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Mortal Online

 
Conflux package gives lifetime subscription and Mortal Online 2 alpha accessDec 12, 2019 - Community AnnouncementsYesterday Star Vault launched the official website for Mortal Online 2 and the steam store for Mortal Online 2 went public. With this massive announcement we also added a new donation package called "Conflux" on the account donation page. This package only costs 149$ and includes: Lifetime subscription to Mortal Online 1 Access to the Closed Combat Alpha 1 Month of Mortal Online 2 subscription time Reserve one character name So if you are interested in Mortal Online 2 and want to join in early and still keep playing Mortal Online 1 without the hassle of having to subscribe all the time this is you chance! Here is a teaser and some screenshots from Mortal Online 2 that was released yesterday: {STEAM_CLAN_IMAGE}/9992801/60803d5cbbb52600f7989e1a4a2fd7b5d3ae04ac.jpg {STEAM_CLAN_IMAGE}/9992801/eed137ab58988f6bef88f07ebdd0bf094f201357.jpg {STEAM_CLAN_IMAGE}/9992801/ff06c0e6fbfc80ef650984ea03b4d7779906081a.jpg {STEAM_CLAN_IMAGE}/9992801/f474a75782b4d4bcb121e9f55bd60f6e321ab911.jpg {STEAM_CLAN_IMAGE}/9992801/ec3c3f13dcf3ce2eafd7fab5c5a27340863ebe0f.jpgPatch 1.88.00.12 - KrampusDec 2, 2019 - Community Announcements{STEAM_CLAN_IMAGE}/9992801/07be4d274038c6275ab9ea5036e50024ab33f954.jpg It turns out something went horribly wrong when Krampos were to start planning his annual event, and now he needs your help! Krampos little helpers has turned against him, sabotaging the event. They have stolen everything from his book of citizens to his urn, and on top of that, they are being really really rude to everyone! Help Krampos by killing the little menaces and you will have the chance to find items such as: Krampos Index Of The Urn! (New Spellbook) Krampos Urn! (New House Decoration Item) This Years Krampos Cape! And many other items! Added: Added no build zone to Tephra Crater. Added no build zone at the Greater Natorus. A new title for helping Krampos. Changes: Made the nights on Haven a bit brighter. Aur Boss only spawn every third hour now. Fixes: Fixed the Sacrificial Stone house decoration turning into another item when picked up. Fixed an issue where the Triple Strike attack that could deal too high damage in some cases. Fixed some more typos. Fixed Butchery Tutor on Haven not bumping some skills as he should. Fixed the water in the Haven mine that could make it look like you were walking on it. All character slots will now have Haven as a starting location option. All characters slots starting on Haven will now have the Yellow fledgling flag. Patch 1.88.00.00 - HavenOct 7, 2019 - Community AnnouncementsToday we finally patch Haven! Haven is a new starting area in Mortal Online that hopes to ease new players into the game in a smoother, safer and more fun way. The first character made on an account will start in this new zone. On Haven players can start their journey guided by several NPCs that teach the new players much more about the different systems that make up our sandbox mmorpg than our old tutorial. Players are protected from full PvP by having a fledgling (yellow) flag for as long as they want. This flag is removed once the player leaves Haven and once you leave Haven you can not come back. The banks in Haven are connected to the banks in Tindrem so players may bring things from Haven to Myrland simply by adding it to a bank and then picking it up in Tindrem. Furthermore we added a guild recruiting system that makes it easier for guilds to get in contact with new players. New players that join a guild will often have a much easier time in the game as they can be guided and supported by veteran players. Every player that leaves Haven also get a chance to re-roll their character. Often new players start off by making one character and then get told that they need to change their build by veterans. This way they can do just that without having to remake their character. See you all in Haven! Patch Notes: Added: Added a new starting Island called Haven, here you can start out your and progress your new characters in a more safe environment. Haven is the only starting point if it’s your first character. Added a new recruit system for guilds. Guilds can now opt in to the haven recruit system from their guild stone. Here the guild can add a short description of their guild and decide to be shown on the Haven guild recruitment UI. Guilds that toggle auto join to ON will be listed in the recruit UI with a Join button. Players on Haven may click this button to instantly join the guild no questions asked. If auto join is off the Haven players will instead be able to contact members of the guild with the contact button. This will send a whisper to the highest ranking online member from the player who requested the contact. Both players may then whisper each other for 5 min. Added a Guild Recruit NPC in Haven that new players can interact with to get in contact with guilds. Added a Mentor NPC in Haven that