Table of Contents
UO Enigma Major Update
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.
Adventure Guild
Adventure Guild Campaign Manager
The Adventure Guild has received a new Campaign Manager system, expanding the administration and management of Adventure Guild campaigns.
New Dungeon Creatures
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.
Ocean Adventurer Contracts
A new set of Ocean-specific contracts has been added. Contracts can now target:
- Sea creatures
- Nagas
- Ocean forts
- Ships
- Captains and crew
- Commanders and raiders
- Ocean bosses
Mixed-target Ocean contracts have also been added for larger encounters involving several related enemy types.
- Fishing Damage support has been expanded to the intended ocean enemies, including Ghost Ship Captains
- The contract gump has been improved so monster names display correctly on mixed contracts
- Ocean boards now use their intended port and Ocean region presets
Leaderboards
- Harvesting is now organized under its own subcategory, reducing the size of the main Leaderboard and making the interface easier to navigate
- Archaeology Maps have been removed from the Leaderboard and replaced with Relics
Monthly Achievements
The Monthly Achievement gump has been updated with the newer Enigma border style.
Rift
Rift encounters now have an additional mode designed to create more varied and less predictable encounters.
Dungeon of the Week
Dungeon of the Week has received a substantial expansion.
Tier Progression
Dungeons can now progress through multiple weekly tiers.
The DOTW gump now displays:
- Current dungeon
- Current tier
- Tier progress
- Progress target
- Champion status
- Altar status
- Active blessing information
A new tier progress bar makes weekly advancement easier to follow.
Tier Bonuses
Higher DOTW tiers now provide dungeon-specific bonuses.
Tier II Altars
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.
Veterinary
Bandaging a poisoned pet now restores some health when the poison is successfully cured.
Fishing Expansion
Fishing has received one of the largest technical and content updates in this release.
Treasure Serpents
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.
Special Fishing Nets
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:
- Red Scale
- Blue Scale
- Deepwater
- Shallow Water
- Coral
- Stoneskin
- Exotic
- Shellfish
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.
Classic Special Fishing Nets
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
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 Rewards
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.
Message in a Bottle and SOS Fixes
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:
- Banking
- Trading
- Saving
- Server restart
- MIB-to-SOS conversion
Kraken MIB chance has also been corrected from an accidentally reversed value to the intended 35%.
Fishing BODs
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.
- Players may now hold a maximum of three active Fishing BODs
- A new BOD becomes available every two hours, with the first eligible BOD available immediately
- Unfinished Fishing BODs expire after six days
- Completed BODs no longer expire, but still occupy a slot until turned in
Fishing BOD ownership validation has been strengthened. Several edge cases have also been fixed, including:
- Expired BODs returning after restart
- Completing a BOD after its deadline but before its timer fired
- Duplicate reward delivery
- Fisherman League bookkeeping failures
- Reward satchels being filled twice
- Incorrect reward-level handling
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 Hooks
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 Information
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.
Special Catch Accounting
Fishing special catches have received a structural cleanup.
Special catches now correctly consume:
- Fishing pole/tool uses
- Bait
- Hook charges
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.
Dynamic Fishing Spots
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
SOS Guardian encounters now have persistent encounter tracking.
Now survives restart correctly:
- Fisherman ownership
- Guardian state
- Chest association
- SOS encounter location
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.
Fishing Reward Safety
Several Fishing reward paths have been made safer. Reward delivery now prefers:
- Player backpack
- Safe floor placement
- Deletion and logging only when delivery genuinely cannot be completed
Reward placement has also been separated from cosmetic player messages so a failed message cannot destroy an item that was already delivered successfully.
Fishing Net Safety
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:
- Owner
- Throw location
- Map
- Completion time
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.
Fishing Performance and Stability
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 and Remove Trap
Lockpicking has received a major overhaul.
Tiered Locks
Locks now use a tier-based pin system with between 5 and 8 pins depending on difficulty.
A new lockpicking progress gump displays:
- Pin progress
- Success chance
- Lockpick material
Material Lockpicks
Lockpicks can now be crafted from different metals through Tinkering.
- Copper
- Bronze
- Shadow Iron
- Gold
- Moonstone
- Obsidian
- Valorite
- Silver
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.
Remove Trap
Trapped chests now use a dedicated Remove Trap gump showing:
- Trap information
- Success chance
- Remaining attempts
- Timer information
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 Traps
New trap types include:
- Fire Burst
- Dagger Rain
- Poison Dart
- Poison Explosion
- Ice Rain
- Energy Surge
- Fire Storm
- Electric Madness
- Compound traps
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.
Loot Destruction Traps
- Rare Loot Corruption traps can appear on eligible Enigma chests
- Rare Loot Annihilation traps are exclusive to EnigmaChest4
- Treasure Map chests can never receive loot-destruction traps
- Paragon chests can never receive loot-destruction or creature traps
Invalid or obsolete saved trap types are automatically rerolled into valid configurations.
Lock and Trap Safety
Only one player may work on a lock or trap at a time.
Protection has been added against:
- Stale gumps
- Duplicate rewards
- Double opening
- Concurrent chest interaction
Attempts safely cancel if the player:
- Moves away
- Loses line of sight
- Dies
- Logs out
- Closes the trap gump
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.
Mastercrafted Food
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.
Mastercrafted 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. |
Effect Rules
- Players may have up to three different Mastercrafted Food effects active at the same time
- Eating another food with an effect already active refreshes that effect rather than creating a duplicate
- If three different effects are already active and a fourth is consumed, the effect with the least remaining duration is replaced
- Mastercrafted Food effects preserve their expiration correctly through server saves and restarts
- Effects are removed on death
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.
