Aldermere
A player in a yellow cape fights a troll in a misty valley
โ€น All patch notes

Version 0.5.3

Every NPC rebalanced, new weapon damage and safer deaths

Every NPC and weapon has new numbers, dying no longer loses anything for good, repairs move to the crafting window, and shields block a set amount.

Combat#

Every NPC and every weapon has new numbers, and shields stop gambling and start soaking.

  • Goblin Shield 11
  • Bronze 22
  • Iron 44
  • Steel 66
  • Mithril 88
  • Ebony 110
  • Verdite 154
  • Tyrian 198
Shields and what they block

Shields block a set amount

Why: shield blocks were the one dice roll left in how much damage you take. A set amount is something you can plan around, and it's sized to match the old chance against the NPCs of each shield's tier.

How shield blocks work
  • The block comes off the hit after a critical hit is worked out and before your armour, and never takes a hit below 0.
  • A hit the shield takes all the way to 0 shows Block and lands no on-hit effect. A hit that gets through lands normally, effects and all.
  • Example: you carry a Steel Shield (66). A goblin swing of 40 is fully blocked. A troll's 300 becomes 234, and then your armour takes its share.
  • On special attacks the block comes off the normal hit before the special multiplies it, so it shrinks the special's damage too. Paired daggers lose it on each strike.
  • A higher-tier shield shrugs off weaker NPCs almost completely: a Tyrian shield blocks nearly every goblin hit, while a bronze one only dents a Swamp Troll.

Every NPC rebalanced

Why: two NPCs of the same level could be completely different fights. Now an NPC's level tells you how tough it is, whatever it is.