new players can interact with to get directions and tips about the game. Added a free re-roll token that will be given to players when they leave Haven. (Character bound that can not be traded.) Added support for minion spawning traps on chests. Added training dummies to all Sarducaa cities. Added training dummies to Kranesh and Gaul Kor. Added a no build zone at the Demon Portal. Added a no build zone at Cave Camp. Added a no build zone at the Kimuru Cave. Added a new type of way point to guide new players. Changes: Tindrem has gotten a graphical update! The Great Library in Tindrem is now open, and the Tindrem Librarians have moved inside. All G...Developer Update - Haven ReleaseOct 3, 2019 - Community AnnouncementsWe have been working on a really massive new update for the last few months. Mortal Online is a very difficult game to grasp, it’s large, unwieldy and complicated. This has always made it very difficult for brand new players to get started. A couple of years ago we tried to make the starting experience easier by building a simple tutorial that teaches the players the very basics of the game. This tutorial however only scratched the surface of what the game has to offer. But next week all of that changes. During the last months we have been building a brand new separate starting area called Haven. Haven is a large island with several different biomes that is completely separate from Myrland and Sarducca. Players that create their first character are forced to go through Haven before they can enter Myrland. On Haven new players are protected by the yellow fledgling flag. This means that the new players are a lot safer from being killed by other players. They get to try out the game and earn some gold in a place where they don’t constantly have to worry about getting killed by other players. Players may however drop their fledgling flag at any point to try out being blue or even a criminal or murderer. Once you leave Haven you can never come back. Players can choose to leave Haven at any point, when they leave they will bring everything in their inventory and all the skills they have acquired. The banks in Haven are also connected to the banks in Tindrem so any banked item you had on Haven will be available for you in Tindrem. When leaving all players also lose their yellow fledgling flag and are no longer safe from open PvP. At this point the players murder counts are also reset so any murders the players might have committed on Haven is forgiven. Haven is full of tutorial NPC that teach you everything from fighting to crafting and extraction. Tutorial NPCs can give skills and set waypoints for you to follow. Haven also features a special guild recruitment system. We have noticed that players that get into a guild at an early state stay for a lot longer. The support you get from being in a guild and having real people to ask questions to help out new players a lot. Guilds have 3 options when it comes to Haven guild recruitment. 1. Opt out They may opt out entirely and not show up on the recruit UI. 2. Contact Guilds that are set to contact will have a contact button in the recruit UI. When pressed the highest ranked online member of that guild will get a whisper and the two players are allowed to whisper to each other. This way guilds have control over who gets invited. 3. Auto-join Guilds that are set to Auto-join show the contact button in the UI but also have a Join button. Haven players that press the join button will automatically send a join to the guild and if there are free spots in the guild they will join in. To make the game slightly easier to get started in for crafters some balance changes have been made. Low level crafting will no lon...Patch Notes: 1.87.08.00 - Time To Stir The Pot!Feb 6, 2019 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/9992801/edecf25b37c4b9a832d4c7bd4d15fe406f63a93d.png Changes World: The Khurite villages have gotten a graphical update! Skills: Breathing Technique no longer has a minimum prerequisite to learn the skill. Footspeed no longer has a minimum prerequisite to learn the skill. Athletics is now a secondary skill. Sprinting is now a primary skill. Sprinting is now a parent skill to footspeed. Sprinting is now a parent skill to Armor Training. Riding skill is now a secondary skill. Controlled riding is now a primary skill. Controlled riding is now a parent skill to Swift riding. Controlled riding is now a parent skill to Mounted Combat. Controlled riding is now a parent skill to Mounted Archery. Mining is now a secondary skill. Woodcutting is now a secondary skill. Butchery is now a secondary skill. Handle and pole crafting is now a secondary skill. Weapon crafting is now the parent skill to handle and pole crafting. Advanced Blade Crafting is now a secondary skill. Mammal Skin Lore is now a secondary skill. Skeleton Lore is now a secondary skill. Flesh Lore is now a secondary skill. Advanced Metals are now a secondary skill. Primata is now a secondary skill. Dairy Products Lore is now a secondary skill. Arthropod