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Luthius, Syncopations

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Posted by: Owen - 02-05-2018, 01:41 AM - Forum: Announcements - Replies (4)

[Image: P4zOjSX.jpg]

Please join us online every night at 10PM EST for faction testing! 

To take part you will need to be in a guild (you can create your own) and aligned to a faction:

One of the Officers or Guildmaster in the guild needs to go to the Faction Page and click the "Change Guild Faction" button.  You'll get left and right arrows showing which faction to pick (or if you intend to switch from a faction back to neutral, the word "none") and then click the Accept button. 

[Image: 93o5ok2.png]

If you have any questions please join us in Discord. 

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  PvM Testing Patch 2-3-18
Posted by: Luthius - 02-03-2018, 06:21 PM - Forum: Patches - No Replies

Patch Notes


  • Implemented a number of additional Faction features including Faction Selection / Faction Combat Flagging on the Faction page of the Guild Menu

  • Fixed an issue with the arena Match Info button going missing from arena matchmaking
  • Fixed a flagging issue with the arena region lobby area (was set to DungeonRegion instead of ArenaRegion)

Mastercrafting and Item Durability
  • Rebalanced item durability bonuses for magical / colored materials
  • Exceptional quality items made by a player with 120 skill will be listed as "mastercrafted by" when single-clicked (instead of "crafted by")
  • Mastercrafted weapons and armor have an additional +50% base durability
  • Mastercrafted tools and instruments will have an additional +50% base number of uses

  • Appetizing and Delectable foods (which are non-stackable) now may have crafters marks (including mastercrafting)
  • Exceptional quality Appetizing and Delectable foods have 1 additional bite (uses) allowed
  • Mastercrafted Appetizing and Delectable foods have 2 additional bites (uses) allowed

Creature Ability Damage
  • Non-Tamed creature abilities will no longer deal +100% damage to player's a tamed or summoned creatures
  • Non-Tamed creature abilities will instead now deal (+20% * Target Creature Control's Slots) damage to a player's tamed or summoned creatures

Creature Spell Damage
  • Non-Tamed creature spells will no longer deal +50% damage to player's a tamed or summoned creatures
  • Non-Tamed creature spells will instead now deal (+10% * Target Creature Control's Slots) damage to a player's tamed or summoned creatures

Animal Taming
  • Players will now make an Animal Lore skill gain check each time they "speak" to an animal while taming it (essentially grants bonus Animal Lore skill gain checks)

  • Added a large number of new tree types that can be harvested with Lumberjacking (i.e. our new trees that have new graphics)
  • Using a dagger on yourself to harvest kindling from nearby trees will now consume a portion of the logs available from trees gathered from

  • Prevalia has been added to map patcher and can be accessed via moongate in Shelter Island. 
  • Issues with pets falling through in Pulma have been fixed 

  • Lowered the Muskeg Chasm rolling boulder trap damage somewhat
  • Players may now say "banco" to access town banks (instead of "bank")
  • Fixed a crash issue with creature ability firefields
  • Added some notification signs to Shelter Island for new player guidance
  • Fixes some notoriety flagging issues when players leave / join guilds

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  creating an organic gaming experience
Posted by: biorhythm - 02-03-2018, 04:46 PM - Forum: Suggestions & Ideas - No Replies

creating a lasting endgame gameplay experience in mmorpgs can be difficult, because there is no ending to the game.

a lot of times devs will come up with random things to do, which just come across as contrived and dont fit into the theme of the gameplay world.. thus making the whole gameplay world worse.
gameplay goals/minigames should fit in naturally to what people are already doing ingame and are interested in.
Take the development of the PC game civilization(1-5)...  there is a lot going on in the game with a plethora of options, but the designers made it so that the player doesnt actually see much of those options, until the player actually tries to access them.  The game screen has as little extra as possible on it, so the player really only sees the game world.    

In this thread I will offer ideas for long term gameplay that does not clash with the persistent rpg world.


