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<size=38><color=#ffcc00>Daily Login Rewards, Situational Awareness, New Animal Art</color></size>
<b>>July 30, 2026</b>
Note: this update requires an almost-complete re-download. The benefit is that the game will require about 10gb less space on your machine, and the changes <i>should</i> result in smaller patches in the future.
<color=#ffcc00>Daily Login Rewards</color>
You now receive a daily login reward on each calendar day after your first login. The initial rewards are geared toward new players and come with hints on how to use them. For instance, the first day's reward is some empty bottles. The second day's reward is a shovel. As you continue to log in, the rewards become more valuable, eventually being worth 1-2k Councils per day. On some days you'll also receive a new title.
Each day's reward can only be claimed on one of your characters, although the titles are shared between all your characters anyway. (And the items can be transferred via transfer-chest as usual.) Aside from the titles, none of the rewards are unique items. They can all be found in-game in other ways.
This feature was a suggestion from our players as a way to modernize the game a bit and incentivize logging in. We're interested in what you think! We'll run this feature for a few months as an experiment and decide whether to keep it based on your feedback.
(We're busy working on other player suggestions, too!)
<color=#ffcc00>New Skill: Situational Awareness</color>
There's a new skill to try out called Situational Awareness, allowing you to move carefully and track opponents. The skill gives you a toggleable sidebar ability. When active, you can see dots on your minimap (and your regular map) reoresenting nearby enemies.
This skill will soon be taught as part of the "main storyline" quests, but for now you can learn it from Jake the Buckler in Sun Vale (at Comfortable favor and a cost of 10k Councils). And while you can find Jake outdoors in a druid camp, Situational Awareness is most useful indoors, especially in tight dungeon corridors. Well, at high level it has enough range to be helpful in outdoor encounters like Povus City, too. But it's less convenient outdoors because of its one down-side:
While Situational Awareness is active, you can't gain the benefit of speed buffs. (Specifically, your Movement Speed + your Sprint Boost is capped at 8, which is the default without any buffs. Buffs are suppressed while it's active, and re-activate if you turn off Situational Awareness. Situational Awareness turns off when you are mounted.)
Other things to know:
- You can click on the minimap/map dots to select that enemy
- When tab-targeting, you can tab-select enemies on your minimap even if they are obstructed by walls or other obstacles (in other words, you don't need line of sight to select them -- though you still need to be able to see them to e.g. shoot them!)
- Elites look different from regular monsters
- Enemies have different colors depnding on whether they are in/out of combat or neutral. You can change these colors in the settings.
- If your Situational Awareness skill is at least as high as the monster's combat level, you can see the monster's name in a tooltip when you hover over their map dot
- You earn XP in Situational Awareness by killing monsters whi8le the ability is active. Its XP curve is the same as other auxiliary-combat abilities like First Aid.
- Higher-level versions of the Situational Awareness ability have increased range, reaching 80m radius at Situational Awareness 100
<color=#ffcc00>New Monster Feature: Stealthy</color>
Some monsters are now Stealthy. This gives them two benefits:
First, if Situational Awareness is active, you must make a skill check (versus their Stealth) in order to see them on the minimap. Once the monster goes into combat, though, their stealth is permanently broken for you and they will show up on the minimap. You can also manually select their 3D model, which will then make their minimap dot appear.
Second, pets can't detect Stealthy monsters that aren't in combat (unless directed explicitly to attack a stealthy enemy). This means that aggressive pets like turrets and storms won't automatically engage passive Stealthy enemies.
The following types of monsters are Stealthy: Panthers, Biting Vines, some Spiders (such as the "Black Widow" varieties), smaller Snakes, Bear Traps, Drakeworms, and Lamias.
<color=#ffcc00>New Animal Models</color>
We've begun replacing some of our more hideous animal artwork. In this update we've revised bears, wild pigs, panthers, tigers, bulls, sheep, rhinos, and hippos. More to come!
(We'll soon have player-animal-form artwork revamps as well. The fox revamp is nearly complete!)
<color=#ffcc00>Friendlier Work Order Intro</color>
The Industry skill is a great way to earn money, but many players overlook it. To make it easier to get started, we've changed the Serbule Work Order sign to always have several newbie-friendly orders available. (These aren't new, but previously they only showed up randomly.)
In addition, we've done a quick rebalance of all Work Order payouts, generally increasing the cash value. (Often dramatically.)
<color=#ffcc00>Statehelm Crypt Revision</color>
We've widened, heightened, and adjusted some of the crypt based on feedback. As a side-effect of changing the map, your map fog is reset (though your percentage is retained for XP purposes, meaning you won't earn more XP there until you clear more map than you had cleared previously).