Produce Lore is now a secondary skill. Items: Moved the Khurite Scout Armor set to Armor crafting. Moved the Tindremic Scale Armor set to Soft Armor crafting. Woodcutting trinket skill is now changed to Advanced Cooking skill. Mining trinket skill is now changed to Fishing skill. Riding trinket skill is now changed to Controlled Riding skill. Athlethic trinket skill is now changed to Sprinting skill. Balance Decreased the effective aggro range on Ritual Pets such as Tupilaks, Death Knights and Shades by half, making them not chase players extreme distances without having the owner following as these pets don't use loyalty, and to also give normal Pets something they do better than Ritual pets. Fixes Fixed an issue where TC NPC’s sometimes flew up in the sky. Fixed a bug where the Beast Influence skill would give insane range to pets. Patch Notes 1.87.07.12 - Krampos Has Left Tindrem :(Jan 8, 2019 - Community AnnouncementsAdded: Tindrem has opened up the doors to a new butcher house. Changes: Krampos has left Tindrem, and Discordo has stopped roaming the streets. Removed the AoE from Dogs charge attack. Tindrem houses have gotten a small texture touch up. Fixes: Chickens no longer spawn their eggs under the breeding grounds. Patch Notes 1.87.07.11Dec 20, 2018 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/9992801/74f9c5af9829578e38a0e0143c0a208e288edf5e.jpg Krampos is visiting Tindrem! This year Discordo was pulled from the urn but he is not going down easily. Instead of spreading his items around his burning house he is running around spreading them all over tindrem! If you find Discordo give him a good old smack on the head and he will drop some extra loot for you to pick up. But don't hit him too much or he might run away for a while! Discordo walks from his house out into Tindrem and then back to his burning house again to pick up more loot! Some of the things to find includes: A new Krampos Buccus Cape! A rare Urial Mask that makes you look just like Krampos! A rare Krampos Dagger collectors item! A Thursar Plate Armor crafting book! Trinkets and charges, and many other things! Big thanks to the members of the community who helped write the dialogue for Krampos this year! Added: Added a new type of AI that flees from it’s targets. Changes: Improved some AI following behavior. Made Tindrem a bit more festive! AI will now do friendly attacks like healing or buffing when roaming and not only when idle. Fixes: You no longer get the message “This mount is too young to ride.” when pressing use on a mount that you want to tame. Fixed incredibly rare bug when mounting a mount and equipping armor. Fixed a chest that were spawning on top of the tunnel in the Gaul Kor mine. Fixed some Ai collision issues on the floating Arena. Fixed issue where leveling down a skill wouldn’t correctly disable it’s children. Fixed a node-crash related to player housing. Patch Notes 1.87.07.03Nov 19, 2018 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/9992801/8214c119dd2584072be2c4f3817abfc232f4c0ce.png Added: Added a dedicated button (tab) to open both inventory and the paperdoll. Added a section for login news in the login screen. Changes: Removed a couple of config options that was being abused to get an unfair advantage. World loot windows now close when empty. Blacklisted players will now ping alert towers. Control towers connected to guilds that don't have a guildstone placed will now take damage every round. You can now press "Use" on mounts to tame them. Unbuilt houses that are destroyed before being finished are now instantly removed and does not take 48h to remove. Player psyche now reduces magic attacks from ai. Pet window now shows maxspeed instead of the stat speed. You can still see the speed stat by hovering the mouse over the UI. Improved tooltips for the pet-window. Improved line of sight for AI when they target players with ranged attacks to prevent them from "shooting around corners." Tamed creatures killed by guards now drop loot. The Inspect book is now available at the Khurite Librarians. Blinders now reduces mount stop time with 50% instead of 90% Did some minor overall atmospheric graphic improvements to the Myrland landscape. You can now target players inside bushes. Improved the teleporting out of the Demons Lair to prevent players getting stuck in the pillars. Increased the max stats for Speed and Constitution on Gamals to make them more viable. The double Strength requirement for mounted weapons are now replaced with a dynamic player strength compared to the weapons weight calculation to make lighter weapons like swords usable on mounts. Fixes: Fixed an issue when dismounting a mount would set the pitch of the player to an odd number. Fixed a client crash when casting spells. Patch Notes 1.87.06.06Aug 28, 2018 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/9992801/d9a4451b43d5baf5749973877c57b9d98c85a193.png Changes: Alces now also gives molarium when butchered. Rebalanced the NPC Shields to not out match the player crafted ones. Following