This update represents roughly two months of development across a very large part of UO Enigma.
Alongside the new content and systems below, a significant amount of work has gone into persistence, restart recovery, exploit prevention, reward safety, performance, and long-standing edge cases. Many of the larger systems in this update have gone through multiple dedicated audit and testing passes before release.
Some things will inevitably need balance adjustments once real player interactions begin, but the goal of this release has been to make the underlying systems as safe and reliable as possible before they reach live.
The Adventure Guild has received a new Campaign Manager system, expanding the administration and management of Adventure Guild campaigns.
Several dungeons have received new monsters to refresh their existing encounters and give familiar areas some new life. The Adventure Board and Slayer lists have been updated to include the new creatures.
A new set of Ocean-specific contracts has been added. Contracts can now target:
Mixed-target Ocean contracts have also been added for larger encounters involving several related enemy types.
The Monthly Achievement gump has been updated with the newer Enigma border style.
Rift encounters now have an additional mode designed to create more varied and less predictable encounters.
Dungeon of the Week has received a substantial expansion.
Dungeons can now progress through multiple weekly tiers.
The DOTW gump now displays:
A new tier progress bar makes weekly advancement easier to follow.
Higher DOTW tiers now provide dungeon-specific bonuses.
Reaching Tier II activates a blessing altar within the Dungeon of the Week. Players can claim a one-hour personal blessing from the altar and reclaim it throughout the active week.
| Dungeon | Blessing |
|---|---|
| Decay | Health regeneration |
| Ash | Stamina regeneration |
| Famine | Mana regeneration |
| Permafrost | Strength |
| Festerhives | Resistances |
| Obscure | Intelligence |
| Torment | Dexterity |
Blessings use native ServUO buff icons and display active altar effects visually.
Anti-refresh and anti-spam safeguards have been added, along with improved restart and weekly-reset handling. DOTW blessings remain completely independent from Ilshenar Shrine events.
Bandaging a poisoned pet now restores some health when the poison is successfully cured.
Fishing has received one of the largest technical and content updates in this release.
Treasure Maps fished from the sea can now roll Levels 1 through 6 instead of always being Level 1. Sea Serpents and Deep Sea Serpents carrying Treasure Maps now scale according to the level of the map they carry.
Higher-level treasure serpents receive increasingly stronger Hits, Damage, Resistances, and overall combat strength. Higher treasure levels also increasingly favor Deep Sea Serpents over ordinary Sea Serpents. Treasure serpents receive different hues, names and property information based on their treasure strength.
They can still become Stormborn.
Stormborn treasure-serpent identity now survives server restarts correctly and cannot accidentally receive its Stormborn stat bonus twice.
Classic Special Fishing Nets remain the normal fishing-net behavior. New Special Fishing Nets now roll:
| Outcome | Chance |
|---|---|
| Remains a Classic Special Fishing Net | 80% |
| Becomes an Affinity Special Fishing Net | 20% |
Eight affinities have been added:
Affinity Nets generate themed encounters containing 4 to 6 creatures. Affinity encounters also contain a Fishing Cache with:
| Contents | Chance / Amount |
|---|---|
| Matching bait | 2 to 4 guaranteed |
| Affinity-appropriate hook | 22% |
| Message in a Bottle | 12% |
| Fabled Fishing Net | 1.5% |
Existing Special Fishing Nets receive a one-time 20% migration chance to become Affinity Nets. Existing nets that remain Classic preserve their existing hue. Once migrated, a net's type is permanently serialized and will not reroll after restart. Fabled Fishing Nets are excluded from the Affinity system.
The original Special Fishing Net encounter table has been preserved:
| Encounter | Chance |
|---|---|
| Deepsea Water Elementals | 10% |
| Aquaspires | 15% |
| Bronze Scale Sea Dragons | 10% |
| Original mixed sea-monster encounter | 65% |
Unusually hued Classic nets also preserve their existing additional spawn behavior.
