Veyr
The town of Veyr has opened its doors, with three new faces to meet:
Brenna Holloway keeps the Salt Lantern tavern. She sells potions and food, can bind your respawn point to Veyr, and toggles PvP. Earn standing with the Town of Veyr to unlock her stronger potions, a Port Scroll (Veyr), and a Respec Potion.
Torvald Keel, Veyr's blacksmith, stocks a step up from the starter towns: fire swords, staves and wands, great bows, kite shields, and scale mail.
Pell runs the Veyr crossing, or would if any captain still sailed it. His quest line, The Veyr Crossing, gets the boats running again.
The Veyr Crossing
Pell, the boatman on the Veyr docks, has a new quest line. The crossing between Veyr, Nightfall and Dreadmoor has gone quiet since swordsmen started cutting down crews at the Veyr piers. Clear the way, then carry Pell's charter to Cormac in Nightfall and Sam in Dreadmoor to get every captain signed on.
Finish "The Veyr Crossing" to unlock ferries between Veyr, Nightfall and Dreadmoor.
The Veyr ferries are now locked until the quest line is complete. Until then, the way into Veyr is overland through Bleachbone.
Veyr Task Board
Veyr now has its own task board, with five daily tasks that earn standing with the Town of Veyr:
The Wailing Dark: kill 25 Banshees (level 90+).
The Dead Walk: kill 30 Zombies (level 175+).
Steel on the Road: kill 30 Swordsmen (level 185+).
A Stench on the Wind: kill 25 Rotting Zombies (level 195+).
Break the Brutes: kill 15 Zombie Brutes (level 220+).
Passage to Bleachbone Isle
Cormac at the Nightfall docks can now sail you to Bleachbone Isle, a desert island across the western sea. The crossing is only offered to those Revered by the City of Nightfall. Once you're there, Hadrik keeps a boat on the Bleachbone docks that will carry you back to Nightfall.
Zombies Rise Stronger
The zombies have been reworked into high-level threats. Each one now carries health, damage, defense and rewards to match its new level:
Zombie: level 4 to level 180
Rotting Zombie: level 7 to level 200
Zombie Brute: level 11 to level 225
They are also much faster on their feet now, so they are no longer easy to outrun.
The undead have picked up some new tricks, too. Zombies curse their prey with a withering poison and release clouds of rot when you get close. Rotting Zombies also drain the life from their victims to heal themselves. Zombie Brutes smash the ground to stun anyone nearby and hurl Decrepify to strip away your resistances.
The Demons Awaken
The demons have been reworked into some of the deadliest creatures in the world, with health, damage, defense and rewards to match their new levels:
Demon: level 12 to level 200
Greater Demon: level 18 to level 230
Demon Lord: level 25 to level 250
They now wield hellfire as well. Demons sear their targets with Flame Strike and Ember Surge, and Greater Demons add Fireball to the mix. Demon Lords rain down Fireballs, tear at your soul with Soul Rend, and erupt with void energy when you get too close.
Their hoards have grown to match. Demons now carry Shadowmaw gear and the Starpiercer, Greater Demons drop Kingsbane armor and Doomsteel weapons, and Demon Lords can drop pieces from every level 200 set, along with Ultra potions.
Swordsmen Rebalanced
The swordsmen were badly under-leveled for where they live, so they've been rebuilt as a high-level zone alongside the zombies. They now range from level 190 (Swordsman) up to level 300 (Swordsman Legend), hit hard, take a beating, and pay out XP and copper on par with the zombies.
Their loot has been upgraded to match: Grimsteel and Graveforged gear from the lower ranks, and Kingsbane and Doomsteel gear from the Elite Swordsman and up.
Swordsmen also fight like it now. Every rank can Charge in from range and Whirlwind anyone who gets close, and the higher ranks add Ankle Strike to slow you, Stunning Blow, the wider-reaching Fury, and Iron Will to harden their armor mid-fight.
