- Magic Clothing and Jewelry has undergone complete revision.
- Bug in Protection items which prevented them from consuming charges is fixed
- Protection items are no longer stackable with the Protection Spell
- Items will no longer consume extra charges when logging in and out
- Removing an invisibility item will no longer unhide the player if the player hid with the Hiding Skill
- Nightsight only expires at dawn. (this applies to spell and potions too)
- It is now possible to recast nightsight to a higher level. (Items give less light than GM magery)
- Beneficial Charges on clothing, jewelry and other worn items now last 50 seconds.
- Ring of invisibility can now be used by double clicking it.
- The number of charges on existing items effected by this was increased to compensate for this reduction.
- Loot tables have been reworked for clothing and jewelry. Some rarer enchantment types may now be more common.
- Overhaul of the core timer.
- Everything in game that is timed now operates on 0.25 second "ticks" as on OSI
- This means that during moments of server lag, server time will not pass.
- Time will not pass during world saves, so the incidents of double weapons swings, or getting double flamestriked, or double fire-breath'd surrounding a world save should cease.
- Testing did not report any significantly noticeable effects related to this change.
- Pet guarding overhaul (part one)
- Implementation of more accurate restrictions of what can be guarded.
- You cannot guard items in other players houses or boats.
- To guard an item in a house you must be a friend or owner.
- To guard an item on a boat, you must be on the boat, or possess a key.
- You cannot guard other players pets.
- You cannot guard items which are in containers
- Other background work has been done to enable future corrections to the way players are guarded.
- Weapons, armor and clothing:
- Jesters Suits, Tunics, Surcoats, Sash, Full Apron were got giving AR in error, they now will.
- Possible exploits involving using weapons to increase tactics beyond the enchantment of the weapon fixed. Same for Protection items.
- Ghouls touch weapons were not paralyzing if the target resisted. This has been corrected to apply 1/2 duration if resisted.
- Bronze Shields, and Heater Shields will no longer appear as magic items.
- An issue relating to auto-defend, causing players to be guard-whacked when attacked has been fixed.
- Corrected font on some trap related messages
- Classic Hair Change Deed now supports a "Bun" for females.
- Armor was not saving the "Lord" title of the crafter, it now will.
- Issues with logging out at an inn, or at a house if red, should be eased. Occasionally previous combatants were being counted even though the combat had expired.
- The ability to teleport "through" a keeps outer wall has been fixed.
- Locked down house contents which become consumed without being released will no longer count against your lockdown count until shard restart. The house will recalculate it's lockdowns periodically.
- Fix for a house placement crash which occurred twice last week
- Mass Curse can now cause spell interruption
- You will turn and face your target when casting both Reactive Armor and Protection as you should
- You must say exactly "i resign from my guild" and nothing more to leave a guild, this should help with accidental removals
- Magic Reflection charges will consume at one per five seconds (20 ticks) when the item is worn.
- Taking off an item of Magic Reflection will remove the reflective effect.
- Protection enchantment gives a parry skill bonus
- Regions and spawns on North Jhelom Island have been corrected/adjusted