Beta v0.6.4

## General

* You can now securely trade with other players through the context menu option “Trade”
* You can now trade houses with other players by selecting “Transfer Ownership” from the house sign.
* The world map is no longer available via the ‘M’ key. We feel strongly that “GPS” doesn’t make sense in our world, and having a map you open with a hotkey creates the wrong expectation. We have plans for more navigation tools that do make sense in a sandbox world. See the next note for our first pass:
* Players can now purchase physical maps of the 5 world areas of Celador in the respective towns / outposts.
* Players can rename and place waypoints on physical maps
* Players can no longer mark locations on notes.
* You can now accept crafting orders from blacksmiths. Make the requested items, add them to the order, and turn them in for a reward. Crafting orders provide a way for any player to earn a living through making weapons and armor.
* Removed composite material drops that were not being utilized, such as thread, charcoal, and others\*.
* Dynamic camps now have mobs and loot that make sense for the difficulty of the camp
* Server optimization pass.
* Server stability fixes.

## Combat tweaks

1. Increased the heal amount of Heal
2. Increased the STR damage modifier from 40% to 100%
3. Reduced base weapon damages to account for strength mod increase
4. Removed stamina potions
5. Affinity now provides the bulk of evocation damage in the absence of staves.

## June 14th server update

### Combat

(For detailed explanations, please see Jeffrey's blog post):

* Mage spell Heal now heals for between 59 and 67.
* Stamina is now determined by Agility, ranging from 20-100.
* Stamina replaces Agility in determining swing speed.
* Stamina replaces Agility in determining run speed.
* Stamina regeneration rate has been significantly reduced.
* Balance pass on weapon damage.
* Special abilities have been more evenly distributed across weapon disciplines.
* Critical hits have been removed.
* Weapon accuracies have been standardized.
* Miss rate versus targets outside of your skill range has been increased.
* Queued weapon abilities can miss; their hit rate is determined by the skill used, max skill is 100% hit rate.
* Swing timer counts down while disabled, meaning if you would have swung while disabled you will swing when disable ends.
* Swing timers are delayed by 1 second on a successful spell cast.
* Bow attack timer counts down while moving with a minimum delay of 1 second between movement stop and arrow release.
* Bleed Particle effect no longer applies on normal combat hits. Instead, it is used only as an indicator of bleed debuff.
* Added Mortal Strike weapon ability, prevents the target from being healed for 8 seconds.
* When Mortal Strike ends, the victim becomes immune to Mortal Strike for 12 seconds.
* When Bleed ends, the victim becomes immune to Bleed effects for 12 seconds.
* When Stun ends, the victim becomes immune to Stun effects for 12 seconds.
* Stats Attack, Power, and Force are no longer scaled for NPCs.
* Players can no longer apply debuffs to immune (stasis) players.
* When a player becomes immune (stasis), all player debuffs are removed.
* Primary and secondary effects have had their animations/effects tweaked.
* Added Scout combat ability to replace Snipe; Hunters Mark, prevent target stealth and increases ranged damage against them (3.33%/6.66%/9.99%) for 30 seconds, 2 minute cooldown.
* Added Rogue Combat Ability to replace Backstab: Vanish. Instantly hide and remove all player debuffs. Cooldown of 6, 4, and 2 minutes for level 1, 2, and 3 respectively.
* Hamstring, Bleed, Mortal Strike, Hunters Mark can now be resisted by willpower.
* Mobile traits implemented. Specific damage types can do more damage to NPCs with vulnerabilities and less to NPCs with resistances. (The damage types in question are Bashing/Slashing/Piercing/Bow/Magic.)
* Ranged NPCs can fire while moving.
* Heavy/Light Armor skills now scale defense of relevant items worn.
* Reduced global potion cooldown to 1 minute from 4 minutes.
* Reduced Defence granted from shields to 70 from 90.
* Reduced the attack bonus of Stab from 125 to 100%.
* Increased the damage of Bleed (min,max) from (20,40) to (40,60).
* Equipping a 2H weapon now unequips your shield.
* Fixed casted combat abilities (Stun Shot for example) that would sometimes allow a normal combat swing as well.
* Prevented Hamstring from being used with a ranged weapon.
* Heavy Armor pieces now lowers your agility by when equipped (-3 per piece).
* Bleed tooltip has been updated.
* Heavy & Light armor skills descriptions updated.
* A 1 second swing delay when switching weapons has been removed.
* Evasion rebalance:
	+ Evasion 1 - 75% chance to be hit.
	+ Evasion 2 - 50% chance to be hit.
	+ Evasion 3 - 10% chance to be hit.
* Fixed the “Follow Through” weapon ability to actually subtract stamina from the target hit.
* Swing timer no longer reset when leaving stun state.
* Stun can no longer stack (used to refresh duration if new stun was longer than current stun)
* Releasing a primed spell while stunned will result in cast failure.
* Fixed an issue where the first swing after a weapon swap could be equal to a full swing of previous weapon.