changes have been made to balance pole weapons, especially those with long blades. (Pole Swords) Increased the stamina drain on 2h long sauroter handle by 20% Increased the stamina drain on 2h long handle by 20% Increased the stamina drain on 2h short handle by 10% Lowered the stamina drain on following weapon heads to compensate for the increased stamina drain on 2H long and short handles: Sledgehammer War Hammer Maul Star Mace War Spear Triple Spear Long Spear Heavy Spear Flanged Mace Kallard Great Axe Kallard Double Axe Hand Axe Halberd Double Axe Brier Axe Great Double Axe Great Axe Scythe Scythe Curved These weapon heads have had their stamina cost reduced to match the values they had on 2h Short Handles prior to this patch, so for example crafting a 2H Short Handle Halberd will have the same stats as before this patch. This also makes a lot of these weapon heads more viable to put on 1H Handles. Fixes: Taking mounted fall damage now correctly sends the damage message of both you and your mount. Fixed a bug where slashing and blunt defense values when crafting shields were reversed. Fixed the wrong Spiritist vendor being moved out from Morin Khur. Fixed a rare crash with shields. Fixed a node-crash related to elementalism. Fixed some issues with Magic Reflection on AI. Fixed issue with slashing damage not correctly calculating when you hit someone on their shield. Fixed the skill description on Resistance Swimming to display the stamina reduction. Patch Notes 1.87.06.05Aug 9, 2018 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/9992801/dcb15c70bd182733b0e9df76bc6c707ae5594f7b.png Added: Added the new fishes to Taxidermy. Added a new type of semi rare wild life creature. Added the new wild life creature to Taxidermy. Added some Old Chest and Chest keys to humanoid Ai loot tables. Added better support for handles stamina modifications. Added support for allied TS NPCs, these can be used by same guild or allied. Added new Allied Priest TS NPC deed to vendor. Added new Allied Bank TS NPC deed to vendor. Changes: Lowered the Demon Portal Blocker HP by 50% Increased the amount of ore you can mine from the the Demorite Rock before its depleted. Decreased the stamina drain on 1h handles by 25% You can no longer eat building scraps. Lowered the base strength requirement of Shortbows by 10 Moved the Morin Khur Spiritist and Demonolog traders to outside the West Gate, so their item prices wont get messed up by Town Taxes. You no longer sink in water with above 10 weight, instead you sink when you are above your free weight. Mounted players mounts now take a lot more fall damage. Horse size is now clamped to 285 which was intended to be the max value. Resistance swimming now reduces the stamina drain from 0-75% when swimming. Knockdown timer increased for characters that are; fat +1 sec, bulging +1.5 sec and obese +2 seconds. Changed the calculation for how max armor weight impacts stamina penalty, you now get 0.25 kg threshold increase on each 1kg max armor weight you have above 14kg e.g If your max armor weight is 22, the threshold for when the stamina penalty starts will be at 16kg instead of 14kg Changed the equipment hit calculation, it now takes the shields defense values instead of a set number when calculating equipment hits. Fixes: Fixed some level streaming issues in Tindrem. Fixed NPC placement slots on mirrored TC walls. Fixed Thursar Warriors holding axes the wrong way. Removed a config options that was being abused to remove water visually on the client. Fixed issue with shields that made them all have 10% piercing damage when crafted. Canvas and books now work again. Fixed issue with Fire protector that made the spell not move to another spell book. Glacier shard can no longer hit a target twice. Fall damage while mounted no longer takes into account the players skill in landing technique. Fixed bug where you wouldn't drop what you where eating when dying. Patch Notes 1.87.06.01May 28, 2018 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/9992801/a896ec1f5f5ad870933947e10c572523e78911c0.png Added: Added better line of sight checks to ai casting magic, this should improve TC guards behavior a bit. Added stats for damaging another faction member. These can be found in the /stats window. Faction damage Exuul, Faction damage Impos and Faction damage Regalis. Added four more common fish species Ai. Added a new aggressive fish species that roams certain waters. Added a Utility vendor to the Jungle Camp. You can now set vendor taxes in towns that your guild controls. To do this simply talk to your town magistrate. Taxes will be collected and sent to your guilds treasury. You can see how much taxes you have earned from a controlled town in the economist under "Controlled Town Taxes" Players can see how much taxes they need to pay by talking to the town magistrate and when adding items to the vendors sell window. You should now get a message when your magic reflect spell triggers. Changes: All guilded structures will now show the name of the owning guild under