Every NPC's new health, armour and magic resistance
  • Hen (1): health 100 โ†’ 106, armour 1 โ†’ 4, magic resist 1 โ†’ 2
  • Rooster (2): health 200 โ†’ 220, armour 2 โ†’ 10, magic resist 1 โ†’ 3
  • Rat (2): health 100 โ†’ 210, armour 1 โ†’ 8, magic resist 1 โ†’ 5
  • Fox (3): health 200 โ†’ 321, armour 2 โ†’ 14, magic resist 1 โ†’ 7
  • Deer (3): health 300 โ†’ 332, armour 3 โ†’ 17, magic resist 1 โ†’ 5
  • Goose (3): health 200 โ†’ 332, armour 3 โ†’ 17, magic resist 1 โ†’ 5
  • Rabbit (3): health 100 โ†’ 311, armour 1 โ†’ 12, magic resist 1 โ†’ 8
  • Goblin Runt (3, was 2): health 500 โ†’ 325, armour 1 โ†’ 13, magic resist 1 โ†’ 5
  • Goblin Scout (4, was 3): health 500 โ†’ 420, armour 1 โ†’ 16, magic resist 1 โ†’ 10
  • Cow (5): health 400 โ†’ 600, armour 8 โ†’ 39, magic resist 1 โ†’ 3
  • Goblin Warrior (5, was 3): health 500 โ†’ 583, armour 4 โ†’ 34, magic resist 1 โ†’ 4
  • Goblin Shaman (6, was 5): health 600 โ†’ 619, armour 1 โ†’ 10, magic resist 6 โ†’ 9
  • Skeleton (6): health 500 โ†’ 723, armour 9 โ†’ 48, magic resist 1 โ†’ 3
  • The Big Runt (8, was 9): health 2,000 โ†’ 1,911, armour 7 โ†’ 62, magic resist 1 โ†’ 4
  • Alderwic Guard (9): health 800 โ†’ 1,007, armour 22 โ†’ 56, magic resist 1 โ†’ 16
  • Alderwic Ranger (9): health 800 โ†’ 1,007, armour 40 โ†’ 56, magic resist 31 โ†’ 16
  • Hobgoblin Runt (9, was 7): health 700 โ†’ 1,088, armour 10 โ†’ 73, magic resist 1 โ†’ 4
  • Wick (level 3 โ†’ 9): health 1,000 โ†’ 975, armour 1 โ†’ 39, magic resist 1 โ†’ 15
  • Hobgoblin Scout (10, was 8): health 800 โ†’ 1,019, armour 1 โ†’ 38, magic resist 1 โ†’ 32
  • Hobgoblin Warrior (11, was 9): health 900 โ†’ 1,338, armour 13 โ†’ 92, magic resist 1 โ†’ 4
  • Hobgoblin Shaman (12, was 10): health 1,000 โ†’ 1,219, armour 1 โ†’ 10, magic resist 14 โ†’ 17
  • Hobgoblin Healer (13, was 18): health 1,100 โ†’ 1,310, armour 1 โ†’ 5, magic resist 30 โ†’ 19
  • Stag (13): health 1,100 โ†’ 1,508, armour 16 โ†’ 93, magic resist 1 โ†’ 16
  • Reaver (14, was 7): health 700 โ†’ 1,427, armour 73 โ†’ 53, magic resist 73 โ†’ 44
  • Coven Acolyte (level 14 โ†’ 15): health 1,500 โ†’ 1,517, armour 1 โ†’ 9, magic resist 20 โ†’ 22
  • Lowland Troll (17): health 2,600 โ†’ 2,088, armour 21 โ†’ 149, magic resist 1 โ†’ 4
  • Wild Bull (18): health 1,900 โ†’ 2,203, armour 26 โ†’ 156, magic resist 1 โ†’ 5
  • Mangy Wolf (20): health 2,100 โ†’ 2,468, armour 29 โ†’ 178, magic resist 1 โ†’ 3
  • Possessed Hobgoblin (20, was 21): health 2,300 โ†’ 2,470, armour 31 โ†’ 179, magic resist 1 โ†’ 3
  • Fallhaven Guard (21): health 2,200 โ†’ 2,592, armour 282 โ†’ 187, magic resist 2 โ†’ 3
  • Fallhaven Ranger (21): health 2,200 โ†’ 2,116, armour 91 โ†’ 77, magic resist 92 โ†’ 72
  • Smuggler (24): health 2,600 โ†’ 2,416, armour 121 โ†’ 88, magic resist 121 โ†’ 83
  • Dark Witch (27): health 2,900 โ†’ 2,716, armour 1 โ†’ 9, magic resist 39 โ†’ 38
  • Smuggler Brute (28): health 3,000 โ†’ 3,467, armour 208 โ†’ 253, magic resist 121 โ†’ 3
  • Giant Rat (30): health 3,100 โ†’ 3,628, armour 41 โ†’ 251, magic resist 1 โ†’ 16
  • Lamplit Miner (level 34 โ†’ 39): health 3,400 โ†’ 4,838, armour 50 โ†’ 355, magic resist 1 โ†’ 4
  • Forest Bear (39): health 3,500 โ†’ 4,457, armour 44 โ†’ 268, magic resist 1 โ†’ 59
  • Shardbound (40): health 3,800 โ†’ 4,016, armour 1 โ†’ 8, magic resist 60 โ†’ 57
  • Seep Spider (44): health 5,800 โ†’ 4,886, armour 34 โ†’ 269, magic resist 1 โ†’ 87
  • Pit Knight (44): health 6,000 โ†’ 5,463, armour 58 โ†’ 402, magic resist 1 โ†’ 4
  • Mountain Troll (50): health 7,200 โ†’ 6,212, armour 63 โ†’ 458, magic resist 1 โ†’ 4
  • Smuggler Ringleader (51): health 7,000 โ†’ 5,119, armour 151 โ†’ 185, magic resist 152 โ†’ 179
  • Greenbound (52): health 7,000 โ†’ 6,463, armour 68 โ†’ 478, magic resist 1 โ†’ 4
  • Garrow's Guard (54): health 4,500 โ†’ 6,351, armour 470 โ†’ 412, magic resist 51 โ†’ 56
  • Greenbound Foreman (58): health 7,800 โ†’ 7,213, armour 76 โ†’ 534, magic resist 1 โ†’ 4
  • Swamp Dragon (59): health 6,900 โ†’ 6,939, armour 69 โ†’ 451, magic resist 1 โ†’ 62
  • Vein Gargoyle (65): health 9,000 โ†’ 7,929, armour 80 โ†’ 563, magic resist 1 โ†’ 27
  • Green Dragon (67): health 6,600 โ†’ 7,993, armour 88 โ†’ 539, magic resist 1 โ†’ 54
  • Swamp Troll (90): health 13,300 โ†’ 11,211, armour 113 โ†’ 834, magic resist 1 โ†’ 4

Weapon damage

Why: from iron up, weapons fell behind the NPCs of their own level. Now each tier's weapon keeps pace with them, and your gear does more of the work than your skill level.

Damage colours

Reach and size

Why: reach is the whole point of a spear, so it should keep a shorter weapon at bay.

Bows with any melee weapon

Spears and Impale

Weapon specials without a target Player suggestion

Shorter leash timer Player suggestion

Raised players are Protected

Why: raised at a quarter of your health, you often got attacked the moment you rose and died again on the spot.

