Hot Fix 09/02/2026
Posted: Wed Sep 02, 2026 5:45 am
-Leaderboard Seasons-
The Board Now Runs in Seasons
- The leaderboard now ends with the shard Season Reset, the same event that rotates the quest season. Until now it simply ran forever and nothing was ever put away.
- When a season ends, every score on the board is frozen into that season's record, the live board is set back to zero, and the next season opens behind it.
- The whole shard is told the moment a new leaderboard season begins.
Looking Back at Past Seasons
- The bar across the top of the leaderboard now names the season, for example Season 3: Season of Orc, instead of showing a pair of dates.
- The arrows either side of that bar step back through every season that has been put away, and forward again to the one running now.
- A past season is a frozen snapshot. It shows exactly where everyone stood the moment that season closed, and it will never change again.
- The information icon beside the bar carries the rest: when the season ran, whether it is live or finished, and how many players are on record in it.
Season Trophies
- When a season closes, whoever holds 1st place in each category is awarded a trophy for it.
- The trophy is blessed and goes straight into the winner's bank box, and you are told in game the moment it lands.
- It is named after the season it was won in, for example Season of Orc Trophy, and the category sits above the name in brackets, for example [1st Place XP Earned].
- It also carries the winning score and the name of the character who won it, so it still reads correctly many seasons later.
- Trophy art and colour are set for each category by staff, so what a trophy looks like can change from one season to the next.
-The Season Board-
Your Next Tier
- The board now carries a second progress bar under the big one, measuring only the tier you are working on.
- It names that tier, how far into it you are, the percentage, and exactly how many points are left before it pays.
- The long bar across the whole season stops being useful once you are well along it. This one is the number you actually act on.
- Once every tier is reached the line says so, and points you at anything still waiting to be claimed.
Reward Tiers Now List Everything
- A tier that pays several things used to squeeze them all into one cropped line, so a tier paying three rewards advertised about one and a half of them.
- Every reward on a tier now gets its own line, with its own item picture beside it.
- Hovering the gem at the start of a tier shows that tier's full reward list, uncropped.
- The season progress bar has been replaced with the same bar used everywhere else on the shard. The old one repeated a small piece of art across the width and read as a row of lumps rather than one bar.
How to Earn Season Points
- The board used to close with a vague line about quests, bounties and tasks that carry points.
- It now lists what is actually paying into the bar right now, richest first, with the exact number of season points each one pays.
- Hovering a line tells you which category that quest belongs to, and the panel says how many more there are when it cannot fit them all.
- The list is hidden once a season has closed, because nothing can be earned into it any more.
-Season Achievements in Detail-
The List on the Board
- A season achievement used to be a single line carrying its name and two point totals, and nothing else. You could not tell what it wanted of you without leaving the season and hunting it down in your achievements book.
- Every achievement now gets a block of its own showing:
• Its artwork, and the item ID that art comes from
• What it takes, written out from its real conditions
• Which tier you are on, and how many tiers it has
• A progress bar with your exact count against the goal
• What it pays in both currencies, achievement points and season points - Achievements are paged now, four to a page, with arrows to walk through the rest. Nothing is quietly dropped off the end of the list any more.
- Hovering one gives you its description, its condition and its pay in a single place.
The Detail Page
- Every achievement on the board now has a button that opens a full page for it.
- The page shows its art in a frame, the item ID that art comes from, its kind and category, which season it belongs to, and whether that season is still counting.
- What it takes is broken out one condition at a time, each with its own running count against the goal.
- Anything you have to finish first is listed with it, and whether you have done it yet.
- The whole tier ladder is shown, every rung of it, with the goal, your progress, the achievement points and the season points that rung pays, and whether it is passed, current or still locked.
- Everything handed over on completion is listed with pictures, along with the totals in both currencies.
- Arrows step through the season's achievements without going back, and the Back button returns you to the page of the list you came from.
-Bards and Pets-
Your Own Pets
- You can no longer peacemake your own pet. Calming it was a free way to drop it out of a fight it was losing.
- Area peacemaking, the version you play on yourself, now passes over your own pets entirely, so it is not a way around that.
- You can no longer provoke a creature onto your own pet either.
- Neither attempt costs you anything. You are told why, and no cooldown or instrument use is spent.
Other People's Pets
- Peacemaking or provoking the pet of an innocent player is now a criminal act, exactly as swinging at that pet would be.
- You are flagged on the attempt, whether the music works or not, and you are told when it happens.
- The usual protections still apply. A pet whose owner is already grey or red, or whose owner attacked you first, costs you nothing.
-Kill Credit for Pets, Summons and Provoked Creatures-
What Counts as Your Kill
- Quest kill credit, corpse orders and bounty payment used to count only the damage you personally dealt. A tamer whose pet did the work, or a bard who provoked something to death, could walk away with nothing to show for it.
- Anything swinging on your behalf now counts as yours: your pets, your summons, and any creature you provoked.
- Your own blows and everything acting for you are added together before the credit threshold is applied. Six percent from you and six percent from your pet is twelve percent of one creature, not two near misses.
- The threshold reads raw damage, so an alliance experience buff can no longer quietly lower the bar for credit.
-Pet and Monster Behaviour Fixes-
Pets Attacking Their Own Master
- A pet sitting on All Guard would take a swing at its own master the moment anything started, then look correct again a moment later.
- Ordering a pet to guard another player did the same thing to the person it was told to protect.
- Guard and follow orders no longer hand a pet something to fight. Only an attack order does that.
Pets Fighting Each Other
- Left to choose for itself, a pet could pick your other pets, or you, as the nearest thing worth attacking. Summons were already protected from this. Tamed pets never were.
- A pet will not choose a stablemate on its own any more. That only happens on a deliberate order.
- It will not choose you either, unless you genuinely turn on it. If you attack your own animal, it is still allowed to fight back.
- Deliberate orders are untouched. Setting a pet on yourself, on your other pet, or on another player all still work, and so does provocation.
Monsters Freezing in Place
- Creatures could lock into a loop where they flipped between fighting and guarding every tick, and never actually moved or swung at anything.
- The cause was an old rule that tried to drag every monster onto the nearest tank pet on every tick, and cleared its target outright when no tank was in range.
- That rule is gone. Tank pets now hold the target slot through the threat system instead, which respects what the creature can actually see, its fight mode, and its resistance to taunts.
- A creature that loses its target now looks for a new one on the same tick, rather than spending that tick standing in guard mode.
-Creature and Item Fixes-
Efreets
- Efreets were spawning with the wrong body and did not look like efreets at all.
- They now use the correct body, and each one spawns in one of two colours.
Ore Names
- Three ores carried misspelled names and now read correctly.
• dull coppper ore is now dull copper ore
• coppper ore is now copper ore
• umra iron ore is now umbra iron ore
-Players Online-
Who Is Actually On
- The count shown when you log in reported every open connection as a user online, which included half finished logins and anything else poking at the server port.
- It now counts only connections with a real account and a character in the world, so the number you see is the number of players actually on the shard.