Fabled Fishing Nets now spawn:
| Boss | Chance |
|---|---|
| Net Guardian | 10% |
| Leviathan | 90% |
Their traditional Special Fishing Net entourage still spawns alongside the boss. Both Leviathan and Net Guardian have received additional active combat behavior, and a control-flow issue that prevented Leviathan's newer abilities from activating has also been fixed.
Leviathan and Net Guardian now drop protected Rare-or-better Messages in a Bottle:
| Tier | Chance |
|---|---|
| Rare | 96% |
| Ancient | 2% |
| Legendary | 1% |
| Cursed | 1% |
These boss MIBs can never downgrade to Common or Uncommon. Their protected tier also cannot later be reduced by the Fishing skill of whoever opens the bottle. Boss MIB protection survives server restarts.
Messages in a Bottle now correctly preserve their rolled SOS tier — previously, the tier could be rerolled when the bottle was opened. Ordinary MIBs still use the normal Fishing-skill tier restrictions.
MIB tier now survives:
Kraken MIB chance has also been corrected from an accidentally reversed value to the intended 35%.
Ordinary Fish have been added to low-level Fishing BOD possibilities. Difficulty has been reworked so newer fishermen can realistically complete early orders — common fish can require larger quantities, while rarer and more difficult fish require progressively smaller quantities.
Fishing BOD ownership validation has been strengthened. Several edge cases have also been fixed, including:
Fishing BOD reward satchels are now protected against accidental duplicate filling. Bait and hook rewards have also been updated for the expanded fishing ecosystem, including Shellfish bait.
Fishing hook availability has been broadened — the previous ecosystem was too heavily dominated by Lava, Dredging and JunkProof hooks. Bone, Coral, Iron and Daemon Bone hooks are now supported where appropriate. Several misleading affinity-hook mappings and comments have also been corrected.
Fishing Pole property information has been improved. Remaining bait and hook uses are now easier to understand without relying entirely on unclear cliloc-only information.
Fishing special catches have received a structural cleanup.
Special catches now correctly consume:
Conflicting double paths through `SpecialHarvest()` have been removed. Special catches no longer bypass ordinary Fishing accounting, range checks or resource checks. Fishing while moving remains intentionally disabled.
FishingSpot3's 15-attempt system has been corrected — actual fishing casts now consume FishingSpot3 attempts, and double-clicking wreckage no longer drives the fishing-attempt counter. FishingSpot3 also only counts attempts made against its correct fishing area.
All six dynamic fishing spots now preserve their remaining lifetime through server restarts instead of resetting to a fresh eight minutes every time the server starts. Timer and region cleanup has also been hardened.
SOS Guardian encounters now have persistent encounter tracking.
Now survives restart correctly:
A restart race that could consume the SOS before persistent encounter state existed has been fixed. Guardian timeouts can no longer leave orphaned hidden chests. SOS chests now remain tied to their original encounter location instead of appearing wherever the fisherman happens to be when the final guardian dies. Reward construction and cosmetic effects have also been hardened against unexpected failures.
Several Fishing reward paths have been made safer. Reward delivery now prefers:
Reward placement has also been separated from cosmetic player messages so a failed message cannot destroy an item that was already delivered successfully.
Special Fishing Net targeting has been hardened — the net must still be inside the player's backpack when the water target is selected. This prevents target-then-trade, target-then-drop and similar remote-use exploits. Map and deep-water validation has also been strengthened.
In-use fishing nets now serialize:
Interrupted nets can therefore resume correctly after restart. Invalid old in-flight states fail closed rather than duplicating encounters. Legacy stacked fishing nets are also split in bounded batches instead of attempting huge single-tick allocation loops.
Affinity fish-type discovery is now cached instead of repeatedly scanning every loaded assembly, and invalid/non-constructible fish types are filtered out. Additional null, deleted-object and invalid-map checks have been added throughout the changed Fishing systems. Timers, delayed effects, monster construction and reward generation have also received additional exception containment.
Restart behavior has been hardened across: Treasure serpents, Stormborn tracking, Fishing nets, Fishing BODs, Dynamic fishing spots, Messages in a Bottle, SOS guardian encounters.