their display name. Increased range checks when placing territory control towers, this means that the tower will need more flat ground to be placed. If you login a F2P account making it your activated F2P account for that day and then sub that account and login again it will now be removed as your daily activated F2P and you can login another F2P account. Fixes: Swinging weapons longer than 4 meters from a mount now also adds a stamina penalty. Fixed issue where splitting a stack while extracting gave you the "this is not a valid workbench" Fixed issue where control towers would report that they grew when they didn't. Fixed issue where taking towns at times could be impossible due to the town setting itself as "uncontrollable" due to timing issue in the server-boot. Weapons can no longer lose less than 0 durability. Weapons that have durability above their max durability will now reset that durability when used. Patch Notes 1.87.05.02May 21, 2018 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/9992801/ed685ba7d9d86083c0e92c753bf4c834ec7b0323.png Added: Added a capture system for territory structures. If a territory structure is under 50% of it's health and in another guilds territory than it's original owner it will be captured by the new guild. This means that any guild can capture territory structures left on the map by other guilds by covering it with their guild stone radius or keep territory, but also that you can now sell entire TC towns to other guilds by trading the guild house covering the TC, and having the new guild place their guild stone in it. Added faction scouts in or around cities, these npcs works like the faction recruiter but can only be used to get locations on other faction members. Added a command to show your guilds alliances: /guild showally Added a species of swimming Ai fishes that can be killed and looted. Changes: The command to show current guild wars is changed from /guild war to /guild showwar Territory structures that haven't been fully built now counts as having no blunt defense value, making them a lot easier to take down than a built structure. Once the building has been completed it have its full defense value. Weapons that are longer than 4 meters now takes a LOT more stamina to swing, this makes swinging a lance a bad idea. Territory structures are now all updated to v2. Meaning they all take damage if they are outside of the owning guilds radius. Opening a gate with a battering ram will now keep the gate open until a member of the owning guild closes it again. Guild vendors now only buy items that cost 10c or under per 1 unit. This means that players need to go to town to sell expensive goods rather than simply handing it off to a safe vendor. Added additional checks to make sure melee charges gets canceled when stamina gets too low. Fixes: Fixed timing issues that could cause alliance and war flags to not correctly work on the nodes. Server Fix Patch NotesMay 7, 2018 - Community AnnouncementsSince the release of the new faction system we have made several server-sided changes to this system. Here is a list of what has changed the past days: Changes: Removed the flagging restrictions when joining a faction. You no longer lose reputation if you get hit by a faction opponent and have 0 or less reputation.. You will now lose reputation when healing a member in a opposing faction. You will now lose 10 rep for snooping a member of your own faction. You will now lose 100 rep for stealing or trying to steal from a member of your own faction. You no longer get murdercounts from killing NPCS that are in a faction if you are in a faction. Fixes: Fixed a possible glitch that could cause you to leave a faction even if you where not in a faction when hitting a player. Fixed a glitch in the flagging for guild flags and factions that caused all kinds of flagging issues. Fixed an issue where Mercenary guards attacked allied pets. Patch Notes 1.87.04.04May 2, 2018 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/9992801/4283321af15490adbc29fadd5d31491d3ef73818.png Added: You can now join factions. Read more about it here. Added Repair kits that can be crafted at tinkering tables. These kits can be used by Weaponsmiths by combining the kit with a weapon and it will set the max durability to the items current durability making it 100% Changes: Dye Tubes now weight 5kg so they cant be stolen as easy as a cuprum coin. Ecumenical Spells no longer requires 20 in magic school to be unlocked. You can no longer force guild wars on a guild that are at war with one of your allies when they are trying to cancel the war. (This could cause loops of wars where the guild who wanted to give up never could.) Alliance chat now goes out to everyone that is rank 6 or up. Removed decals from the spurt spell as they were way too costly. Guild Guards and Mercenaries no longer attack allies. AI ranged attacks now use the size of the target in a better way to calculate a hit or a miss. Fixes: Fixed some keep hit boxes that did not have the correct collision. Fixed