1.) One option for long term gameplay is simply creating another character and trying a different experience.  With the way traditional mmorpgs are set up, this creation of a new character often just involes power farming or macroing.  UO being one of the classic examples of a game that is just macro'd and power farmed through. 

   If there was some sort of auto powering up that happened over time, there would be no arms race to 7x GM completed characters. 

  As I said earlier there is no completion to typical mmorpgs, but if characters had to progress through certain stages, then players would actually get to experience some feelings of completion as certain levels of a characters life cycle came to an end.  

This would ensure that creating a new character was always an actual gameplay experience and not just another power macro experience.

Have it so only 1 character per player account receives this over time leveling at a time.  This would help prevent someone from making a Pk who robs from the weak and then avoiding consequences by then playing on his blue character.  A player would have to invest in making 1 character at a time.


Another organic theme that happens naturally is player conflict.  As good as player vs world experience can be, a big part of the UO experience is players interacting with other players.. which can provide a never ending gameplay experience if handled right.

This PvP experience can be too much for many people, especially if it is implemented wrong.  It can become to aggressive and prevent people from enjoying the game..

There are ways to make pvp games without ruining gameplay for a lot of people.  Euro games, or german board games became synonymous with this over the last 20 years.  These board games like Settlers of Catan still offer pvp but it isnt as brutal, the players instead focus on playing the board and acquiring resources, which can indirectly foil their opponents plans... 

unlike western games like Risk, this doesnt become unfun for the other players who are losing.  where they just have to sit their for turn after turn and get sh|t on.

If players and guilds had a way to build up their own bases,  this would offer a way for a healthy long term pvp experience.

In addition PvP should be built around the natural conflicts is game already. 
The big ones I identified are: bad guys vs good guys,    social group vs social group,    competitive capitalists,  competition to be the alpha,  and possibly territorial competition.

I think this can be addressed in game organically as follows.


2.)  Loosely based off Shadowbane, guilds can build bases in certain areas.   This would be done by acquiring a very expensive base-guildstone.    The more money invested into the base-guildstone, the bigger the area could become.  This would create an end game goal for guilds.  The benefits of player cities/bases would be as follows..

-Make it so players can only place 1 npc merchant with a limited carrying capacity if they are not a subbed to/a member of a base-guildstone.

If a player is subbed to a base-guildstone then they can place multiple merchants. These merchants are invunerable like normal, unless the players base-guildstone is destroyed.   If the guildstone is destroyed then the merchants either are destroyed and all their goods are put into a safe in the house, or you could make it so the merchants are venerable to being killed and they drop some gold.
*note I dont think players should have to have their merchants within the base-guildstones territory.

this would give a way for merchants to compete and actively pursue wars with each other.

- In the area of a base-guildstone members get a +5 to +15 bonus to 5 skills of the guilds choice.  this would make certain bases more attractive to different types of players.    Maybe one large player base would be great for miners or another for poisoners or another for blacksmiths and fishers or another one for shadowy stealthers.

also in the area of the base-guildstone players could get a small bonus to skill gain, this would incentives players to spend time at their guild bases.

- guilds could purchase weaker/killable guards to place around their base-guildstones and maybe a couple other npc merchants like regent sellers or provisioners.

-the leader of the guilds could set tax rates on everything sold by their member merchants and maybe tax different groups differently.  (like different guilds or reds/blues)

-wars could be waged and base-guildstones destroyed in the following ways.  
An opposing faction could buy a war-stone.    They could then place the war-stone and target the base-guildstone they wanted to destroy.  Both stones are invunerable and then like after 24hours at a prime time the defenders choose the guildstones will become venerable to attack.  Whoever destroys the other stone first wins.  Maybe the attacking guild can even take over the stone if they choose.

2.5) have 2 major merchant guilds.  players need to have either high blacksmith, carpentry, leathermaking, cooking or tinkering to join.
the guilds can vote on what costs different groups need to pay.  This will automatically inflate or deflate the prices of everything they sell.  This will give the merchants a way to corner certain markets by working together and not undercut each other. 

this will also give merchants a way to push back against chaos/Pks.   If chaos/PKs abuse them too much, that merchant group can charge them inflated prices on everything, or even refuse to sell to them.   These inflated prices would be account wide, so players couldnt just do shopping on different accounts. 

