- 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
 