some upgrade issues on a few TC structures. Fixed issue with naming crafted items "training" that made them be used as if you had the "Discard Item" box checked. AOE attacks from AI can no longer "damage" dead players turning it's owner grey. Fixed glitch where you could loot houses if you instantly opened it's storage when it was destroyed. Improved the owner check on destroyed houses. Fixed a rare login crash. Rebuilt large parts of the flagging code for alliance, war and factions to make it safer. Optimized server code for loot bags a bit. Fixed description in allied loot window saying looting from it would turn you criminal. Patch Notes 1.87.03.02Apr 11, 2018 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/9992801/5f4146468a63b74bd3fe7dbdafe948c80a3fcf83.png Added: Guilds can now ally with other guilds, you may attack your allies without consequence (it's not a criminal act.) Ally names are green and they have an extra icon on their shield to signify that you are allies. You ally with another guild by using the guild stone and writing the name of the guild you want to ally with, after the other guild has accepted you will be allied after 30 minutes. Added a new chat channel: Use /a in chat to activate alliance chat, this is a global channel that can be used by anyone in a guild above rank 8 to communicate with members of their allied guilds that are also above rank 8, you can set the color etc on the new alliance chat just like you do with regular chat tabs. Gate keepers now have a new option that lets anyone in the same guild and their allies in. You can now hold use on mounts with bags to open the bags. The Eavesdropper seems to have picked up a new rumor. Added a new custom helmet as loot. Changes: Tier 3 Meld price reduced from 250g to 150g. Tier 4 Meld price reduced from 400g to 250g. Tier 5 Meld price reduced from 500g to 400g. Reworked the Tornado movement a bit, it's now more random. Increased reagent cost of Tornado to match other siege spells better. Tweaked the leash radius on some City guards. The wood cost for different type of modular house outsides and insides are now lowered by half. Changed the material on Worn Short sword a bit to give it a less intensive shine. You can no longer eat bug parts like the Acid Gland etc. Chests in modular houses now show the number of items they contain. Attacking modular buildings with pets no longer tell you what guild the building belongs to. Arena gates will now close for players that are hidden-criminal. The forced wars that could be used upon any guild has been removed from the game, you can now instead force a war upon any guild who are at war with someone you are allied with. Wars will now start 30 minutes after they have been accepted. Fixes: Improved Death Knight positioning when fighting other Ai to prevent them from standing inside each other. Fixed issue where you could not consume some juices. Did some overall world polish. Fixed missing Artifact icons. Fixed some training dummies in Morin Khur that could not be hit. Removed a couple of ini-options from the engine. Fixed typo in connections skill description. You can no longer view house signs when dead Did some minor cleanup on the guild stone menus Made the guild-flag updates safer, when you enter a alliance or start a war. It does however take a couple of seconds before this updates. Improved the updating of items added to the inventory window, this will fix issues where for example items moved from a horse bag to your inventory while having another UI open did not recognize the items correctly. Animated pets (walkers,zombies,skeletons) will no longer aggro fledglings...What’s Next? Development UpdateMar 21, 2018 - Community Announcementshttp://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/9992801/b33912050bcc8086aeaaae7fba82f914888d22b6.png We just released a gigantic developer update outlining what we will do in the coming months. Read all about the new starter island,alliances,factions and what we will change with territory control right here: http://www.mortalonline.com/whats-next-development-update/ What’s Next? Development UpdateMar 21, 2018 - Community Announcementshttp://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/9992801/b33912050bcc8086aeaaae7fba82f914888d22b6.png We just released a gigantic developer update outlining what we will do in the coming months. Read all about the new starter island,alliances,factions and what we will change with territory control right here: http://www.mortalonline.com/whats-next-development-update/ Patch Notes 1.87.02.02Mar 20, 2018 - Community Announcementshttp://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/9992801/97cc577da1451ce912bac2332dbacfc37c10abbc.png Added: You now get a message when your pet is no longer confused. Added mining ,extraction,skinning and woodcutting skill to new created characters. Changes: The Tornado spell now damages buildings and siege equipment. Lowered Tornado spell damage to balance it against doing structure damage. Increased Tornado cast time to