Lockpicking has received a major overhaul.
Locks now use a tier-based pin system with between 5 and 8 pins depending on difficulty.
A new lockpicking progress gump displays:
Lockpicks can now be crafted from different metals through Tinkering.
Crafted lockpicks correctly inherit the selected material, resource and hue. Different materials provide different bonuses and break resistance, and lockpicks can break when pin attempts fail.
Gold lockpicks receive a clean-open bonus gold effect. Valorite provides speed and Remove Trap effectiveness bonuses without increasing item property intensity. Gold and Valorite also contain a rare bonus-item hook reserved for future rewards.
Trapped chests now use a dedicated Remove Trap gump showing:
Remove Trap now performs proper skill checks and can award skill gain on both successful and failed attempts. The number of available disarm attempts depends on chest difficulty.
A narrow failure on the final attempt can trigger the trap at half strength. Normal failed disarms and Force Open can trigger the trap at full strength.
New trap types include:
Trap damage has been increased so failed disarming presents a meaningful threat. Depending on the trap, additional effects can include Poison, Bleeding, Mana drain, Paralysis, Movement slow, or Temporary skill penalties.
Creature-spawning traps have been removed.
Invalid or obsolete saved trap types are automatically rerolled into valid configurations.
Only one player may work on a lock or trap at a time.
Protection has been added against:
Attempts safely cancel if the player:
Interrupted trap attempts preserve trap state, remaining attempts, and original lockpick material. World-location and accessibility checks have also been added for corpse and contained chests, and container scanning is now bounded to prevent pathological recursive-container behavior. The new trap state is fully serialized. Standard TreasureMapChest behavior remains separate from the new Enigma lockpicking system.
Highly skilled cooks can now very rarely create Mastercrafted Food.
Characters with at least 110.0 base Cooking have a 0.5% chance after successfully crafting eligible food for the result to become Mastercrafted. The item must be NON stackable. Mastercrafted Food is always created as a single non-stackable item and receives one of 16 randomized temporary effects.
| Effect | Strength | Duration | Description |
|---|---|---|---|
| Luck | +50 Luck | 30 minutes | Increases the character's Luck while active. |
| Spell Soak | 15% chance | 15 minutes | Gives a 15% chance to completely absorb eligible incoming spell damage. |
| Physical Damage Boost | +10% damage | 15 minutes | Increases eligible physical damage dealt against PvM creatures by 10%. |
| Damage Soak | 5%, 10% or 13% damage reduction | 3:00 / 3:30 / 4:10 | Reduces eligible incoming damage. The strength and duration are rolled together when the food is created. |
| Affliction Resistance | 20% reduction | 15 minutes | Reduces eligible harmful affliction effects, including poison-related damage. |
| Magic Resist | +5 resistance points | 15 minutes | Provides additional protection against eligible hostile magic and curse-related effects. |
| Mana Focus | +10 Mana Focus, -5 mana-cost modifier | 15 minutes | Improves mana regeneration and mana efficiency while active. |
| Spell Reflect | 10% chance | 15 minutes | Gives a 10% chance to reflect an eligible hostile spell. |
| Stoneskin | 20% physical damage reduction | 15 minutes | Reduces the physical portion of eligible incoming PvM damage by 20%. |
| Ward | +50 Defense Chance | 15 minutes | Greatly improves defensive chance against eligible PvM weapon attacks. |
| Hit Chance Boost | +50 Hit Chance | 15 minutes | Improves the chance to successfully land eligible attacks against PvM creatures. |
| Healing Boost | +10 healing bonus | 15 minutes | Improves eligible healing while the effect is active. |
| Spell Damage Boost | +10% spell damage | 15 minutes | Increases eligible spell damage dealt against PvM creatures by 10%. |
| Stamina Conservation | 50% stamina-drain reduction | 15 minutes | Reduces eligible stamina loss during combat by 50%. |
| Next Spell Boost | +20% spell damage | 3 minutes 20 seconds | Empowers the next eligible spell cast by 20%. The boost is attached to that individual cast, allowing multi-target and area spells to resolve consistently. |
| Evasion | 20% chance | 15 minutes | Gives a 20% chance to completely evade an eligible weapon attack before its normal damage, weapon procs and leech effects are applied. |
Several combat-oriented effects also distinguish between normal PvM creatures, players, and player-controlled pets or summons so PvM bonuses cannot unintentionally be carried into inappropriate player-combat situations.