Try it: Take your usual weapon to the goblin camp north of Alderwic and see how the fights have changed, then try a special with nothing targeted.

Death#

Dying works differently. You no longer lose anything for good.

Worn is worn

Your bag goes to your body

Marlow keeps it for you

Telling you what happened

Why: a player told us losing a whole bag for good when the timer ran out stopped them playing. Dying should still cost you, through repairs, the walk back or silver, but never lose you anything for good.

How dying works
  • Your worn gear stays on and each piece loses a tenth of its full condition. A piece with a tenth or less left breaks, and a Broken piece takes nothing more. Nothing is ever destroyed: repair it.
  • Example: a new Ebony Cuirass comes out of a death at 90%. Fixing it straight away takes one Ebony Bar at an anvil or 164 silver at Benny Smith, because repairs round up to a whole bar. Leave it for three deaths and it's still one bar; a fourth makes it two.
  • Everything in your bag except Silver Coins, pets and the Alpha Tester cape goes to your body. Your bank is never touched.
  • Your body lasts 30 minutes and only you can loot it. After that, Marlow has everything on it, for as long as you like. Several deaths' things all wait with him.
  • Marlow's price is each item's full value in silver.
  • Every death leaves a body, even with an empty bag, so someone can always Resurrect you.

Slayer#

Handing in

Why: handing in a task felt dry, with no word from the master at all.

Shared tasks and the Codex

Stations#

Repairing has moved into the crafting window.

Why: paying an NPC was a quote in chat that you had to confirm with a second click. Anything you pay for should open a window that shows every option and its price.

NPCs#

Bosses

Why: a boss's level now says what level of player it's built for. Hespera spent about half her own health on her blood spell, so her fight was over before it got going. And letting an acolyte reach her should cost you.

The Snuffer fights for his lamps Player suggestion

Why: you could beat him standing in one lamp's light the whole fight, relighting it each time he put it out. The lamps are the fight, so keeping several lit should matter.

Goblins and hobgoblins

Reavers

Venomous NPCs

Faster respawns

Why: waiting three minutes for a troll to come back was far too long.

Where NPCs are

Pets Player suggestion

Alchemy#

  • Anti-venom I
  • Adder Venom
  • Briar Wasp Sting
  • Anti-venom II
  • Fen Viper Venom
  • Ettercap Venom
  • Anti-venom III
  • Seep Venom
Anti-venom and its venoms
How venom and anti-venom work
  • Venom ticks every 2 seconds. Each bite adds a stack, up to that NPC's limit, and restarts the timer. It keeps ticking after the fight and can kill you.
  • Heath Adder and Briar Wasp venom: 2 stacks of 5, so up to 10 a tick, for 60 seconds after the last bite. Fen Viper and Ettercap venom: 3 stacks of 15, up to 45 a tick, for 90 seconds. Seep Spider venom: 3 stacks of 45, up to 135 a tick, for 120 seconds.
  • Only one venom runs at a time. A bite from a different kind of NPC replaces the venom you have and starts its stacks over.
  • An anti-venom stops venom completely if its ward covers the full tick, and cures it when you drink. Stronger venom keeps ticking, minus the ward.
  • Example: with Anti-venom I, adder bites do nothing, a Fen Viper's full stack does 35 a tick instead of 45, and a Seep Spider's 125 instead of 135. Anti-venom II stops viper and ettercap venom and cuts the Seep Spider's to 90.
  • Drinking an anti-venom replaces the ward you have, so drinking a weaker one after a stronger one is a downgrade.

Farming#

Herbs Player suggestion

Why: one Embersage planting paid a quarter of a level at Farming 75.

Bank#

Worn gear#

Skills#

Social#

Why: a player asked to see their party's drops straight away. Only the owner can take a drop at first, so nobody grabs someone else's boss unique.

Interface#

First-time tips

Why: new players got low in their first fights and didn't know food doesn't work in combat but potions do.

Codex#

Chat#

Play in browser#

Why: in towns and camps, the browser's frame time grows with every character it draws.

World#

Less rain

Why: players told us it rains too much.

Warmer light, cooler shade

Why: the day looked flat. The light itself was nearly white and grey, and only the screen's colour boost added any, which lifts every colour alike and can't make warm light against cool shade.

Quests#

Fixes#

Questions or thoughts on this update?

Aldermere Online

Earn every level.

Old-school MMORPG. Free in your browser.

Play free