balance it against doing structure damage. You can no longer target players dueling inside the Tindrem Arena to prevent interference from players on the outside. You can no longer stand on server-projectiles (Elementalism spell meshes) If you equip a stack of bait when fishing losing the bait will only remove 1 from the stack instead of the entire stack. Updated Sator and Bufonid spear models. Fixes: Fixed some attacks that Ai were able to spam too often. Fixed clients crashing when healing or corrupting training dummies. Fixed issue where leveling pets would stack friendly attacks. Fixed Firewalls that hit players in houses sending messages that they dealt damage when they shouldn't. Fixed an issue where player stamina could go negative. Default leg-length is now normal legs instead of funny tinny legs. This also fixes the cute tiny floating death steeds. Improved the issue people experience when mounting on node lines (the "You were not able to mount. Please try again." message) Fixed pushing other peoples pets to move them out of the way when blocking entrances. Improved saving of friends for houses and players to avoid friends/co-owners getting lost. Fixed issue with server projectiles (Elementalism spell meshes) still showing when a player died. Fixed casting healing spells on targets over node lines that didn't actually heal the target. Optimized logging in characters a little bit. Fixed a node-crash related to protectors. Fixed issue with applying a bandage and crossing a node line not applying the bandage correctly. Fixed an issue were Modular houses with locked doors that had a destroyed module would still teleport out trespassers. Patch Notes 1.87.02.02Mar 20, 2018 - Community Announcementshttp://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/9992801/97cc577da1451ce912bac2332dbacfc37c10abbc.png Added: You now get a message when your pet is no longer confused. Added mining ,extraction,skinning and woodcutting skill to new created characters. Changes: The Tornado spell now damages buildings and siege equipment. Lowered Tornado spell damage to balance it against doing structure damage. Increased Tornado cast time to balance it against doing structure damage. You can no longer target players dueling inside the Tindrem Arena to prevent interference from players on the outside. You can no longer stand on server-projectiles (Elementalism spell meshes) If you equip a stack of bait when fishing losing the bait will only remove 1 from the stack instead of the entire stack. Updated Sator and Bufonid spear models. Fixes: Fixed some attacks that Ai were able to spam too often. Fixed clients crashing when healing or corrupting training dummies. Fixed issue where leveling pets would stack friendly attacks. Fixed Firewalls that hit players in houses sending messages that they dealt damage when they shouldn't. Fixed an issue where player stamina could go negative. Default leg-length is now normal legs instead of funny tinny legs. This also fixes the cute tiny floating death steeds. Improved the issue people experience when mounting on node lines (the "You were not able to mount. Please try again." message) Fixed pushing other peoples pets to move them out of the way when blocking entrances. Improved saving of friends for houses and players to avoid friends/co-owners getting lost. Fixed issue with server projectiles (Elementalism spell meshes) still showing when a player died. Fixed casting healing spells on targets over node lines that didn't actually heal the target. Optimized logging in characters a little bit. Fixed a node-crash related to protectors. Fixed issue with applying a bandage and crossing a node line not applying the bandage correctly. Fixed an issue were Modular houses with locked doors that had a destroyed module would still teleport out trespassers. Elementalism Phase 3 is out! Watch the trailer!Mar 8, 2018 - Community Announcementshttp://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/9992801/d1c276c69e298aa9bd2873fdc14d6a3b8bb4a9b5.png Patch 1.87.02.00 is released and with it the biggest magic school ever to be added to Mortal Online is finally completed. We put together a little teaser to show of a couple of the 11 new spells that this phase brings to the game: https://youtu.be/n7VEIOnrnxk Phase 3 introduces a spell that raises the temperature in your zone. This means that you can now create lightning storms by casting a cold wave and then a heat wave. Lightning storms are dangerous but required to cast some of the new spells. Be careful when you are playing around with mother nature however because too much weather changing will cause a new type of weather; chaotic weather. Chaotic weather brings in a thick red fog that limits your viewing distance, it also heavily increases the amount of lightning strikes in the area. This weather might be dangerous on its own but the spells you can cast by draining power from it are even more dangerous. Call down massive meteor strikes, summon deadly fire protectors or blast several enemies with a chaotic blast.