Curse behavior has been corrected and tested.
Fishing Damage support has been expanded to the intended ocean enemies, including pirate and ocean encounter creatures used by the new Adventurer Contracts.
A completely new Enigma Poker system has been added. Poker uses Enigma's virtual gold economy and includes persistent table and player recovery.
Extensive safeguards have been added around disconnects, interrupted transactions, duplicate seating and restart recovery.
Monster Slots have been added to Enigma — a 3×3 slot machine with:
| Feature | Detail |
|---|---|
| Symbols | 19 |
| Paylines | 8 |
| Bet sizes | Multiple |
| Balance | Persistent virtual gold |
| Symbol rarity | Weighted |
| Winning paylines | Multiple simultaneous |
Each machine supports one active player at a time.
Monster Slots include a progressive Fire Steed jackpot. The jackpot begins at 1,500,000 and grows through play. Large wins can be broadcast globally.
Rare slot rewards include special collectible items such as deity statues, plushes and the Golden Orc indicator.
Certain wins can trigger Golden Spider, an optional double-or-nothing encounter featuring Ogres versus Lizardmen. Players may risk their win for a chance to double it — closing safely preserves the original result.
Protection against:
Machine state persists through restart.
New Monster Rares have been added to the shard.
A complete multiplayer Arcade system has been added. Players can queue through Arcade Stones or use:
[ArcadeJoin
| Mode | Max Players |
|---|---|
| Free For All | 14 |
| Last Team Standing | 14 |
| King of the Hill | 14 |
| Infection | 14 |
Arcade automatically manages:
Arcade records player state before match entry and restores it afterward.
Restored state includes:
Infection additionally stores and restores the player's normal backpack and equipment while supplying standardized temporary gear. Disconnected players are safely handled through `Map.Internal` and saved login destinations. Active matches are safely aborted and reconciled after restart.
FFA uses the player's real equipment and backpack. Normal consumable use, ammunition, charges and durability remain persistent. Lethal damage results in Arcade elimination rather than actual character death.
No corpses. No player looting. No murder counts.
FFA includes kill scoring, respawning and temporary post-respawn protection.
Players are automatically divided between Blue and Red teams.
KOTH introduces a central altar and a 3×3 capture zone. Players score by controlling the uncontested objective area. KOTH uses FFA-style elimination and respawning.
Infection uses standardized equipment. Players become either Survivors or Infected.
| Role | Utility |
|---|---|
| Survivors | Repellent Charges |
| Infected | Adrenaline Rush |
Successful infected attacks can convert survivors. If the final infected player disconnects or forfeits, infection transfers to a random remaining survivor. The Infected win when no survivors remain; Survivors win by surviving until the timer expires.
Arcade blocks mechanics that would interfere with match integrity, including:
Infection applies additional restrictions appropriate to its standardized equipment rules.
Arcade protects player items by blocking transfers that could move equipment outside the intended match environment. Players can still organize and use their own legal backpack contents where the mode permits it.
Arcade tracks movement, combat, utility use and objective activity. Inactive players receive warnings and may eventually forfeit. Disconnects are handled immediately and resolved according to the active game mode.
Arcade has its own monthly leaderboard tracking wins and losses. The top-ranked player receives a blessed Arcade Winner sash.
Bard instruments have received a major itemization and gameplay expansion.
Loot instruments can now roll: Normal, Exceptional, Tuned, Harmonic, Mastercrafted, Virtuoso.
Instruments can receive zero, one or two randomized properties. Fifteen new instrument properties support Utility, Discordance, Provocation, and Peacemaking.
