Welcome to MO2 Info

This fan page is dedicated to all things Mortal Online 2. The game has launched on Jan. 25th, 2022! We will be updating the site in the coming weeks for all the lastest game features, crafting, skills and clades! Stay tuned...

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UE5 Version 2.0 Teaser video

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Wolfszeit MO2 Beginner Guide Haven!!!


Latest News:

Patch Notes 2.2.2.58

Greetings Mortals,
This update comes with a heavy focus on addressing several long-standing quality of life areas.

It introduces the new Ether Wayshrines, which allow you to travel around the map in a much smoother and unique way after being unlocked, the Banking Overhaul which makes using the bank an entirely fresh experience, Caravan Campsites to make dungeon content more accessible, War and Siege changes to improve the sieging experience and remove lots of old issues, balance changes to combat abilities and spells, an increase to everyone’s max Health to raise the average “Time to Kill”, loads of miscellaneous fixes and much more.



Ether Wayshrines
Ether Wayshrines are new structures in the world which can be unlocked while alive, and used as a spirit to automate travel between set locations to other Wayshrines, making the experience of moving around the map as a spirit substantially smoother.

Overall, the feature allows more convenient traversal of the world in such a way as to maximize the amount of time spent actually playing the game in the way that you want to, rather than spending lengthy and tedious periods of time manually navigating the Etherworld.

Wayshrines can be used to travel between them as a spirit.

Wayshrine travel occurs in real-time through the air toward your destination, and will move your character at a speed faster than normal spirit travel.

Before you can use a specific wayshrine, you must visit it once while alive to unlock it, by interacting with the Wayshrine Tablet.

After using a Wayshrine you will receive the Strained Spirit debuff, which prevents you from using any Wayshrine again for 15 minutes.

When dead you can now, from the character window, choose to teleport to the nearest unlocked Wayshrine.

Caravan Campsites
One of the intended and expected uses of Caravan Campsites is to facilitate the gameplay loop of spirit traveling to the campsite, resurrecting, then using whatever means at your disposal to kill and butcher some surrounding creatures to obtain materials. Then to use said materials to craft yourself some basic equipment should you have the profession skills to do so, delve into the nearby dungeon to fight its denizens for Glory and attempt to escape with any loot you may have found to be deposited safely with the Caravan Banker.



You will of course need to transport any valuables to a different location such as a town in order to properly benefit from them, which will likely need to be done not infrequently due to the limited size of the Caravan Banker.

The primary purpose of this new feature is intended to cater to smaller groups and solo players as a staging point for the nearby dungeon, although naturally larger forces will often be close at hand.

Caravan Campsites have now been placed outside all dungeons apart from spider caves, containing the following:

A red priest

A Caravan Banker with a limited max item count of 40

A Magic Vendor who sells basic ecumenical reagents

A Utility Vendor who sells basic equipment such as bandages and arrows

A taskmaster with new accompanying tasks specific to the dungeon the campsite is next to.

Two Caravan Mercenaries who will only attack Criminals and War Combatants in an effort to keep fighting away from the campsite

Naturally, these Caravan Mercenaries will not be capable of suppressing a large or strong enough force, and so these campsites will always include a strong element of risk and are by no means considered safe locations.

Banking Overhaul
The bank has been completely overhauled in the following ways for vastly increased quality of life:

Items will now be auto sorted when placed into the bank, and you do not need to choose the exact location an item occupies. Categories are visible on the left-hand side of the Bank UI with a name and icon. When a Category is selected, the right-hand panel will display the associated items within that Category.

These sorting Categories are based around how an item is used in the game, rather than only their “taxonomical” groups such as with many skills. This means related items will usually be grouped together.

Groups of items may be collapsed using the arrow button located on the right side of the UI, to hide their contents until the button is pressed again.

Empty item groups are hidden until a relevant item is added to the bank.

Items may appear under multiple different areas in the bank depending on their usage, for example Calamine may appear under “Magic & Arcana > Ecumenical Reagents” as well as “Mining > Catalysts” and “Alchemy > Ingredients”. It is useful to think of these categories similar fashion to the Broker filters; If an item can be used in a certain way, it will appear under the associated category.This also aids new players in being able to emergently learn about the game by simply depositing an item into their bank, as the Category it ends up in will tell them what it might be used for.

