which pet your buttons command before ordering an attack. Telling the prisoner to get lost only lets them go. If you die or leave the dungeon, they go back to where you found them and can be hailed again.
  • Ukun Thralls: the mastruq casters of Yxtta, Kod'Taz and Qvic, and Pixtt Tixxrt Kvrok in Qinimi, tried to call an Ukun Thrall and got nothing. They now summon it, so expect a pet in those fights.
  • No more "Unknown DB String" entries in the Alt Currency tab. Since Dragons of Norrath opened, your inventory's Alt Currency tab could list two of them. The server no longer sends them, and your Radiant and Ebon Crystal counts are not affected.
  • Your pet's buff window shows all its buffs. It used to show only your pet's first 30, so anything past those, often a song or two once the pet was well buffed, worked but had no icon and looked as if the song had missed. The window now shows them all, and you can click those off like any other. Zoning still keeps only your pet's first 30 buffs, as it always has.
  • Your other pets stay in their rows. With three pets out, the two extra pets in the Pet window used to shuffle up and down whenever you targeted one of your pets. Each now keeps its row. Targeting a pet still makes it your main pet, so when you target one of the two below, it moves to the top. If your main pet dies, the pet in the second row moves up so the first row is not left blank. Pet names with spaces also show the space now, where they used to show an underscore. Arrives with the client patch.
  • One line per skill-up. Raising a skill printed two lines, "You have become better at Singing! (242/310)" and then "You have become better at Singing! (242)". Now only the first shows, the one with your skill cap. Training at a guildmaster no longer repeats the line either, and training a language no longer names an unrelated skill. When a guildmaster turns you away ("more skilled than I"), you no longer get a skill-up line for a skill that did not go up. Adding or removing a class now updates your skills window without a line for each skill, and a language skill-up shows only "Your language skills have improved."
  • Picking a spell from a gem's spell menu no longer carries a rare risk of a crash.
  • Muramite Proving Grounds trials no longer drop epic 1.0 items. Corruption's opponents could award the epic weapons they carried even though the encounter cleared their loot. Those entries are removed, Enchanted and Legendary versions included, so those opponents no longer wield them and their weapons look different. The trials' other rewards stay the same.
  • Proving Grounds raid rewards reach you. If your raid wins while you are outside the trials, every win is now kept, and returning to a trial chamber, the Proving Grounds or the Wall of Slaughter gives you each win's runes and flags, the matching rune included. Adventurers added after the chamber opens and before the trial begins now receive the completion reward, and Foresight checks the current members before starting. Boundary warnings are now yours alone: another adventurer can no longer use up your warnings, and returning to the arena clears your count.
  • Foresight, Hatred and Endurance: Foresight's reset after everyone leaves now clears the Master's old respawn countdown, its archers and equipment warnings keep checking after a warned player leaves or nobody is found, and removing your right-hand weapon when warned now avoids the burn even if you keep an offhand item (leaving that weapon equipped still burns you). A fresh Hatred Master in the same chamber can draw pups from all six mothers again. In Endurance, starting with either Ancient now runs the same HP drain, add unlocks and twenty-minute survival clock, and losing and regaining aggro no longer stops the timer or starts another.
  • Corruption, Ingenuity, Adaptation and Subversion: crowded Corruption wizards now run and become vulnerable again after their brief escape, so keep some space around them. Fleeing wizards stay in the arena, monks stand after their feigned death, and the Destruction and Corruption compass now uses the entrance door's altitude. Ingenuity's shield removal reaches pets fighting the Master. In Adaptation, Pain and Power now flurry at the chance listed for them, where that chance used to be applied to rampage. Subversion's victory chest now supplies the Journal of the Prime Disciple when an adventurer in the room is on that step of the cleric epic.