Instrument Gear Power is calculated from Quality, Properties, and Matching Slayer bonuses.
Wild creatures now use health-based Music Resistance. Specific creatures can override this through `MusicResistanceOverride`.
Resistance 150 creatures require proper Bard Mastery investment and create a much greater distinction between ordinary and best-in-slot instruments. Bosses are immune to ordinary Peacemaking and Provocation. Qualified 120/120 master bards can access Apex Peacemaking against eligible high-resistance enemies.
Single-target Discordance can now be maintained across multiple different creatures. Area Discordance has been added with individual resistance checks for each affected creature. Several Discordance modifier cleanup and replacement issues have also been fixed.
| Property | Effect |
|---|---|
| Discordant Echo | Spreads weaker Discordance to nearby related creatures |
| Warlord's Beat | Reduces healing received by Discorded creatures |
| Echo Chamber | Applies weaker Discordance and Energy damage to nearby eligible creatures |
| Cursed Notes | Deals recurring Physical damage to provoked creatures |
| Bloodfeud | Increases damage between a successfully provoked pair |
| Siren's Call | Causes creatures to retreat after Peacemaking ends |
| Still Waters | Prevents SpellAOE damage from triggering the normal Peacemaking break check |
| Quickstep | Reduces Bard recovery time |
| Encore | Can remove recovery time after successful performances |
| Carrying Tone | Increases Bard targeting range |
| Wide Chorus | Increases Area Peacemaking range |
| Perfect Pitch | Restores instrument uses based on elapsed time, no background timers required |
| Steadfast Grip | Can prevent instrument use loss after failed performances |
| Practiced Ear | Improves Bard skill-gain opportunities |
| Extended Hold | Extends eligible Bard effect durations |
Quickstep and Encore roll independently and can trigger together. Multiple simultaneous property activations now provide combined proc feedback instead of separate message spam.
Loot instruments can appear in seven different instrument appearances, and can randomize Quality, Properties, Slayer, Double Slayer, Hue, and Generated name.
Existing Exceptional, Slayer, Double-Slayer and artifact instruments remain supported. Legacy Mastercrafted instruments also remain supported, including their existing uses and special behaviors — the old Mastercrafted difficulty reduction has been removed, but the Mastercrafted visual effects, Dexterity proc, use-refund proc and destruction effect remain intact.
Several structural issues in BOD reward generation have been corrected. Problematic reward paths and old FIXMEs have been cleaned up to improve reliability.
A large amount of this update happened behind the scenes. Major systems in this release received additional protection around:
Many systems were deliberately tested under interrupted and abnormal conditions rather than only through normal gameplay. This work is intended to make the new content reliable enough for continuous live use while reducing the risk of item loss, duplication, stranded players, broken encounters and persistent state corruption.
A major new home-based gathering and crafting expansion has been added.
Players can now grow produce at their houses using new Planter Addons.
Farming includes:
Planters respect house access permissions and can be safely redeeded while preserving their crop state. Crop penalties now process based on elapsed days rather than repeatedly every few minutes.
New produce:
Harvested produce is edible and restores hunger normally.
Players can now maintain their own Beehives.
The system includes:
Hive condition and infestation penalties now process based on elapsed days. Beehives can be safely redeeded while preserving their state.
| Hive Products |
|---|
| Jar Honey |
| Honeycomb |
| Large Honeycomb |
| Rare Beehive rewards |
Honey and Beeswax have also been added to beekeeper vendor support. Stacked Sugar Water and Cure Potions now correctly consume only the required amount.
Players can now maintain Clam Ponds at their houses.
Clam Farming includes:
Clam sickness and pond-collapse checks now process based on elapsed days. Clam Ponds can also be safely redeeded while preserving their state.
| Clam Type | Pearl Chance |
|---|---|
| Ordinary Clams | 19% |
| Ember Clams | 40% chance for a Red or Orange Pearl |
A complete custom Pearl collection has been added with 13 colors and rarity levels. Pearl hues range from 1281 through 1293.