Banks now have a set and visible item limit, rather than an effective limit imposed by how many bags you have in the bank.

The new item limit for town and territory bankers is 1,000 items.

The “Favored” category allows you to create Favored Lists by dragging items from your Inventory onto the space with a plus sign, creating what is essentially a loadout that can be withdrawn with one click to your Inventory. An example would be a list of different reagents of specific quantities, or a list of alchemical ingredients of just the right amounts to make a potion etc. This also works for crafted items of the same name.

Bags containing items can still be deposited into the bank, however items contained in bags will now be displayed alongside other items in the Categories. You will know if an item is inside a bag if it has a little bag icon on the upper left corner of the icon frame.

The bank now has a Search bar which can be used to filter for specific items.

These changes do not affect house chests.

Items
Resources (such as Granum Pile, Metals, Woods, Extraction Materials and Carcass) as well as currency items such as gold and silver coins now stack up to 100,000 instead of 10,000. Many lower value gemstones and loot items also now stack up to 100 instead of 10.

Clothos Worker Carcass now gives Silk when butchered.

Reduced the amount of Pansar Carapace gained from butchering Tagmaton Carcasses.

Veterancy
You can now unlock Emotes, Fatalities and Capes from the Account Item menu using Veterancy, a new account-bound currency earned from your normal subscriptions.

The Account Items UI has been completely remade, with categories for the various types of items which can be redeemed or claimed.

You get Veterancy for every month you subscribe. Veterancy is instantly added to your account when you pay for a subscription package, with multi-month subscription packages offering additional bonus amounts of Veterancy.

Everyone’s starting Veterancy will take into account their currently active subscription:

Players with more than 3 months of subscription left will start with 90 Veterancy.

Players with more than 1 month but less than 3 months of subscription left will start with 40 Veterancy.

All other players will start with 10 Veterancy.

You can now add a recruiter to your Account page on the https://www.mortalonline2.com/account/ site. If you enter a friend’s Recruitment Code to your Account page before you purchase a subscription package, they will be awarded 10% of the Veterancy you receive from the purchase.

The Account page on our website now shows your Recruitment Code and has a “Copy Link” button to make it easier for people to add you as their recruiter. Whenever anyone using your Recruit Code gets Veterancy, you are awarded 10% of the amount they receive. For example, if someone adds your Recruit Code to their Account, and then purchases a 3 month subscription, you will gain 4 Veterancy. This will happen every time the Recruit pays for subscription, including recurring payments.

Added 10 new Bloodline capes to the Veterancy Shop

Tindremic Cape

Kallard Cape

Khurite Cape

Sidoian Cape

Sarducaan Cape

Huergar Cape

Blainn Cape

Veela Cape

Sheevra Cape

Thursar Cape

Added 10 new gesture Emotes to the Veterancy Shop

Look Around

Encourage

Frustrated

Behold

Flaunt

Pledge

Pushup

Flourished Bow

Cheer

Rally

Added 9 new dance Emotes to the Veterancy Shop

Jovial Jig

Gracious

Merry

Snapping

Rocking

Rebel

Groove

Jaunty

Gyrate

Added 9 new Fatalities to the Veterancy Shop

Riddance

Ram

Jawbreaker

Skull Crack

Backfist

Tenderize

Trample

Devastate

Merciless

Magic
Adjusted Akh Bond skill range from 62-70 to 76-87

Adjusted Atrophy skill range from 76-87 to 66-77

Adjusted Benumb Mind skill range from 66-77 to 62-70

Increased Akh bond Mana Cost from 30 to 50

Akh Bond now requires you to remain within 50m of your bonded creature, otherwise the link will be severed

Added sanity checks to ensure only one instance of Akh Bond is affecting a player at a time.

Reduced Death Hand base damage range from 34-36 to 32-34.

Combat Abilities
Reduced Flurry base animation length from 3.0s to 2.9s.

Increased Hack base animation length from 3.1s to 3.5s to make it more readable.

Reduced Split base animation length from 3.1s to 3.0s.

Increased Rupture base animation length from 1.833333s to 2.0s to make it more readable.

Increased Forceful Strike base animation length from 2.2s to 2.3s to make it more readable.

Increased Impale base animation length from 2.2s to 2.3s to make it more readable.