### Loot/crafting/world changes

* Added Mana & Stamina potion recipes and items.
* Set value of blank runes to 200 copper.
* Added Vanish & Hunters Mark prestige books.
* Initial monster spawn location, difficulty and loot overhaul. Adjustments to continue.
* Fixed broken dungeon spawns / missing mobs.
* Level II & III Prestige Books now drop exclusively at the awakening spawn.
* Death has had his loot table revised.
* Death now has a chance to distribute items directly to those within range who contributed to his death.
* Executioner weapons of three levels of strength (lesser, regular, and greater) have been added and now drop. Executioner weapons do increased damaged (125%,150%,175%) to a specific species of foe. These drop across a range of both overworld and underworld monsters.
* Cursed item property has been added. Cursed items will not be dropped on death but cannot be repaired (when repair is added).
* Fixed broken dungeon spawns / missing mobs.
* Level II & III Prestige Books now drop exclusively at the Barrens Awakening spawn.
* Death has had his loot table revised.
* Death now has a chance to distribute items directly to those within range who contributed to his death.
* Executioner weapons of three levels of strength (lesser, regular, and greater) now drop across a range of both overworld and underworld monsters.. Executioner weapons do increased damaged (125%,150%,175%) to a specific species of foe.

### Fast travel

* Recall spell has been disabled, scrolls and existing copies in spellbooks will no longer function (and will disappear entirely after the game wipe - still planned for this summer).
* Added fast travel. Marking blank runes allows players to summon portals. Portals are two-way unless restricted by area casted in.
* Burying runes acts as a one time use portal, and doesn’t require a skill check.
* Runes cannot be marked in housing plots, dungeons, the Barren Lands, or in the Black Forest.
* Portals from the Barren Lands and the Black Forest are one way portals. You can leave those areas, but can't go back.
* Portals cannot be created in dungeons.
* Reds can not travel via portals.
* Fixed prices on runes, all should now be 200 copper.
* Set both origin and destination portal color to be red for one way portals.
* Fixed destination portals not spawning in different subregions.

### Taming changes

* Increased pet slot count on Drake and Dread to 4.
* Animal Lore fully implemented, and is required to control your creatures.
* Players cannot tame on horseback anymore.
* Tamers can no longer command pets to attack targets they can’t see.
* Pet corpse decay time has been increased.
* Pet AI optimized and simplified.

### Guild changes

* Guild tag is now removed from a player's name upon leaving a guild.
* Guild invite prompt title fixed to be show the correct text.
* Guildmasters can no longer promote another guild member up to guildmaster, and thus creating multiple members with the rank of guildmaster. (At current there is no way to transfer ownership of a guild. This will be fixed soon.)
* Guild names are now recorded when creating a guild, previously the guild name was being set to the guild tag.

### Bugs/Misc

* Campfire regen rates have been decreased slightly.
* Players can no longer dismiss a starting player’s spirit wisp, or interact with it.
* Players can no longer unpack items that are locked down on another person's property.
* If a lockbox or container is out of sight, players can no longer store and remove items from the box using split stack.
* Players can no longer take items from bank using split stack while being far away from the bank source.
* Players can no longer use/consume items inside a locked container if its open.
* Locked containers now have unique key/lock combinations, and cannot be opened or locked by any locked container key.
* Players can no longer re-summon a mount they are on via /use commands. This bug was used to dismiss the mount yet retain mounted movement speed while on foot.
* Creatures corpses no longer have open pack or loot options, unless they have packs to loot. Harvesting them is now the default interaction.
* Auto looting a corpse while hidden now reveals the hidden player.
* Empty right click context menus no longer show on creatures.
* Dialog windows now automatically close when teleporting.
* Bank and containers inside banks now automatically close when teleporting.
* Awakening spawn now does not reset stage of spawn upon server restarts.
* Players no longer lose coin when attempting to purchase an item from an NPC and being too far away to do so.
* Mobs in camps will no longer spawn stuck in objects and be unattackable.
* The max weight of a players backpack on the drop down inventory list now updates when strength changes.
* Bandits will no longer attack other bandits.
* Players can now transfer guildmaster to Officer rank member.
* Players can split stack an item on ground.
* Packed items now can only be unpacked if they are in users backpack.
* Anvil rewards from crafting orders are now packed objects.
* Warfork is now usable.
* Dungeons and other teleporters in the world should allow entry again.
* Mobs no longer spawn inside player houses when treasure hunting.
* If a house if built on a player, mobile objects will be moved to the boundary of the house.
* Removed complete heal potion from loot tables.
* Fixed Neutral guards. They now properly protect non-outcasts as well.
* Neutral guards no longer attempt to protect players against fellow guards.
* Guards no longer attack on sight when a player has active conflicts, the guard must be within range of the conflict happening to react.
* Fixed campfires not decaying, they will now go out and decay on their own.
* Added weapon class to weapon tooltip.
* Containers will now close when locked.

## June 19th server update

### Loot & spawns

* Mobs should drop level I books again.
* Gold drops corrected on some Corruption monsters.
* Death now holds his Scythe.
* Death's Scythe now has the correct properties.
* Lesser and Mana potions now restore the correct amount of mana.
* Removal of Beholder and Rebel boss spawns that shouldn’t of been spawning.
* Settled down some villagers that may have been fighting amongst themselves a bit to often.
* Adjusted snake & sand snake damages.

### Misc

* Player can now fire arrows over wooden fences.
* Dead players and magical guides can no longer activate pressure plates
* Player no longer not get stuck in chairs or beds by entering combat mode while sitting or lying down.
* Items in sale in a locked down container gets removed from sale when the container is no longer locked down.
* Additional safeguards against players being hit for infinite damage.