Additional Fixes
- Fixed Magic Resist so it no longer relies on a persistent global SkillMod
- Expanded curse handling to correctly account for Curse, Clumsy, Feeblemind, Weaken and Mass Curse
- Fixed Next Spell Boost so one spell cast cannot inconsistently boost only part of an area-of-effect spell
- Fixed Evasion so a successfully evaded weapon attack does not continue into damage, weapon procs or leech effects
- Fixed mixed elemental damage handling for affected Mastercrafted Food mechanics
- Added save and restart support for active Mastercrafted Food effects
- Added safeguards around PvP targets and player-owned pets and summons
Curse
Curse behavior has been corrected and tested.
Fishing and Ocean Damage Support
Fishing Damage support has been expanded to the intended ocean enemies, including pirate and ocean encounter creatures used by the new Adventurer Contracts.
Poker
A completely new Enigma Poker system has been added. Poker uses Enigma's virtual gold economy and includes persistent table and player recovery.
- Multiplayer tables
- Up to 10 seats
- Virtual gold buy-in and cashout
- Safe dealer deletion handling
- Disconnect auto-fold
- One character per account
- Persistent restart recovery
- Return to original location
- Side-pot and showdown handling
- Table and seat administration tools
Extensive safeguards have been added around disconnects, interrupted transactions, duplicate seating and restart recovery.
Monster Slots
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.
Progressive Jackpot
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 Collectibles
Rare slot rewards include special collectible items such as deity statues, plushes and the Golden Orc indicator.
Golden Spider
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.
Slot Safety
Protection against:
- Stale gumps
- Rapid action replay
- Session conflicts
- Invalid range
- Disconnects
- Balance overflow
- Failed withdrawals
- Failed deposits
- Reward rollback problems
Machine state persists through restart.
Monster Rares
New Monster Rares have been added to the shard.
Enigma Arcade
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:
- Lobby queues
- Match countdowns
- Arena claiming
- Spawn positions
- Match resolution
- Player restoration
- Disconnects
- AFK handling
- Leaderboards
- Restart recovery
Player Restoration
Arcade records player state before match entry and restores it afterward.
Restored state includes:
- Location
- Titles
- Hues
- Skill locks
- Mount state
- Combat state
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.
Free For All
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.
Last Team Standing
Players are automatically divided between Blue and Red teams.
- Enemy notoriety
- Friendly-fire protection
- Best-of-three rounds
- Round-based elimination
- Team resets between rounds
- Disconnect and AFK elimination
- Full-team forfeit handling
King of the Hill
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
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 Restrictions
Arcade blocks mechanics that would interfere with match integrity, including:
- Hiding
- Stealth
- Snooping
- Stealing
- Invisibility
- Teleport
- Shadow Jump
- Recall
- Sacred Journey
- Gate Travel
- Mark
- Wall of Stone
- Energy Field
- Summoning
- Controlled pets
- Mounts
Infection applies additional restrictions appropriate to its standardized equipment rules.
Item Security
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.
AFK and Disconnect Handling
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 Leaderboard
Arcade has its own monthly leaderboard tracking wins and losses. The top-ranked player receives a blessed Arcade Winner sash.
Bard Instruments
Bard instruments have received a major itemization and gameplay expansion.
Instrument Quality
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.
Music Resistance
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.
Discordance
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.
New Bard Properties
| 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.
Instrument Loot
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.
BOD Rewards
Several structural issues in BOD reward generation have been corrected. Problematic reward paths and old FIXMEs have been cleaned up to improve reliability.
Stability, Persistence and Exploit Protection
A large amount of this update happened behind the scenes. Major systems in this release received additional protection around:
- Server saves
- Restarts
- Disconnects
- Deleted objects
- Null references
- Stale gumps
- Duplicate actions
- Double rewards
- Item ownership
- Reward delivery
- Timers
- Serialization
- Invalid maps and locations
- Overflow
- Legacy saved data
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.
Farming, Beekeeping, Clam Farming, Pearl Enameling & Garden Cooking
A major new home-based gathering and crafting expansion has been added.
Home Farming
Players can now grow produce at their houses using new Planter Addons.
Farming includes:
- Crop planting and growth
- Watering
- Plant health
- Pests and disease
- Harvesting
- Virtual crop storage
- Seed Bags
- Configurable Seed Bag drops from selected creatures
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:
- Artichoke
- Aubergine
- Green Bean
- Cucumber
- Marigold
- Tomato
- Sweet Potato
- Radish
- Onion
- Spinach
- Cauliflower
- Kale
Harvested produce is edible and restores hunger normally.
Beekeeping
Players can now maintain their own Beehives.
The system includes:
- Beehive Addons
- Hive Frames
- Sugar Water
- Hive health and maintenance
- Infestations
- Harvesting
- Rare production rewards
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.
Clam Farming
Players can now maintain Clam Ponds at their houses.
Clam Farming includes:
- Virtual clam storage
- Feeding
- Plankton
- Sickness
- Growth
- Harvesting
- Pearl quality
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 |
Pearls
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
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:
- 1 Pearl
- 1 Empty Bottle
Pearl selection is integrated directly into the Alchemy crafting menu.
Garden Cooking
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 |
- Vinegar has been added as a stackable Cooking ingredient
- Garden Cooking uses existing Jar Honey instead of introducing another Sugar resource
- New reusable food graphics have been added for pies, preserves, pickles, soups and stews
- Preserves and Vinegar are stackable; pies, soups, stews and pickled jars remain individual items
- Cooking output has been corrected so each successful recipe creates exactly one finished food item
Unique Named Items
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.
Dungeon Creature Refresh
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.
