Slayer#
Tasks now follow the camp, not a single NPC. Where NPCs fight together, the task names the group and any of them counts.
Family tasks
- Smugglers: Smuggler, Smuggler Brute and Smuggler Ringleader, in Fallhaven.
- Goblins: Goblin Runt, Scout, Leader, Warrior and Shaman.
- Hobgoblins: Hobgoblin Runt, Scout, Warrior, Shaman and Healer, and the Possessed Hobgoblin.
- Greenbound: Greenbound and Greenbound Foreman, in the Old Greenvein Mine (from Osric Fenn).
- Each kill pays Slayer XP for the NPC you killed, so the tougher ones pay more. The offer card lists them all with their level and XP.
- Hover a card or the tracker to see what counts and where. Attack shows "(Slayer task)", and Examine and the Codex tell you too.
- If you already hold one of these tasks, it keeps its count and now counts the whole group.
Why: in a mixed camp, a Smuggler Brute task meant fighting through Smugglers that didn't count, there were too few of each kind, and one camp filled several offers.
How family tasks work
- Any NPC in the group adds one kill.
- Slayer XP per kill is 9 ร the Hitpoints level of the NPC you killed, like any task.
- The group's level is the average of its NPCs. It decides which master gives the task and how many points it pays: Edric Thorne gives Smugglers, Goblins and Hobgoblins, Osric Fenn gives Greenbound.
- Task size depends on how many of the group live in the area.
- An extension you bought for one NPC in a group covers the whole group.
- Offers you were holding for a single NPC in a group are re-dealt next time you talk to the master.
- NPCs outside a group, and bosses, work as before.
Party Slayer pays for your work
- Everyone in the party on the same task gets progress from a kill within 60 m, even if they didn't hit it (was 40 m, and you had to count for the kill). Player suggestion
- Only players on the task split a kill, so a partner who's finished or on another task no longer slows you down.
- Party members who aren't on the task get no Slayer XP from it (was half XP for their damage).
- Points are paid by your share of the work. Pull your weight and you get them all. Your lifetime task count goes up by the same share, so it can read 29.5.
- The tracker and master window show the real count ("8.3 / 25") and "Your share: 46% ยท about 5 points".
- Chat tells you when a party kill was too far away to count.
- Party cards show a Slayer skull on anyone with your task, dimmed past 60 m.
- To take a shared task you need the master's Slayer level and the area's quest. The share prompt says who can take it.
Why: a shared task could leave a partner's count stuck while you fought together, and players off the task were earning Slayer XP from it. A fixed minimum share doesn't work, because a fair share in a party of five is only 20%.
How party Slayer works
- Who's on the task: anyone in the party whose current task is the same NPC or group in the same area. Stored or finished tasks, and dead players, don't count.
- Progress: each kill is split evenly between everyone on the task within 60 m. Two of you get half a kill each, three get a third. Alone, you get the whole kill.
- Bosses: if two or more of you fight a party boss, everyone on the task gets a whole kill.
- Slayer XP: follows your damage. Half the damage, half the XP.
- Your share is how much of the task's points and task count you get at hand-in. A fair share is your part when everyone does the same damage: half for two players, a third for three. Do a fair share or more and it's 100%.
- Example: you and a friend take a 25-kill task. You both get half a kill each time, so you finish together after 50 kills. Do half the damage and your share is 100%. Do a quarter and it's 50%.
- Points: the task's points ร your share, rounded up. A 10-point task at 50% pays 5.
- Task count: goes up by your share, so 50% adds 0.5. Milestone bonuses pay in full when your total passes them, and titles use this count.
- Standing by: someone on the task who doesn't fight still moves the count, but gets no XP and their share drops.
- Tasks taken before this update, and your lifetime count so far, pay in full.
Titles
- Ledger-sworn is now Dragonbane. If you own it, it shows as Dragonbane.
- Slayer titles need more tasks and points. Titles you've already bought are yours to keep.
- Hunter: 30 tasks (was 25), 150 points
- Tracker: 120 tasks (was 50), 500 points (was 250)
- Beastbane: 400 tasks (was 100), 1,500 points (was 400)
- Dragonbane: 1,000 tasks (was 250), 4,000 points (was 600)
- Slayer: 2,500 tasks (was 500), 10,000 points (was 1,000)
Why: Slayer goes to level 200, so the titles now spread over the whole skill. At about 3 tasks an hour, the top title lands near the end.
Try it: Talk-to Edric Thorne in Alderwic for a Goblins or Hobgoblins task, and bring a friend to share it.
Worn gear#
Leather Gloves
Troll Hide Gloves
Blue D'hide Gloves
Wool Gloves
Sunthread Boots
Bogsilk Boots
Every piece of gear now keeps its own quality and condition. Before, all your copies of an item shared one wear count.
Quality and condition
- Each piece shows its exact condition ("Condition ยท 63%"). The bar warns at 25% and turns red at 10%, and Broken pieces are grey.
- Copies wear separately. One copy no longer jumps back up when the other wears down.
- Quality and condition stay with the piece when you trade it, drop it, bank it or die. Before, trading, dying or dropping a piece could wipe up to a quarter of its wear.
- Repairing or enchanting a piece only changes that piece, not every copy.
- The trade window shows each worn piece's condition.
- A worn piece takes its own bank slot unless another copy is in the same condition. Placeholders remember quality, so a Fine slot refills with Fine.
- Bank presets find your gear at any quality or condition: the saved quality first, then the best, then the least worn. Player suggestion
- Shops pay for each worn piece by its own condition, and the price they show is what you get.
- Quests count worn and Broken gear.
