Mortal Online 2

Sprint 2 PTR Going Live Today! – Read the Patch Notes Here

April 10, 2024

Greetings Mortals,

The Sprint 2 PTR will be going live shortly today, and will be up for a few days.

How to access the PTR

  • Open your Steam client and right click Mortal Online 2 in your games library.
  • Click ‘Properties’
  • Click ‘Betas’ on the left
  • Using the ‘Beta Participation’ dropdown menu, click on the ‘Mortal Online Public Test Realm’.
  • Your Steam client will then patch your game over to the test branch, and if the servers are up already you will be free to log in as normal.
  • The download for this PTR should be close to 4GB.

What's New?

This patch brings the addition of a second character slot for everyone, a new dungeon, new sieging mechanics, more rideable mounts, lots of bug fixes, quality of life improvements and balance changes!

Second Character Slot

  • Added second character slot.
  • You will now see a popup when you switch between Myrland and Haven servers.
  • Removed surname from character creation.
  • Second character and main character share a player house.

New Dungeon

  • This patch includes a brand new dungeon, however it has been removed for the PTR to avoid spoiling it.

Siege Challenges

This patch includes a new system for how sieging occurs. One of the primary goals of the new system is to increase player participation during sieges, by ensuring both parties have ample time to prepare for and engage with the event.

There are a lot of changes here, and we can’t wait to see what you do with them! 

Don’t forget to give us your feedback about your thoughts and experiences with the new mechanics, as it will help us to improve and refine them wherever necessary. We will be holding our usual feedback survey once the PTR has closed.

Managing the Siege Challenge

  • A new ‘Siege’ tab is added to the Guild Social UI under ‘Territory’.
    • This new UI tab shows the controls for sending a Siege Challenge as well as viewing active challenges.
  • You must be rank 6+ (Commander) to send or respond to a Siege Challenge.
  • Sending a Siege Challenge costs 200g.
  • Once a Siege Challenge is sent, the guild being challenged:
    • Receives a guild-wide fanfare.
    • Can now see the active challenge in their ‘Siege’ tab of the Guild Social UI.
    • Is prompted in the Guild Social UI to choose a 6 hour time slot within a 48 hour window from the time the challenge was sent.
      • The chosen time must start at least a minimum of 24 hours after the challenge was sent. 
    • Must respond to the challenge within 24 hours or a default time is chosen.
      • Default time is 24 hours after the challenge was sent. 
  • Once a time slot is chosen, the guild being challenged accepts and a response is sent to the guild who sent the challenge.
  • The guild who sent the challenge can now view their ‘Siege’ tab in the Guild Social UI to see the active challenge. This UI shows a countdown until the siege can start, visible to both guilds.
  • You can only send a maximum of 10 Siege Challenges at a time.
  • There is no limit to how many times you can be challenged by other guilds simultaneously.
  • You can not challenge a guild which you have already sent an ongoing challenge to.
  • While a guild has a pending or active Siege, Claiming Stones can not be removed from player houses that belong to that guild.
    • This is to prevent guilds from unclaiming their assets once a siege has been initiated.

Starting a Siege

  • Guild members receive a fanfare when the siege window starts and ends.
  • There are two states, protected and vulnerable.
  • While protected, every guilded structure has 100% defence bonus regardless of if it is being affected by a nearby Supply Storehouse or Supply Line.
  • The vulnerability window is 6 hours long.
  • When entering the vulnerability window, all affected structure defence bonuses are returned to their normal value. (This means if they were being affected by a Supply Storehouse, they will have this defence bonus)
  • When the vulnerability window ends, all affected structure defence bonuses are instantly increased to 100%.
  • Outside of the 6 hour vulnerability window, all guilded structures can not take damage.
  • If a siege is still ongoing when the vulnerability window ends, the siege is considered a failure and the attackers must try again next time.
  • Structures which are still “Under Construction” are not invulnerable during the protected window.
  • Newly finished structures have a 24 hour cooldown until they can gain invulnerability outside a siege.


  • Bear and Taurdog armors are now craftable. Taurdogs use the same equipment as bears.
  • Increased weight of newly crafted tower shields. Existing tower shields will be retroactively updated in a future update.
  • Fixed wrong textures on Risar berserker cape when equipped by a female character.
  • Fixed issue with pet crafting allowing you to be able to craft unreleased equipment in the game. This allowed players to craft bear armors in the previous patch before they were ready for release.

Mounts and Pets

  • Taurdogs and ritual versions are now mountable.

  • Cougars, Panthers and ritual versions are now mountable.

  • Fixed Campodon armor using the wrong icon.

  • Fixed Campodon armor being mismatched when used on the risen version.

  • Fixed a bug where mount passengers could remain in combat mode.

  • Increased the rider weight capacity of Domestic pigs.

Risen Pets

  • Added several tooltips in places where you can drop items in slots.
  • Ritual UI now uses hold to Perform Ritual with a short animation.
  • Ritual UI now only closes if a ritual is successful.
  • You can no longer click the Perform Ritual unless you have the minimum required items and skill in the UI.
  • Risen pets that level up now correctly update their health and max health.
  • Risen Direwolf stamina is now 1200 as intended, instead of 1000.
  • Fixed an issue where ritual pets would sometimes be killed when moving through nodelines, logging in or taking them out of a stable if you had more than 1.
  • Fixed several minor bugs with ritual pets.