Since there will be 2 separate merchant groups Pks/chaos and different groups could form alliances or avoid attacking certain merchants based on what merchant guild they are part of. 

The 2 different merchant guilds would have a bonus to join them too.  It would be that any npc merchants owned by a member could hold 50% more items.   So a craftsmen that was not subbed to any base-guildstone would still have access to 1 merchant with +50% carrying capacity


3.)  One of the most natural and organic conflicts is good vs evil   playstyles.

This can be enhanced through the order vs chaos guild system.    With each guild enhancing this style.   
Maybe have stiffer penalties for PKings all around but let Chaos get away with more Pking and stealing than normal. and at the same time give order help and benefits performing anti activity. 

also this system could also fill the function of creating an endgame for alpha king of the hill players.   
Maybe leaders of the chaos groups could get like +10 bonus to strength.

I could go on but I feel like Ive typed a lot.  So Ill leave this as is for now.

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Posted by: Owen - 02-03-2018, 03:00 PM - Forum: Announcements - Replies (1)

[Image: rqu6c6K.jpg]

WHERE: OUTLANDS ARENA (enter through blue moongate) 



Single Elimination Bracket Tournament 

1vs.1 7x Mage duels 
GM Weapons & Armor only 
Red pots only
No pets or summons
No Deadly Poison 
10 minutes sudden death 


1vs1 7x Mixed duels 
GM Weapons & Armor only 
Red pots only
No pets or summons
No Deadly Poison 
10 minutes sudden death 

(on beta, ha ha ha) 

If you're interested in participating, please message me in Discord so I can create the brackets. 


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  Some recent findings
Posted by: Campari - 02-02-2018, 06:19 PM - Forum: Development Feedback - No Replies


Peacemaking your own pets is a criminal offense if you are not in a party. However if you are in a party, it is not a criminal offense.

Animal Lore

The barding success on the animal lore gump is based on the highest of your musicianship skill and barding skill, when it should be based on the lowest.


The follow speed for pets while mounted is too slow, so the pets cant keep up.

When you upgrade the stats on your pet, the upgrade % is based on the neutral stats, not the tamed values. So if you find a pet with perfect damage of +10% vs neutral, and decide to upgrade the damage by 50%, the total damage bonus will be 60% instead of 65%. If the pet you tamed had neutral stats to begin with, you would end up with +50% total damage bonus. So a maxed out damage on a pet with perfect beginning stats will only be 160%/150% = 6,67% better, and not 10% as it was when freshly tamed. A 5% better pet to begin with, will only end up being 3.33% better when maxed out.

Pets should be resurrectable with magery.

New Player Dungeon

If you equip a weapon with a tactics modifier, you can't train to 70 base tactics.

Monster Difficulty

There are several monsters in Pulma which seem to have abilities that deal crazy damage in short amounts of time.
Precursor Conduit in Pulma have Difficulty Level 10.7 and runs around shooting fast bolts that hit for 20-30 damage.
Murky Water have Difficulty Level 17.8 and casts high level spells, hits with melee + applies a disease that ticks for 20 damage.
Befuddler hits you multiple times in fast succesion with the AoE attack for 20-30 damage each.
Deep Devourer devours you for 30 per tick pretty fast.

Smoke Drake/Smoke Dragon in Nusero can instakill you with the AoE attack.


When you enter level 3 in Pulma, there are 6 monsters in range to attack you immediately: Befuddler, Dark Water, Deep Devourer, Precursor Guardian, Precursor Servitor, Precursor Engineer.