Pearls can be found through Clam Farming and are used as the primary resource for the new Pearl Enameling system.
Pearl Enameling has been added to Alchemy. Pearls can be turned into single-use enamels:
| Enamel | Recolors |
|---|---|
| Equipment Enamel | Eligible weapons, armor, shields and other equipment |
| Cloth Enamel | Cloth-based items |
| Pet Enamel | Eligible pets |
| Skin Enamel | Applies the selected Pearl hue directly to the character |
| Furniture Enamel | Supports house ownership/security rules; can recolor complete multi-tile addons, not just one component |
Each enamel retains the color of the Pearl used to craft it.
Each Pearl Enamel requires:
Pearl selection is integrated directly into the Alchemy crafting menu.
A new Garden Cooking category has been added using produce from Home Farming.
| Category | Dishes |
|---|---|
| Soups & Stews | Garden Tomato Soup, Garden Vegetable Stew, Spinach Soup, Onion Soup, Cauliflower Soup, Kale Soup, Sweet Potato Soup, Aubergine Stew |
| Pan Pies | Spinach Pan Pie, Onion Pan Pie, Sweet Potato Pan Pie, Artichoke Pan Pie, Aubergine Pan Pie, Kale Pan Pie |
| Preserves | Aubergine Jam, Onion Marmalade, Sweet Potato Preserve, Tomato Chutney, Marigold Jelly |
| Pickles | Pickled Artichokes, Pickled Cucumbers, Pickled Radishes, Pickled Onions, Pickled Green Beans, Pickled Cauliflower |
A new extremely rare named-item drop system has been added. Powerful and famous creatures now have a very small chance to leave behind a specially generated piece of equipment on their corpse.
Possible drops: Weapons, Armor, Shields, Rings, Bracelets, Hats.
Unique Items are created from normal Enigma equipment and receive a powerful randomized set of item properties. Their names and colors are generated according to the type of creature that dropped them.
An Undead creature, for example, may produce equipment with names such as Gravebound, Cryptforged, Wraithwoven, Tombforged, or Gravelord. Other creature families receive their own naming styles and appearances.
These are not fixed artifacts with predetermined statistics — the underlying equipment type, generated properties, intensities and thematic name are randomized, meaning two drops with similar names may still be completely different items.
Unique Named Items remain normal equipment and can continue to interact with existing systems such as material enhancement where applicable. They are intentionally extremely rare and are intended to create occasional unexpected high-end finds while hunting powerful creatures.
Eight Enigma dungeons have received a substantial creature refresh — 47 new creatures have been added across Ash, Decay, Famine, Festerhives, Permafrost, Rune, Scorn and Torment. The Adventure Board and relevant Slayer support have been updated for the new creatures.
| Dungeon | New Creatures |
|---|---|
| Ash | Ash Drake, Cinder Wyrm, Ember Witch, Magma Hound |
| Decay | Blood Gargoyle, Crypt Stalker, Decay Acolyte, Decay Castellan, Grave Vampire |
| Famine | Dune Serpent, Famine Assassin, Famine Sand Golem, Sand Ghoul, Scarab Harvester, Tomb Genie, Tomb Warlock |
| Festerhives | Diseased Treant, Infected Troll, Large Spore Crawler, Mire Wyrm, Pestilent Treant, Small Spore Crawler |
| Permafrost | Frost Daemon, Frost Troll Berserker, Frost Troll Raider, Frost Troll Runepriest, Frozen Weirwood, Ice Steed |
| Rune | Arcane Construct, Matriarch Dreadspider, Runebound Mage, Rune Knight, Rune Ranger, Rune Sentinel, Rune Wyrm, Steel Sentinel |
| Scorn | Dark Troll, Drow Priestess, Drow Ranger, Drow Warlock, Obsidian Steel Giant, Umber Hound |
| Torment | Blood Spider, Blood Spider Mage, Blood Spider Spellweaver, Chained Penitent, Torment Blood Breeder |
The goal of the dungeon refresh is to make repeat visits less predictable and give each dungeon a stronger identity without replacing its existing content.