Level 200 Gear
A new tier of level 200 equipment has risen from the depths alongside the zombie horde:
Oblivion (light): Robe, Hood, Sash, Bracers, Boots and Spellbook
Shadowmaw (medium): Tunic, Helmet, Belt, Gloves and Boots
Kingsbane (heavy): Armor, Helmet, Belt, Gloves and Boots
Doomsteel Sword, Axe, Mace and Shield
Starpiercer, a holy longbow
Worldender, a fire staff
Rotting Zombies carry the Oblivion and Shadowmaw sets, along with Starpiercer and Worldender. Zombie Brutes carry Kingsbane and the Doomsteel arsenal. The Gravewarden can drop any of it.
New creature products are also turning up for collectors and merchants: Zombie Brains and Undead Arms from zombies, the rare Finger Trophy from the stronger dead, and Demon Skulls and Demon Hands from demons.
The Auction House Moves In Game
The Auction House now lives in the game instead of on the website. Open any storage chest and click the new "Auction House" button to browse, bid, buy, sell and manage your listings. The website version has been removed; your existing listings and bids carry over unchanged.
Items you list come from your storage chest, and anything you buy (plus the copper from your sales) goes back into it.
Bids, purchases and listing fees are paid from your storage chest coin, so deposit some copper into the chest first.
The window is large and can be resized or maximized. Use the Refresh button to check for new listings.
Listing fees now scale with how many you list. Listing a stack of 500 arrows costs 500 times the fee of a single arrow, instead of the same as one.
Longer Buffs
Keeping your buffs up shouldn't be a second job. Most of the buffs you keep running all the time now last 10 to 15 minutes instead of 30 seconds to 3 minutes:
15 minutes: Light, Meditation, Holy Ward, Battle Cry
12 minutes: Arcane Surge, Iron Shield, Iron Will, Divine Shield, Divine Ward
10 minutes: Eagle Eye, Dark Pact, Guardian's Prayer, Holy Enlightenment, Divine Favor
Short burst abilities (Evasion, Frozen Aegis, Shadow Veil, Blood Rush, Vanish, Lifeline) are unchanged, and so are heals over time, damage over time, and debuffs.
Buff tooltips now show time remaining as minutes and seconds.
Agility no longer gives Defense
Agility was never meant to add to Defense, but since 0.6.0 it had been quietly adding a small amount on the server, which also nudged up your block chance. That's been removed. Defense now comes from gear (and defense buffs) only. The Wiki, class pages, Calculators, and character pages on the website have been updated to match.
Agility still does everything else it did before: hit chance, evasion, move speed, attack speed, and ranged damage for Hunters.
Copper Arrows
A new tier of arrows sits between plain Arrows and Iron Arrows. Copper Arrows hit a little harder than wooden ones (+2 attack) and can be crafted at a woodworking station from 2 Copper Ingots and 5 Pine Planks, making a stack of 50. The recipe is known by everyone from woodworking level 0, so archers no longer need to finish Bram's quest before crafting better ammo.
Light for the Road
Two new ways to light the dark:
Torches can now be crafted at a woodworking station: 1 Pine Log and 1 Pine Resin make 3 Torches. Available to everyone from woodworking level 0.
The Miner's Lantern is crafted at a forge with the mining skill from 1 Iron Ingot and 1 Pine Resin. It gives a bit more light than a torch, burns steadily without flickering, and lasts 5 minutes.
Smaller Download
The game's map files are now stored compressed, which makes the client download roughly 120 MB smaller. Updates through the launcher should be noticeably quicker too.
Fixes
Fixed being able to "Buy Now" on an auction that had already ended.
Fixed buying ammo on the Auction House failing when you already had that ammo in your storage chest.
Quest items can no longer be listed on the Auction House.
Auction House purchases are now refused if your storage chest is full, instead of pushing it past 500 slots.
Desert water can now be fished.
Fixed being able to cast a fishing line by clicking on your own character or on NPCs. Fishing now only works on water.
Fixed spending points in Intelligence or Vitality not updating your resistances until you relogged or changed gear. They now update immediately.
Fixed swordsmen walking backwards and facing the wrong way when moving.
Fixed the website's Calculators and character pages ignoring magic level for healing spells like Mend, and underestimating how much weapon and magic skill add to ability damage on character pages.
