June 4, 2025
Buff Icons
[Recall commands
Added a set of commands that allow you to recall from runes in runebooks or runetomes that you carry with you. These commands are meant to replace Razor scripts & macros to make creating macro buttons or hotkeys to recall more accessible.
The specific commands are:
[Recall <name>
[RecallCharge <name>
[GateTravel <name>
or [Gate <name>
[GateTravelCharge <name>
or [GateCharge <name>
Limitations:
Party updates
Bugfixes
Party Ping
Ping customization
There are various options to customize pings to your liking:
CUO macros
If you don’t like the default left click behavior to trigger a ping you can also create a CUO macro to map it to any key you want.
Movement Key Mappings (a.k.a. WASD movement)
Buff cooldown triggers
May 22, 2025
Heal Spell
Greater Heal Spell
Heal Potions
Lesser Heal Potion
Heal Potion
Greater Heal Potion
Meteor Swarm and Chain Lightning
This a further adjustment to our previous patch updates for handling for Meteor Swarm and Chain Lightning for Organized PvP
Organized PvP Handling
If a player casts the Meteor Swarm or Chain Lightning spells in an Organized PvP situation, handling for the spell will become adjusted
Meteor Swarm Damage
If a Meteor Swarm spell adopts Organized PvP handling, the damage inflicted to all players will be determined based on the total number of players hit, as follows:
1-5 Players Hit: 5 Damage
6 Players Hit: 9-11 Damage (previously was 8-11)
7 Players Hit: 15-19 Damage (previously was 11-17)
8 Players Hit: 23-29 Damage (previously was 14-23)
9 Players Hit: 33-41 Damage (previously was 17-29)
10 or more Players Hit: 45-55 Damage (previously was 20-36)
Example
Team A has 5 players and Team B has 8 players and every player on each team casts Meteor Swarm and hits the entire opposing Team
Team A with 5 players will inflict 5 x (23 to 29 Damage) = 115 to 145 damage to each member of Team B
Team B with 8 players will inflict 8 x (5 Damage) = 40 damage to each member of Team A
Chain Lightning Damage
If a Chain Lightning spell adopts Organized PvP handling, the damage inflicted to all player will be determined based on the total number of players hit, as follows:
1-5 Players Hit: 6 Damage
6 Players Hit: 12-14 Damage (previously was 10-14)
7 Players Hit: 20-24 Damage (previously was 14-22)
8 Players Hit: 30-36 Damage (previously was 18-30)
9 Players Hit: 42-50 Damage (previously was 22-38)
10 or more Players Hit: 56-66 Damage (previously was 22-38)
Example
Team A has 5 players and Team B has 8 players and every player on each team casts Chain Lightning and hits the entire opposing Team
Team A with 5 players will inflict 5 x (30 to 36 Damage) = 150 to 180 damage to each member of Team B
Team B with 8 players will inflict 8 x (6 Damage) = 48 damage to each member of Team A
Creature Kills
Group Experience
Credit for Kills
In order for a player to be considered to have “Killed” a creature for any system that tracks individual creature kills, such as “Boss Kills Server Rank” or “Kill Paragon Society Job”, players must have done at least one of the following:
Note: This change will have no impact on Experience Gains or any “Kill Gold Worth of Creatures” type systems Society Jobs/Achievements since those are tracked based GoldValue of the player’s contribution to the kill (Damage Percent * Creature GoldValue)
Additional Note: As a reminder, if players are in a Party, the Damage Inflicted by all members of the party with Share Experience toggled is divided equally amongst themselves and this shared amount *will* count for each player for determining Creature Kills (i.e. a Healer or Bard who inflicts no “actual” damage on a creature will considered to have inflicted damage for the purpose of Kill Credits / Experience / etc)
This change is intended to curb the large number of playes who “tag” a monster with a tiny amount of damage and qualify for progress in systems despite having performed no significant contribution to the creature’s kill
Monster Hunter Society
Potion Keg
Vanity Travel Kit
May 5th, 2025
Corpse Creek Contest
Excessive Player Penalty
Kills
Dungeon Flashpoint
Excessive Player Penalty
Kills
Meteor Swarm and Chain Lightning
This an update to the previous patch’s handling for Meteor Swarm and Chain Lightning for Organized PvP
Organized PvP Handling
If a player casts the Meteor Swarm or Chain Lightning spells in an Organized PvP situation, handling for the spell will become adjusted
Meteor Swarm Damage
If a Meteor Swarm spell adopts Organized PvP handling, the damage inflicted to all players will be determined based on the total number of players hit, as follows:
1-5 Players Hit: 5 Damage
6 Players Hit: 8-11 Damage
7 Players Hit: 11-17 Damage
8 Players Hit: 14-23 Damage
9 Players Hit: 17-29 Damage
10 or more Players Hit: 20-36 Damage
Example
Team A has 5 players and Team B has 8 players and every player on each team casts Meteor Swarm and hits the entire opposing Team
Team A with 5 players will inflict 5 x (14 to 23 Damage) = 70 to 115 damage to each member of Team B
Team B with 8 players will inflict 8 x (5 Damage) = 40 damage to each member of Team A
Chain Lightning Damage
If a Chain Lightning spell adopts Organized PvP handling, the damage inflicted to all player will be determined based on the total number of players hit, as follows:
1-5 Players Hit: 6 Damage
6 Players Hit: 10-14 Damage
7 Players Hit: 14-22 Damage
8 Players Hit: 18-30 Damage
9 Players Hit: 22-38 Damage
10 or more Players Hit: 26-46 Damage
Example
Team A has 5 players and Team B has 8 players and every player on each team casts Chain Lightning and hits the entire opposing Team
Team A with 5 players will inflict 5 x (18 to 30 Damage) = 90 to 150 damage to each member of Team B
Team B with 8 players will inflict 8 x (6 Damage) = 48 damage to each member of Team A