- A Broken orb gives no spell power, mana from bolts or passive. Its bolts still hit.
- Everything you own keeps its quality and condition through the update.
Why: wear was tracked per character and item, not per piece, so copies shared wear, trades and deaths could wipe it, and presets, quests and Broken orbs didn't see it properly.
How condition works
- A piece lasts 15 hours of combat from new to Broken, so 1% is 9 minutes.
- Gear only wears in combat. Gear below equip level 21 never wears, and dying doesn't wear it.
- At 0% a piece breaks when the fight ends and gives no stats until it's repaired.
- Chat warns you at 25% and 10%, and when a piece breaks. The compass warns at 25% or less.
- Shops pay the piece's price with its quality, minus what an NPC would charge to repair it, never below 0.
- The Exchange still only trades pieces in New condition, with a market for each quality. "Repair and list" charges each piece's own repair.
- The bank courier's fee now uses each stack's real value, quality and condition included (was the plain price).
Gloves and boots Player suggestion
- New hide gloves for every Dexterity tier, from Leather to Blue D'hide, with the stats of that tier's boots.
- New fibre gloves and boots for every Magic tier, from Wool to Bogsilk, with the stats of that tier's hat.
- Each takes two of its tier's leather or cloth, and the Clothing Shop trades them. Fibre gloves and boots can't be trimmed.
- Levels to wear / craft:
- Hide gloves: Leather 1 / 6, Hard Leather 11 / 16, Troll Hide 21 / 26, Bear Hide 31 / 36, Swamp D'hide 41 / 49, Green D'hide 61 / 69, Blue D'hide 81 / 89
- Fibre gloves: Wool 1 / 6, Hemp 11 / 16, Flax 21 / 26, Stinkreed 31 / 36, Toetoe 41 / 49, Sunthread 61 / 69, Merino 81 / 89, Bogsilk 101 / 109
- Fibre boots: Wool 1 / 5, Hemp 11 / 15, Flax 21 / 25, Stinkreed 31 / 35, Toetoe 41 / 46, Sunthread 61 / 66, Merino 81 / 86, Bogsilk 101 / 106
Gathering#
- Coal keeps getting faster past Mining 38 (it used to stop at 27). XP per coal is the same.
- Mining 45: 2.70 s a coal (was 3.33 s)
- Mining 60: 1.90 s (was 3.33 s)
- Mining 70: 1.57 s (was 3.33 s)
- Mining 80: 1.36 s (was 3.33 s)
- Mining 90: 1.18 s (was 3.33 s)
- Mining 99: 1.04 s (was 3.33 s)
- From Mining 45, coal now gives 70โ84% of the best ore's XP an hour (was 25โ68%).
Why: every smith from steel up needs coal, but by Mining 70 it paid a third of the best ore's XP an hour, and a quarter by 90.
Play in browser#
- Phones and tablets can play. The "Computers only for now" page is gone, and the site shows Play in browser on every device. There's no phone layout or on-screen buttons yet, and phones download nothing until you press Play.
- Phones and tablets get their own copy of the game's textures, in a format their graphics chips read directly.
- Low memory now caps at 30 FPS (was 60) unless you've picked a cap yourself. It shows full detail on the nearest 4 characters within 20 m (was 12 within 35 m), and loads areas in small pieces, so they take a moment longer but the game doesn't freeze.
- A frame cap that divides your screen's refresh rate (30 on a 60 Hz screen) now keeps time with the screen instead of stuttering.
- Gaming laptops: on Windows, browsers often run on the computer's built-in graphics chip instead of the NVIDIA or AMD card. If the game runs slowly on it, a card now shows you how to switch your browser to the faster card in Windows Settings. Graphics settings shows which chip you're on.
Why: the site hid Play in browser on phones, so phone players couldn't find a way in. On Low memory, loading an area could freeze the game for seconds. And many gaming laptops give the browser the built-in chip by default, so the game runs slower than the laptop can.
Try it: Open https://aldermere.online on your phone or tablet and press Play in browser.
Characters#
- Randomize in the character creator only re-rolls the step you're on: "Randomize body" (keeps your body type), "Randomize head" or "Randomize colours". Player suggestion
- Randomize all re-rolls everything, body type too, and Undo takes it back until your next change. Player suggestion
- A violet Developer title marks the game's developers.
Fixes#
- Loading: a failed world load no longer leaves you stuck on the loading screen. The game tries once more, then takes you back to the lobby.
- Slayer: a party boss kill counts for every fighter on the task. A partner's count could get stuck.
- Resurrect: the sigil and thread now disappear after the raise for players watching.
- NPCs: NPCs behind a wall or cover now move to where they can shoot or hit you (tower archers along their platform, cows around a field wall) instead of pacing at the wall.
- NPCs: an NPC you hit from beyond its leash range now chases you instead of resetting.
- NPCs: the Wizard and the Dark Wizard no longer wear two capes.
- Hats: long hair no longer pokes through fibre and wizard hats. Your hair shows short under the hat and comes back when you take it off.
- Bank: the mouse wheel scrolls the bank when the pointer is between items, on a tab header or at the edge.
- Home Teleport: the glow and fade as you leave now build up all the way to the warp. They kept snapping back to the start.
- Crystal Depths: the skeleton knight in the Knights' hall sits on his throne instead of in mid-air.
- Items: Ebony, Verdite and Tyrian bars and coal now say one coal per bar (they said two). Recipes are unchanged.
- Skill unlocks: the side list is wider, and it scrolls down to your level's tab when that tab is out of view.
Questions or thoughts on this update? Talk about it on Discord โบ