Buildings and Decorations

  • A new trader can now be found somewhere on Myrland.
  • Fixed issue where players could own more than one house. Players that do own more than one house will be contacted by GMs to fix the issue.

Territory Control

  • Supply Towers no longer provide global Guild Defence.
  • Supply Towers no longer reduce prominence cost.
  • Supply Towers now produce supply for the owning guild every 30 minutes.
  • Structure Guild Defence bonus now increases at a rate of +3% per 30 minutes.
  • Structure Guild Defence bonus now decreases at a rate of -9% per 30 minutes.
  • The maximum Guild Defence bonus gained from each Supply Line has been decreased from 10% to 5%.


  • Spirits now spawn further up from the ground.
  • Fixed issue where banishment would retrigger sometimes if you used the home priest option while dead.

Melee Combat

  • Increased the quick swap duration from 1.0 to 1.4 seconds.
  • Changed enter and exit combat durations to 0.7 seconds so that they together equal a quick swap.
  • Charging a melee attack will no longer be interrupted when touching nearby walls. Swinging the weapon will still hit walls as usual.
  • The charge circle will now be fully filled when your next attack will be a counter.
  • Fixed issue where left and right weapon swings would sometimes not hit a wall next to the player when it should have.
  • Hitting a dead body no longer counts as a successful hit and will cause the same miss penalty as hitting the ground.
  • Fixed bug if you were knocked off a horse and using a lance, you would be able to use the lance on foot.
  • Fixed an issue allowing to bypass Recovery of a failed attack with a Block when using Click Drag input for the block. This allowed players to charge a new attack immediately after missing a swing.

Magic Combat

  • Fixed an issue bypassing the charge time of a spell which allowed players to spam spells.
  • Fixed an issue where spells outside of the quick cast keybinds would be casted with the last used target state instead of the default one, which often resulted in accidental self casts.

Mounted Combat

  • Fixed a bug causing certain vendor weapons to deal unintended amounts of damage while mounted.

Skills and Clade Gifts

  • Armor Training and Heavy Armor Training skills are now equally effective.

    This change increases Armor Training effectiveness while slightly reducing Heavy Armor Training effectiveness. Players with both skills maxed out will experience no change in armor weight, but those with lower Heavy Armor Training will have a higher armor weight capacity.

  • Heavy Armor Training’s prerequisite for the Armor Training skill has been reduced to level 0.

    This means Heavy Armor Training will no longer become disabled if Armor Training drops below effective level 100.

  • Armor Training & Heavy Armor Training now gain experience no matter if you are encumbered or not.

    This is to incentivize players to actively play the game while training instead of feeling like they are stuck in town until a certain level is reached in these skills.

  • Fixed a bug with fishing where swapping weapons would not stop fishing correctly.
  • Fixed a bug causing you to instantly pull up a fish.
  • Oghmir Pipe usage now drains more health reserves.

AI, Creatures and NPCs

  • Made Bey Wafa Casters move slower and shorter distances.
  • Fixed issue where pets could not path around player houses and instead got stuck on the corners.
  • Fixed issue where AI attacks would not trigger a knockback.
  • Fixed issue where an AI in mercy mode would get a low update rate and look choppy when turning towards the player.

UI and Interactions

  • The game will now show a notice in the character selection screen when you are connected to the Public Test Realm.
  • Default setting for Attack and Block direction changed to Drag then Click.
  • When cooking, only the main ingredient will now be shown in the name.
  • Fixed a bug where you could not stack items in a Territory Control bank using right-click.
  • Fixed bug where holding R to give up during mercy mode would trigger too early when targeting a player or interactable object.

Lighting, Weather and Environment

  • Adjusted the lights for player torches and campfires.
  • Fixed issue where water footsteps sounds would not play.
  • Fixed multiple “death traps” in the world where players could get stuck.
  • Fixed elevator glitch in Undercroft dungeon.
  • Fixed missing collision on column in dungeon modules where players could hide inside.
  • Fixed a large hole through a terrain that players jokingly called the portal to exodus.
  • Fixed some issues around the south entrance of Melisar’s Vault.


  • Gore effects updated for zombies and domestic pigs.
  • Fixed a bug where you would not see other players decapitating each other.
  • Fixed an issue where the hair was removed from player characters when decapitating their limbs.

Server and Networking

  • Improved player rotation updates to appear smoother.

  • Fixed several issues with the login server.

Known Issues

  • Bear armors only show the default steel appearance despite being crafted with other materials.

Sprint 2 PTR Battle Event

We will be hosting a simple siege battle on the PTR on Thursday the 11th of April at 8:00 PM CEST.

The event will be held at one of the existing keep locations.


Calling all keep owning guilds! 

If you would like us to host the event at your keep location, please message Nimbus/NebulousMortal on the Official MO2 Discord channel.

You will be able to ask for a teleport to the event location close to the starting time.


The Starvaultia settlement will also be set up nearby for easy regearing with free materials for everyone.


See you on the PTR!

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