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  Aspect Gear - Elevate Yourself
Posted by: Expo - 01-25-2018, 07:29 PM - Forum: Player Guides & Macros - Replies (4)

How do you access the Aspect Mastery system?
You can check your current progress within the Aspect Mastery gump. You can find it by opening your Paperdoll (Alt P), click Help, and then clicking Aspect Mastery. This will bring up the window that you can click on the various Aspects to see their abilities and stats. Click on the arrows to change through Weapon, Spellbook and Armor Bonuses from selected Aspect. Players earn experience in each Aspect by killing monsters while equipped with Aspect Gear of that aspect. When they have earned enough experience, they may upgrade that Aspect to the next Tier Level (maxing at Tier 10). 

[Image: BaW7M3k.gif]

Where does Arcane Essence come from?
Arcane Essence is needed to craft Aspect Gear. Players can get Arcane Essence by Recycling magical items. Use a Crafting Tool to open its menu and then click Begin Recycling. This will cause a single target cursor to appear which you'll then click on a magical item to Recycle it. There are different modes of Recycling. There are:

Recycle Single Item
Recycle Regular (of Type)
Recycle All (of Type)
Recycle All Magical - be VERY careful using this option as it will recycle ALL magical items in your backpack, even sub-containers. You then target yourself to begin Recycling.

[Image: 5qCXQl6.gif]

How do you craft Aspect Gear?
To create Aspect Gear, you will need to several components:

A GM-made Weapon / Armor Piece / Spellbook
12 Matching Aspect Cores for a Weapon/Spellbook or 2 Matching Aspect Cores for an Armor Piece
10 Matching Aspect Distillation of the same Aspect as the Cores
10 Arcane Essence
1 Mould Tool (of matching crafting skill type)

[Image: BxEomh3.gif]

[Image: sgAycyL.gif]

Oh so much more info on the Aspect Gear Dev Page. I wanted to just copy and paste all his info here because it's so thourough but you can just click that link and read more details. 

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  PvM Testing Patch Notes 1-24-18
Posted by: Luthius - 01-25-2018, 03:16 AM - Forum: Patches - Replies (1)

Patch Notes


  • Implemented a significant amount of backend faction handling
  • Players can now declare their guild faction allegiance from the Faction page of the Guild gump
  • Players can toggle their faction combat flag (i.e. when they flag as orange to opposing factions) from page 2 of the Faction page
  • Will be implementing the remaining faction gumps / mechanics and faction struggle system in the very near future

Creature AI
  • Implemented a new "shoving" mechanic for creatures, dictating how often they will push past players and creatures blocking them (since creatures in Outlands no longer use stamina)
  • Normal creatures can shove through players and creatures once every 10 seconds
  • Tamed creatures can shove through players and normal creatures once every 3 seconds
  • Tamed creatures can shove through other tamed creatures once every 1 second

  • Skill use cooldowns for all barding skills has been reduced to 5 seconds for both successes and failures
  • Players may make either one Provocation or one Peacemaking attempt every 10 seconds
  • Players may make one Discordance attempt every 10 seconds 

Forensic Eval
  • Increased the rate at which players boost their Forensic Eval slayer bonuses when carving corpses 

  • Decreased the skillgain rate for Mining and Lumberjacking dramatically
  • Fixed an issue where players with weapons equipped that provided Tactics bonuses would not gain skill at certain levels

  • Players should now be able to attack their own tamed creatures in New Player Dungeon

Taming And Animal Lore
  • Fixed an issue where ressed pets were not correctly receiving ressurection penalties (-25% to damage dealt and +25% to damage received for 30 minutes)
  • A tamed creature's current resurrection penalty value and timed remaining are now displayed in the Animal Lore Gump
  • Reworded the Passive Taming Skill Gain Remaining label on Animal Lore Gump (shows how much total passive taming skill gain the player has left in total for all followers)

  • Fixed several issues relating to displaying Camping Bonus duration
  • Players can now single click on a campfire to see their current camping bonus and duration
  • Players can now target themselves when double-clicking a bladed weapon to attempt to create kindling from any nearby trees in range

  • Makers marks now can be applied to non-stackable, crafted food items

Healing Potions

Lesser Heal Potion
Heals 10-20 (reduced to 5-10 while player is in PvP)