Fixed an issue where Invigorate was only increasing Stamina Regeneration by 50% instead of 100%.

Reduced Brace Physical Defence increase from 25% to 20%.

UI and Interactions
Reworked the vendor UI to be more readable and support longer item names in the vendor’s sell list. You can now also resize the vendor window to your liking.

A new window system has been developed to allow future windows to be more dynamic and to support the vendor UI rework.

Fixed an issue with GM whispers

Trying to claim Account Items while dead will now give a message rather than just not work.

Added new titles for all the new Fatalities.

Bugs
Fixed eye adaption issues that caused the game to go very dark in some situations.

Fixed light leak issues inside structures.

Pickables should no longer spawn in mid air or floating underground.

Fixed bug where a player mount would not stop moving after being teleported by a Game Master. This could cause players to accidentally move over edges and take fall damage while the loading screen was fading out.

Added extra safety measures for player teleports and map transitions to reduce the risk of players falling through the ground when the loading screen closes.

Wars & Sieging
Guilds now need to be at War first to be able to declare a Siege.

This is for many reasons, however one primary purpose is so that at a minimum, both the directly attacking and defending guilds will not be able to report the other side for murder during the siege window due to being at war.

Naturally this does not affect third parties.

You cannot end a war if any of the parties have a siege incoming or ongoing between them.

Wars have a max duration of 14 days before they end on their own.

Declaring war on a guild will now incur an ongoing hourly Upkeep cost as long as the war is active, which scales in cost depending on the average standing of the guild.

This means that guilds with high standing will be more expensive to declare war on, while guilds with severely negative standing may incur no upkeep cost due to being hated by the realm.

For reference this now means that to declare war on a guild with an average standing of 200, it will cost 30g per day, and to declare war on a guild with the maximum average standing of 1,000, will now cost 84g per day.

A member’s average standing is now displayed in the guild member list, similar to how murder count was shown before.

Added no-build zones around Keep Supply Lines to prevent them being unintentionally walled in. Siege Tents and Siege Machines may still be placed and built inside these zones.

Note that any structures inside the new no-build zones will be moved outside of them, and we may offer refunds of the structure plans to the owners depending on a few factors once this is completed.

Added no-build zones which cover the areas directly adjacent to keep walls, removing the ability to build houses or other territory structures close to a wall in order to get inside the keep without needing to siege the outer gate or walls. Siege Tents and Siege Machines may still be placed and built inside these zones.

Supply Lines & Supply Storehouses can no longer be placed during an active Siege against your guild.

The requirement to have 2 murderers in a guild in order to declare war on them has been removed, and replaced by the new Standing based upkeep mechanic.

Wars may now only be ended by the declaring guild, the 14 day duration expiring, or by the declaring guild running out of gold in their Treasury to afford the upkeep cost.

All existing wars have been ended.

Territory Control
Resurrecting at a non-town priest (house priest, TC priest or outpost priest) will now start a 10 minute timer, if the player dies within that time it will incur a cooldown for that player to resurrect from that priest. Resurrecting again at the same priest within this 10 minutes will increase the cooldown.

This means resurrecting at the same non-town priest will incur longer waiting times for each consecutive death within a short time after resurrecting.

Keep owners now have enhanced Region buffs while inside Regions controlled by them, which are connected in an unbroken chain of adjacent Regions back to their Keep Region. This connection has no limit to how far it can reach.

An increased minimum placement distance of 100m has been set for every TC structure, which checks if the structure being placed is too close to another structure of the same type, for example placing a Culinarium too close to another Culinarium.

This was done to prevent them being commonly used as cheap placement blockers.

General Balance
Increased everyone’s Health by +10 to slightly raise the TTK or “Time To Kill”.

Tasks
Re-added Blood Kua fishing tasks to the Fabernum Fishing Taskmaster’s task pool.

Pets
Reduced base Pet Point cost of Chickens from 25 to 5.

Reduced base Pet Point cost of Rabbits from 25 to 5.

Engine
Improved PSO precaching to minimize hitching (Make sure to close the game with the “Quit Game” option after every play session to ensure the PSO file gets saved correctly, as it will build up over time to ensure smoother gameplay.)

Added support for FSR 4

Network
Improved the client session logging in the backend for troubleshooting player connection issues to the server.

