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Mortal Online 2

Patch Notes 3.1.20.29

October 21, 2026

This update is only the first step for the Era of Refinement, a new phase of development for Mortal Online 2 with a monthly release schedule and a focus on improving existing systems and content.

Read the full patch notes of this enormous update below and enter the world of Nave today to try out all of the changes and improvements yourself!

For a deeper dive on some of the bigger items in this patch, see our recent Into the Vault development post here.

Full Patch Notes

Balance

  • Reworked the timings and cooldown of using Bandages.
    • Bandages no longer have a hidden cooldown between uses.
    • The received health from bandages has been rebalanced with their new timings in mind, now that you can use them much more frequently.
    • Added new types of bandages as loot in the world which heal slightly more.
    • Being interrupted while using a bandage (hit for 10 damage or more) now reduces the health received from the bandage by -10% per hit, down from -35% previously.
  • Increased Ether Wayshrine travel speed from 2200 to 3000.
  • Gathering nodes (such as Mining and Woodcutting) no longer give diminishing returns when approaching the end of the node, Instead you now get full yield until it’s completely empty.
  • The game windows icon will now flash when a resource you are gathering gets depleted.
  • Increased stamina regeneration bonus to +5% at Endurance level 100.
  • Increased the distance that you can open pet bags from by 3m
  • Adjusted balance of many extracted material experience requirements to be lower as a followup change to the adjustments made in patch 3.1.0.
  • Adjusted the experience per hour of many books to be higher and more in line with the new material lore experience maximums, so that certain books no longer take months to read for relatively basic materials.

Relics & Dynamic Events

  • Significantly increased Relics and Dynamic Events on Wednesdays and Sundays. Relics and Dynamic Events can now spawn throughout the entire day on those days much more frequently.

Combat Abilities & Adrenaline

  • Lowered the amount of Adrenaline gained from receiving damage from 1 per damage received to 0.5 per damage received.
  • Increased the amount of adrenaline gained from 8 per parry to 10 per parry.
  • Reduced Retreat Adrenaline cost from 4 to 3.
  • Reduced Steady Hands Adrenaline cost from 3 to 2.

Clade & Mastery Gifts

  • Changed human clade gift ‘Southerner’ into ‘Persistence Hunter’ which provides a 10% fire damage resistance, and 10% reduced stamina spent while sprinting.
  • Human clade gift ‘Mathematician’ has been changed into ‘Resourceful’, which adds +10% chance to gain additional yield when gathering.
  • Changed the Thursar Clade Gift “Adrenaline” to be a passive effect which allows you to swing weapons within your Strength Requirement even when completely out of Stamina.
  • Thursar Clade Gift “Thermoregulation” has been renamed to “Bloodlust”
    • Bloodlust provides a melee damage bonus starting at 50% health, which increases as you approach death up to a maximum of +15%.
  • Thursar Clade Gift “Risar Known” has been renamed to “Frenzied Charge”.
    • Frenzied Charge increases your run speed by +8% at the cost of being forced so sprint for 6 seconds. During this time sprinting drains no stamina and your turn speed is lowered.
  • Changed the Thursar mastery gifts related to the clade gift ‘Adrenaline’ which no longer exists.
    • Those mastery gifts now affect Frenzied Charge movement speed and cooldown speed.
  • Oghmir Clade Gift “Siegemaster” has been renamed to “Vital Surge” and is now an Active Clade Gift which allows you to instantly recover from mercy mode once, with a lengthy cooldown.
  • Oghmir Clade Gift “Engineer” has been renamed to “Defiance” and now works by increasing physical defence by a value based on how much Adrenaline the Oghmir currently has stored.
    • Each gained dot of adrenaline above 1 (because 1 is passively generated) grants +1% defence for a max of +9% at 10 Adrenaline.

Combat

  • Reworked the way Parrying works
    • Blocking no longer costs 10 stamina to initiate, instead it constantly drains stamina while held.
    • You no longer need to reset your parry input every 2 seconds to parry an attack.
  • Clicking to attack will now charge to almost 50% before immediately releasing automatically instead of releasing an attack which deals zero damage.
  • Adjusted global weapon charge speeds to be slightly shorter
  • Adjusted global weapon release speeds to be slightly longer
  • Adjusted the curve affecting charge gained to time holding the button to be linear, instead of time held at the start of a charge counting for less than at the end.
  • Reduced the amount of experience required to reach level 100 in the following skills, due to the new fastest possible attack being a different speed to before for training purposes:
    • Aggressive Stance
    • Defensive Stance
    • Melee weapon skills
  • Updated the “Aim Punch” behavior when getting hit while drawing a bow to be more aggressive.
  • Reduced maximum Mounted Archery damage to 90% of what is possible while on foot with the same bow.

