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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:

  1. Player backpack
  2. Safe floor placement
  3. 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.

patch-notes2.txt · Last modified: by UO Enigma