Fixed issue where players could get stuck at “Going to Myrland…” after character selection.

Fixed issue where the client would track an incorrect connection state during login and logout requests, which caused sporadic login problems.

Optimizations
Several optimizations to item code have been done on the server.

Several optimizations have been done to the client.

World
Fixed over 200+ World and Art bugs.

Removed an annoying fence from the path between the Fabernum crafting area and bank that required jumping over multiple times.

Added a couple new lore notes to the Fabernum Inn.

Added a new lore note nearby one of the Wayshrines.

Fixed issue in level streaming that sometimes caused meshes like trees to not have collisions.

Known Issues
You can not drag items to and from the bank UI, you must use right click.

Some players have problems with either Login to the character selection screen or not being able to connect to the next server when clicking Enter Myrland. Others get disconnected shortly after entering the game world. This seems to depend on the ISP and region of the user. Please contact support if this happens. The developers have expanded the session logging on the server to help troubleshoot at what step the connection fails.

Some pre-existing items may not be sorted correctly into the new bank categories. If this happens and the item is stackable, try to split the item into multiple stacks and then recombine them, or combine a fresh item of the same type onto the existing stack to update it. If the issue still persists, please send a bug report containing all the information you can so we can look into it!

Some players may display an average standing value of zero in the guild member list until their standing is updated again.
MO2Info at 11/19/25 8:43 AM

Patch Notes 2.2.1.22

Engine
We have upgraded the engine to version 5.6.1

Updated DLSS plugin version to 8.2.0-NGX310.3.0 (DLL version 310.3.0.0).

Updated AMD FSR to 3.1.4a.

Balance
Increase standing loss from killing nation AI (such as Risar or town guards) from 1 to 5.

Updated all melee combat abilities to be correctly affected by the Force mechanic used for normal attacks, which increases or reduces damage based on where in the swing animation the weapon connects to a target. This was being overridden in the previous patch to address issues with some abilities having unintendedly low damage, or an irregular hit trace. All melee combat abilities now have a "sweet spot" in their animations for dealing the most damage. As a result, combat abilities in general will now deal less damage unless aimed well.

Dagger Precise Strikes base animation duration increased from 2.2s to 2.3s

2H Club abilities are now more affected by higher weapon weights

Polesword Sweeping Strikes base animation duration increased from 3.7s to 3.9s

Combat
Fixed a bug that made Crushing Blow drain 0 Mana.

Fixed a bug causing the Combat Ability Alternating Strikes to hit more times than intended.

Fixed Alternating Strikes having the wrong parry directions.

Magic
Increased the Mana cost of Sacrificial Eruption from 8 to 30.

Improved performance cost on mental leech VFX when facing the caster as the target

Fixed magic auto-cast bug caused by an engine-level input bug in UE5. Modifier+Key bindings would get stuck if the modifier key was released first. For example, pressing Ctrl+E and then releasing Ctrl before E would cause the key binding to get stuck.

Tasks
Reintroduced the Fishing Taskmaster in all towns.

Pets
Added Shoreprower craftable armor & bags.

Added Terror Bird craftable armor & bags.

Necromancy ritual pets now use a much simpler rule for which combinations you can have out at the same time without one of them dying; You can now have one risen horse as well as one additional non-horse risen pet of any kind. This means you can have a risen horse and a risen bear, but not a risen wolf and a risen bear at the same time.

Fixed broken resource textures on Lykiator bags

You can no longer sell Fallowborn Tagmatons spawned from an egg on the broker.

You can no longer trade Fallowborn Tagmatons spawned from an egg.

Mounts
Fixed issue where mounts would sometimes float in the air or end up underground after the rider dismounts them. This would only happen when players did a very specific sequence of steps.

UI and Interactions
Updated the in-game chat to fix existing scrolling issues.

Contested Regions on the map will now appear in a different color, making it easier at a glance to see which Regions have ongoing Outpost Sieges.

Fixed the Broker not showing any listings when using the “Any Broker” search option.

Added 2 new titles earned by killing tagmatons.

Added 3 new titles earned by using different Fatalities.

Added the missing Wolf category when filtering pet equipment in the broker.

Fixed outdated Tier 2 and Tier 3 Barracks construction plans item descriptions which still mentioned Guild Guard contracts despite them having been removed a long time ago.