AI

  • Halloween event walkers have been added to the Graveyards, with rare drop tables.
  • Fixed issue with AI attacking targets that were too far away vertically and missing constantly instead of leashing correctly. This fix addresses most cases of “safe spotting” abuse.
  • Updated the center collision capsule for multiple creatures to better match their base size.
  • Fixed bad water alignment for mounts by updating the default engine floating behavior to use the creature mesh instead of the capsule collision for calculating immersion depth.
  • Fixed Risen Crocodile swimming below the water surface.
  • Added better support for custom leashing of spawned AI, we can now have patrolling AI with better leashing behavior.
  • Added patrolling guards which walk between the closest guard towers outside of towns. These guards are slightly weaker than town guards with a shorter sight distance.
  • Fixed Stone Lizards hitting from very far away.
  • Fixed the Giant Kurnas having a much lower rider weight threshold value than intended.
  • Fixed Ratzar Worker Acid Spray requiring 100 Ratzar Mastery to unlock instead of 0.
  • Fixed issues with safespots inside the Undercroft Boss room.
  • Added a new rare type of food you can feed your pets which will cause them to instantly gain or lose levels depending on the type used.
  • All humanoids have gotten their loot tables exapanded with more loot/rare loot using the new drop table system that allows up to 50 times more variation on loot.
  • Fixed an issue with ritual Akreps, crocodiles, stone lizards and Campodons/Platybelodons not being considered combat mounts.
  • Fixed Sarducaan Bounty Hunter giving Khurite reputation.
  • Fixed Yelkeskar Hideout Caravan Campsite Taskmaster awarding Sarducaan Empire standing instead of Republic of Nordveld
  • Added simple move out of the way behavior to help AI not just stand in danger.
  • Made some minor changes to the orbs that the sator vessel spawns to make them more around more.
  • Fixed pets momentarily entering falling state when a player mounts them
  • Increased Giant Kurnas carcass drop amount

Skills

  • Added a new primary skill: Mental Fortitude. This skill reduces incoming magic damage in the same way as the Defensive Stance skill, both by a raw value and a percentage.
  • Mental Training is now a secondary skill.
  • Mental Focus is now a primary skill.
  • Vitalism is now a child skill of Mental Training.
  • Endurance is now a child skill of Athletics.

Territory Control & Housing

  • Outpost siege timers have changed from being a single 60 min timer to updating with each step:
    • Stage 1 – Breaching the outer gate – 15 minutes
    • Stage 2 – Lowering the inner gate – 20 minutes
    • Stage 3 – Raising the flag – 25 minutes (+overtime mechanic)
    • If the attacker does not complete the stage within that timeframe the defender wins.
  • Outpost sieges now start after 45 minutes instead of 60 minutes.
  • Reduced number of required Fire Pots on the Outpost Outer gate by 1
  • Increased the spawn rate of Outpost Urns from once every 30 seconds to once every 20 seconds
  • Newly placed structures can now take damage for the first 5 hours down from 12 hours before being protected by the siege window system.
  • Keep structures and strongholds now have flags showcasing the guild heraldry of the guild they belong to.
  • If you login standing in a building that does not belong to you, your guild, or your guild’s allies, you will be moved to the entry point of that building.
  • Added 70 Weapon decoration plaques to collect and add to houses.
  • Added new buildable Territory Control structures with flags on them to display your guild’s Heraldry.

Crafting

  • All crafting UI now have a “Trash” checkbox. If you have this enabled and craft something the item will be trashed after crafting. Usefull for training crafting skills.

Changes

  • Added new “blessed” starter weapons (Sword, Axe & Hammer) to the soldier taskmasters for 1 Silver Aegis.
  • Increased the collision distance on players slightly to help with issues of other players limbs clipping into your screen as well as making handle hits slightly less common.
  • The mounted player is now part of the pet movement collision when riding mounts. This means that it is no longer possible to ride through low hanging obstacles like doorways if only the mount can fit under the obstacle.
  • Added four new fishing rod variations.
    • One can be bought from the Fishing Task Vendors and the other three can be found as rare loot.
    • These fishing poles are purely cosmetic and won’t drop on death.
  • Added VFX to the following debuffs:
    • Corrupt
    • Fulmination
    • Bleeding
    • Frostbitten
    • Shocked
    • Oiled
    • Drenched
    • Ignited
  • Added better support for loot tables. We can now make more complex and rare loot tables.
    • If an AI drops a loot bag that has rolled to use a rare loot table, the loot will be prefixed with “Rare”. This does not mean it has to contain rare loot, but there is a chance it does.
  • Removed old Damage Assessment book from Librarians as the skill does not exist anymore.

UI

  • Added a “Buy on MortalOnline2.com” button on the ingame UI for buying subscriptions.
  • Fixed issue with popup UI not always being above other UI
  • You can now add negative values in the broker filters.
  • Added Pet Level to the broker filters for consumables.
  • Fixed issue with password and rename on building settings not opening again after being closed once.
  • Fixed Gherkin Journal Discovery not unlocking correctly.

Bugs

  • Fixed issue with shields being hit not correctly counting as an equipment hit.
  • Fixed two minor memory leaks related to object placement and casting the Geyser Wall spell.
  • Fixed client getting stuck without receiving a server response when a continent transfer failed. This happened after trying to enter the game from the main menu or when attempting to leave Haven.

World

  • Fixed some holes in the Pash harbor stairs.
  • Fixed a gap in the navmesh at Bufonid camps
  • Fixed some navmesh issues in the Bone Pit Dungeon
  • Fixed a couple of collision issues in the salt mine boss room.
  • Added missing house vendors in Aur.
  • Fixed missing safe logout in Bedia
  • Fixed red rocks not being mineable.