Heal Potion
Heals 15-30 (reduced to 10-20 while player is in PvP)

Greater Heal Potion
Heals 20-40 (reduced to 15-30 while player is in PvP)

  • In-town battle trainers no longer will make "gasping" noises when detecting "combatants"

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  Spirit Speak, Spirit Energy and You
Posted by: Expo - 01-24-2018, 02:13 AM - Forum: Player Guides & Macros - Replies (1)

Spirit Speak - Allows the player to see player ghosts and understand their speech. Players can purchase Empty Spirit Stones from NPC Mage Shopkeepers. Cast the Magic Lock spell to turn it into a standard Spirit Stone, which allows it to absorb Spirit Energy from corpses. These Charged Spirit Stones can then be used to increase the power of a player's summon spells.

[Image: Nip0JY3.gif]

[Image: 17OpJST.gif]

There's a lot more information in the Skills post by Luthius.

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  Creature Targeting (Aggro/Threat)
Posted by: jaedan - 01-22-2018, 10:59 PM - Forum: Player Guides & Macros - No Replies

Creatures decide who to target by selecting the highest priority target from available targets every few seconds. Priority is calculated as follows:

1) The last chosen target (i.e. the creature's current target) is given 3 points.
2) Tamed/summoned pets set to attack/order/patrol mode are given 3 points.
3) Targets are awarded between 1 and 5 points based on proximity, with immediately adjacent targets awarded 5 points.

How much damage you do, how ugly your face is, how loud you are shouting, etc. doesn't matter.

It is not currently known how ties are broken, although I speculate that it it chooses the target at a lower X coordinate, or if that is the same, the target at a lower Y coordinate, or if that is the same, the target at a lower Z coordinate.

Given these mechanics, there are a few interesting effects:

1) Creatures will always attack an adjacent pet over an adjacent player. If there is a pet nearby, you won't get hit.
2) Once a pet has been targeted, it will never drop threat no matter how far away it is as long as it is still in range and in the proper mode. This is because a pet that was previously targeted is given a +6 total priority, but a player that isn't the current target can only get to +5 maximum.
3) The only way to transfer threat from one player to another is for the targeted player to run away.

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  PvM Testing Patch Notes 1-16-18
Posted by: Luthius - 01-17-2018, 12:30 AM - Forum: Patches - No Replies

Patch Notes

Aspect Gear

  • Changed the hues on Air, Earth, and Eldritch aspect gear

Aspect Armor
  • Eldritch Aspect should now properly grant its normal Charged Spell chance bonuses
  • Command Aspect now also grants (5% + (1.5% * per Tier Level)) damage resistance for tamed creatures
  • Fire Aspect now also grants (12.5% + (3.75% per Tier Level)) a chance to ignore Field Effect damages (which includes fire fields and a large number of mini-boss / boss field effects)
  • Poison Aspect cure chance bonus increased to (10% + (3% per Tier Level))
  • Shadow Aspect damage resistance after exiting stealth duration increased to 10 seconds (from 5 seconds)
  • Void Aspect chance to regen stats is now (2.5% + (.75% per Tier Level))
  • Water Aspect healing amounts bonus now is (10% + (3% per Tier Level))

Aspect Weapon Special Effects
Rebuild all aspect weapon special effects with new mechanics as well as sounds and visuals

Air Aspect Weapon Special
Inflicts (500 + (50 * Tier Level)) magical damage divided among creatures within a 8 tile radius and reduces their defense skill by (10 + (1 * Tier Level)) for 30 seconds

Command Aspect Weapon Special
Heals your nearby followers completely and grants them a damage bonus of (100% + (10% * Tier Level)) against other creatures for 60 seconds

Earth Aspect Weapon Special
Earth Hands
Inflicts (500 + (50 * Tier Level)) physical damage divided among creatures within an 8 tile radius and reduces their armor by (30 + (3 * Tier Level)) for 30 seconds