Updated rank tooltips in the guild list.

Added missing UI icon for rare springbok.

Added missing icon to Alchemist fire arrow debuff.

Fixed issue with in-game buttons opening the account page that weren't working correctly.

Fixed a Haven loading screen tooltip which mentioned being able to leave Haven after reaching Clade Level 2, instead of the correct Clade Level 5.

Fixed an issue with the Elementalism spell UI in languages other than English.

Tutorial videos now show the key you have assigned to the keyboard presses. This also fixes the issue with the videos showing the old keybindings.

AI and NPCs
Removed the Tagmaton Disgorger’s health regeneration.

Updated the visual appearance of the orbs in The Vessel boss fight to look as intended

Fixed rendering issues with The Vessel boss portal vfx

Updated The Vessel boss vfx

Fixed low performance issue on the Alchemist Bowman’s fire arrow attack

Territory Control
Fixed an issue allowing for murders to be reported in certain Regions during an Outpost Siege.

Guilds can no longer contest Regions owned by allied guilds.

The cooldown period for a guild and its allies to attack a Region again after failing has been increased from 3 hours to 4 hours.

The cost of contesting a region has been increased to 250 Gold and 25000 Prominence

Fixed an issue where loading in the Inner Gates of an outpost during a contest when they had been opened would cause them to be shown as closed.

The Northern Canteri Outpost has been moved due to being too close to a nodeline which was causing issues.

You now need to be rank 4 to withdraw from the Outpost Resource Chest.

Server
Fixed a couple of node crashes.

Improved login server speed for authorizing multiple users at the same time.

Bugs
Fixed a bug that made it so that you could rest while mounted.

Fixed issue that made pickables spawn much slower if the field was almost full.

Fixed issue that made fast spawning pickables spawn .. less fast than they should.

Fixed an issue with amulet skill points not updating child skills correctly.

Fixed an issue where rings giving you skill points from attributes would not update child skill levels.

Fixed a bug where child skills were sometimes disabled when they shouldn't be.

Fixed an issue where skills that gained skillpoints from attributes on rings sometimes did not get its enabled level updated.

Fixed UI bug causing the buy button in the Broker to be offscreen when playing in Polish, Czech, or Russian.

Fixed an issue with trading “special currency” such as Silver Aegis or Hivebreaker Marks to a vendor that would result in all extra coins, over the cost of what was bought, being taken and converted to normal currency: Gold, Silver and Cuprum. It should now take only what is needed and return the rest of the “special currency”.

World
The Undercroft dungeon is now a Wilderness area.

Fixed issue where the previously adjusted spawn timers on all Foraging task pickables to be much faster did not take effect properly.

Pickables can now spawn in much larger quantities per field.

Increased the max amount of pickables spawners are allowed to spawn.

Fixed issue with server optimization in the Sator dungeon.

Fixed water sticking through stairs in Tindrem garden entrance.

Fixed grass not being pickable at a location in the Jungle

Update collision settings on assets in Sylvan Sanctum & Melisars Vault

Cantari bridge no longer has grass with collision

Fixed a few holes in mino dungeon

Fixed an elevator spot in mino dungeon

Fixed a few holes in sator dungeon

Fixed an issue with server optimization Sylvan Sanctum & Undercroft

Fixed issue with Shinarian labyrinth sticking through ground in one area close to a river

Updated the spawn timer on the Meduli lakeside village POI guard to 300 seconds instead of near instantly

Fixed cave blocked by landscape

Added missing house to a point of interest in the mountains

Fixed holes in landscape near gaulkor

Fixed some light issues in Tindrem sewers

Fixed light issues outside clothos spider cave south of fabernum

Fixed a few lava issues in gaulkor

Increased the amount of pickables in most spawners.