<color=#ffcc00>Changes to the Enhanced/Advanced items (Scavenger's ring, rugged traveler, jaunty traipsing)</color>
- All Enhanced versions now have a static level 60 Endurance wield requirement
- All Advanced versions now have a static level 90 Endurance wield requirement
- The NPCs that give out these items no longer require a double skill setup to obtain endurance mods. There is now a skill-based selection in the menu for Endurance/Generic mods
<color=#ffcc00>Mycology</color>
You can now find recipes in loot to create Mushroom Turrets. (These existed already but were only available in level 90 "Aktaari loot", which was out of reach to actual newbies.) The turrets themselves have reduced health but increased damage.
There are two new recipes to find, "Getting Serious About Mushroom Turrets" in level 30 and 40 loot-drops, and "Getting MORE Serious About Mushroom Turrets" in level 80 loot-drops. (These recipes are also in level 90 Aktaari Loot, just because the others are.) These new recipes enhance the damage of mushroom turrets based on what mushrooms you plug into the recipes (and the moon phase).
- Also adjusted grow-box data for Mortaferous Mushroom (which was incorrectly copying a different mushroom's data)
<color=#ffcc00>Clay Pots</color>
Clay Pots can now be filled with water at lakes or wells. Pots of water are especially delicious and rehdyrating due to the extra minerals in the pot. However, they are not suitable for other tasks that need a bottle of clean water (due to the extra minerals in the pot).
<color=#ffcc00>Invisible Armor</color>
Riston in the Red Wing Casino now sells all pieces of the cosmetic "Invisible Suit" for 5 Live-Event Credits per piece. These pieces of equipment aren't really meant to be worn. They can be used with the "Apply Glamour" recipe to make <i>other</i> items look invisible.
<color=#ffcc00>Everything Else</color>
- Added Astounding and Incredible Ink purchase options to Vendor Fox. Friends level favor required to purchase.
- Armorsmithing 91-100 Uncap now requires Armorsmithing 90 instead of 80
- Add new Ice Conjuration recipes up to level 30!
- Fix the training option from Inella, "Armor Maintenance Across Cultures"
- Fix for horse rubies not rewarded by horse activities, and add extra items to their loot tables
- Fix the quest "Angling: Stinging Jellyfish Invasion, pt. 2"
- Fix for Poison Indirect damage not showing up in Druid Prodigy
- Improve horse banner physics
- Some attributes in the Persona window now have hover tooltips, and they have an asterisk(*) next to them when such a tooltip is present
- Add "Prodigy Combat XP Earned %" to the persona window
- Add a new attribute section to the persona window, "Professions & Economy"
- Increase armor values of Push Onward 10 and 11
- Fix duration typos in Confusing Double 8+
- Add a new means of increasing drop rates for Matted Hair and Giant Hairballs
- Added dumb new secret skill
- Standardize effects and enchantments that increase yield of gems and minerals; they should now work properly according to their descriptions
- Fix icon for Perfect Gloamwood
- Typo fixes
- a few abilities whose reset-timers previously ticked down while the player was offline no longer do: Collect Milk, Webspin, Truffle Sniff
- fixed some NPCs that were supposed to be able to notice players doing things like killing nearby monsters, but weren't set up correctly
- JSON: items that can be installed in guild halls have the InstallableInGuildHalls keyword, and those that will be installable in homes have the InstallableInHomes keyword
- Added GPU optimization for distant grass/trees in the optimized areas
- A few guards have shown up in Eltibule to help keep the forest safe
- Decrease sky reflection intensity in Eltibule
- Fix bug causing Sprint Boost (Out of Combat) to not display decimal points
- Fix graphical issue with knee-high boots
- Fix for particles rendering through walls in Yeti Caves
- Improve lighting in some underground areas, so character models don't look so flat
- 2 new Luminate recipe lines have been added
- Snail armor can now be dyed!
- When your current target's appearance changes, they will now be reselected once their appearance is fully set up
- Lumination color and intensity are now listed in an item's tooltip
- Remove grass that was poking through a floor in Ilmari
- Fix bug causing the game to break upon startup, requiring a reset of GorgonSettings.txt
- Adjust min and max zoom levels for several maps
- add alternate-currency cost (in Statehelm Renown) to train First Aid and Armor Patching 80+
- since Infernal Frog Skins cannot currently be found in the game, recipes that require it have (temporarily?) changed to require a Fire Core instead
- Fae Panthers and Fae Fire Spiders in Eltibule now count for the Percy's Gamble (50-person) guild quest.
- new NPC Sven the Bleeder can be found roaming Statehelm's "vampire district" at night
- Remove obsolete Sonic-damage immunity from some enemies that still had it (mostly portals)
- Improve reflections in revamped zones
- Hook up sky reflections to the sky graphics settings
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