Eldritch Aspect Weapon Special
Energy Surge
Inflicts (500 + (50 * Tier Level)) magical damage divided among creatures within a 12 tile radius and reduces their magic resist by (50 + (5 * Tier Level)) for 30 seconds

Fire Aspect Weapon Special
Fire Nova
Inflicts (750 + (75 * Tier Level)) physical damage divided among creatures within an 4 tile radius

Lyric Aspect Weapon Special
Inflicts (500 + (50 * Tier Level)) magical damage divided among creatures within a 12 tile radius that are currently barded and will reset the duration of their barded effects

Poison Aspect Weapon Special
Inflicts (1000 + (100 * Tier Level)) magical damage divided among creatures within a 6 tile radius that are currently poisoned. Damage for each creature is scaled by (creature's Poison Level * 20%)

Shadow Aspect Weapon Special
Places the player immediately into stealth and grants them (50 + (5 * Tier Level)) stealth steps. Damage on their next backstab attack within 30 seconds is increased by (750 + (75 * Tier Level))

Void Aspect Weapon Special
Doom Dragon
Inflicts (1000 + (100 * Tier Level)) magical damage to their target after 15 seconds have passed

Water Aspect Weapon Special
Ice Storm
Inflicts (500 + (50 * Tier Level)) magical damage divided among creatures within a 6 tile radius and slows their melee attacks and spellcasting by (10% + (1% * Tier Level)) for 30 seconds

  • Added Stealth to the list of skills players can increase to 120 skill through use of Skill Mastery Scrolls
  • Players making backstab attacks from stealth against creatures have their backstab damage scalar adjusted by (Stealth Skill / 100%)
  • Players now receive (5 + (Stealth Skill / 10)) steps when Stealth is activated
  • If players move while stealthed and have between 0-5 Stealth Steps remaining, they will leave footprints when they move

Armor and Clothing
  • Players can now double click Clothing, Shields, and Armor in their backpack or bank to equip them (and will simultaneously unequip any existing equipped ones as well)

  • Durations for Peacemaking are now increased by 50%
  • Durations for Discordance are now increased by 100%
  • Discording a creature will not be considered a hostile action unless done to a tamed creature (and therefore will not change the player's current combatant)
  • Fixed several issues where players would sometimes use the wrong skill for barding attempts
  • Fixed several issues with barding flagging owner as criminal for barding innocent targets
  • Removed overhead text messages for barding effect immunity cooldowns (still will display system messages for miniboss / boss barding immunity durations)

  • Skill use cooldown for Herding now changed to 2 seconds (down from 10 on success / 5 on failure)

  • Players healing tamed creatures with bandages will now receive +50% of the normal healing amounts that would be given by using the Healing Skill

  • Fixed an issue with creatures unable to "push" through other creatures and players
  • Creatures no longer utilize stamina for pushing, and can now push through other creatures once every 10 seconds

Tamed Creatures
  • If a tamed creature is stealthed, they will not leave any footprints behind while moving in stealth if their controller is currently hidden
  • Tamed creatures should now correctly "flag" as green to other tamed creatures owned by the same controller, so should no longer be guard whacked if ordered to attack each other
  • The Mule upgrade trait for creatures will now correctly grant (25 * Creature Control Slots) backpack space for the creature

  • Players can now recycle Magic Spellbooks found as loot to receive Arcane Essence

Character Creation
  • Players selecting Lockpicking at character creation will now receive 2 Lockpicks and 2 Trap Tools

Young Players
  • Young players will no longer keep all items upon death (will only keep Newbied items)

New Player Dungeon
  • Players can no longer do hostile actions to other players (including looting) while in the New Player Dungeon
  • Fixed an issue where tamed creatures wouldn't respond to commands unless very close to their tamer

  • Removed the ability for players to sell Ingots, Boards, Fish, Arrows, Bolts, and Bandages to NPC vendors (at least until several weeks after launch)

  • Fixed a few crash issues related to pets and pet interactions
  • Fixed the icons that appear for creatures via Tracking and Animal Lore gumps for all dungeon creatures
  • Players may now dye sandals normally

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