Fixed an issue with Skull Kua fishing tasks

Ultumeki asset fixes

Fixed texture seam in landscape

Fixed floating foliage

Fixed invisible walls

Landscape fixes

Fixed death trap & clipping issues in Kranesh

Fixed trees halfway below ground in colored forest

Fixed holes in Meduli tower

Fixed landscape texture issue

Fixed floating branches

Fixed floating rock

Fixed rock placement issue

Fixed gaps in ground at POI

Fixed grass issues

Fixed several floating rocks on path to Hyllspeia

Fixed several floating trees close to Minotaur dungeon

Fixed gap between ground & stairs in Tindrem garden

Fixed issues with waterfall near Toxai

Adjust light in cave close to Tindrem

Fixed tree inside rock

Fixed holes in Fabernum sewers

Fixed sharp edges in one landscape spot

Fixed holes in Sator dungeon temple entrance

Fixed some landscape issues

Fixed some floating foliage in the plains of Meduli

Fixed ground not connecting correctly with a cave POI

Fixed floating assets at ruins POI

Fixed mesh & collision issues at ruin POI

Fixed gap in meshes at spider cave entrance in Minotaur dungeon

Fixed gap in stairs in Tindrem

Fixed light issues close to abandoned mine south of Tindrem

Fixed floating watchtower in Morin Khur

Add missing ground assets to Morin Khur

Added a missing no-build zone to the black bear cave POI near Fabernum

Fixed holes in Minotaur dungeon

Fixed issues with house in Morin Khur

Fixed gap between meshes in Morin Khur

Fixed missing wall piece in arena district of tindrem

Fixed gap in landscape

Fixed hole in Morin Khur slum district

Fixed random tree below ground

Fixed mesh issues at one spidercave entrance

Fixed invisible collision in Morin Khur

Fixed 30 death traps

Fixed 5 Mesh issues

Fixed 6 random world issues

Fixed 3 landscape holes

Fixed an lod issue on certain trees in snowy biomes which would cause their trunks to disappear at too short a distance.
MO2Info at 09/17/25 6:52 AM

Patch Notes 2.2.0.0

One of the major new features of the Reckoning Expansion, the Combat Ability and Adrenaline system.


These new and impactful additions represent the largest and most evolving change to the game’s combat to date.


You will be able to unlock and use new and unique Combat Abilities for every weapon group (with the exception of Lances) including Bows. Using these Combat Abilities consumes a new resource called Adrenaline, which is generated by engaging in combat actions.


Each weapon group has three unlockable Combat Abilities, which can be obtained from the Soldier and Hunting Taskmasters in towns.


Unlocking Combat Abilities

Every Combat Ability must first be unlocked by reading its associated Combat Treatise Chapter. These are consumable items which teach you how to perform a specific Combat Ability.

These combat treatises are named books written by in-world authors, and are obtained primarily from the existing Soldier and Hunter Taskmasters in every town, with abilities for bows, spears and daggers being obtained from the Hunter Taskmaster, while most melee weapon abilities will be obtained from the Soldier Taskmaster. Every town will have at least the first chapter for every weapon group available, while the second and third chapters must be obtained from specific towns.

For example, the combat treatise for Two Handed Swords is called “Dancing on the Edge” written by Wentunio Vygos, and consists of three chapters, one for each Two Handed Sword combat ability:

Dancing on the Edge Chapter I: Hilt Strike

Dancing on the Edge, Chapter II: Flurry

Dancing on the Edge, Chapter III: Hanging Thrust

Every weapon group has their own unique combat treatise book name, author and chapters.

Something important to note is that the chapters do not need to be read in order, however each combat ability does have a specific minimum skill requirement for its associated weapon group. For example you might need 50 Sword skill to perform Flurry, and 100 Sword skill for Hanging Thrust. Generally combat abilities which require more Adrenaline will have a higher skill requirement.


The number of task coins required for these ability unlock items are intended to be reasonably low and readily accessible.


Adrenaline
Every Combat Ability costs Adrenaline to use, which is a new resource similar in concept to Stamina or Mana.

Adrenaline is displayed in the center of the screen, and consists of 10 separate points.

While not fighting, your Adrenaline will passively generate up to 1, allowing you to initiate combat by performing any Combat Ability with an Adrenaline cost of 1, should your chosen weapon group have one.

Adrenaline is gained by engaging in combat related actions, such as dealing damage, taking damage, parrying, killing someone or performing a fatality. Damage dealt by Combat Abilities does not generate Adrenaline.

When taking damage you gain four times more Adrenaline for each point of damage taken compared to when you deal damage, this was done to allow players who are outnumbered and thereby naturally receiving more damage and opportunities to parry on average, to generate more Adrenaline organically and have more frequent opportunities to use Combat Abilities, which if done skillfully could help them overcome greater odds.

When you have been out of combat for 7 seconds, meaning you have not hit or been hit by anyone, your Adrenaline will begin to decay until it reaches your passively generated threshold of 1. The intention here is to allow players to earn Adrenaline rather quickly when engaging in combat and allow the use of combat abilities reasonably frequently, however once the combat has ended or paused for a while, for any Adrenaline remaining to be drained away.

One primary focus of this decay mechanic is to move toward it not being viable to “preload” Adrenaline on your friends before a fight.


Clade Specific Adrenaline Modifiers
Each of the four Clades, (Human, Alvarin, Oghmir and Thursar) has a unique benefit to how they gain Adrenaline. These benefits are tied to specific Clade Gifts which must be unlocked.

Humans decay Adrenaline 3 times slower than other clades.

Alvarin passively generate up to 2 Adrenaline instead of 1.

Oghmir gain more Adrenaline from taking damage than other clades.

Thursar have an additional +1 to their maximum Adrenaline, allowing them to generate and use up to 11 Adrenaline instead o 10. Thursar also gain slightly more Adrenaline from dealing damage than other clades.
After you have unlocked a Combat Ability, you will need to open the Combat Abilities UI page, which is a new tab appearing in the Skill menu ( \[L] by default ).

From there, you can select your weapon type, and view your unlocked Combat Abilities.

At the bottom of the page there are 5 slots, which indicate which abilities you have currently selected. These 5 slots also appear when you are in combat mode on your screen, and are separate for each of the shown weapon types, they also update automatically when you swap to a different weapon.

Below the Combat Abilities specific to each weapon type, you can view all of the Shared abilities, which as the name implies are shared across all weapon types. This means you can select which weapon specific combat abilities you would like to have in your set, along with which Shared abilities you would also like to include.

Currently there are 3 different weapon specific Combat Abilities for each weapon type, except for Bows which have 7, allowing you to for example have 3 Two Handed Sword abilities selected, along with 2 Shared abilities, or even all 5 as Shared abilities if you so desire.


Combat Ability Keybind Update
As we now have 5 separate dedicated slots for Combat Abilities, we needed to reevaluate our default keybind layout to make room for them.

Some notable changes include moving the interact key to E, Weapon Swap to Middle Mouse Button, and the default casting keys to Mouse Thumb buttons 1 and 2. If you do not have thumb buttons, you will of course be able to rebind these actions to any key of your choosing in the settings.

As such, existing players will likely need to shuffle things around in their keybind settings.


Types of Combat Abilities
There are two different types of Combat Ability when it comes to activating them.

Instantly activated Combat Abilities

Directionally activated Combat Abilities

Instantly activated combat abilities are as simple as they sound, when you press your dedicated keybind for that combat ability, the ability will automatically activate and be performed.


Directionally activated combat abilities are slightly different, in that they have one additional step.

Each Directional combat ability has a set of available directions, which represent all of the valid directions you can choose to initiate that combat ability from.

To use a Directional combat ability, simply press your dedicated keybind for the ability, and then initiate an attack from one of the valid directions. You will then perform the combat ability using a unique animation that is specific to that direction, with a good example being the Two Handed Sword Combat Ability called Flurry.

Flurry is a Combat Ability which performs two horizontal cuts from opposite directions. It has two available directions, Left and Right, after activating Flurry, if you initiate it from the right, you will perform a right cut followed by a left cut. If you perform it from the left, you will perform a left cut followed by a right cut.

This applies to every other Directional combat ability, where the chosen direction is always where the first attack will come from.

Combat Abilities can have multiple strikes within the same animation, and so although Flurry only has two, there are several abilities which have three and even four different strikes which each come from different directions. This means the number of different unique attacks which are being added to the game is quite large, as a seasoned player will need to learn and remember the sequences of many different abilities in order to preemptively parry in the right directions consecutively.


Combat Ability Variables
These are some of the variables combat abilities may have:

Whether the ability is parry-able

Note: apart from naturally the bow abilities, currently this is only being used for Crushing Blow and Severance.

Whether the ability allows the player to sprint while using it

The set turn radius in degrees per second while the ability is active

Whether the ability can be used while mounted

This is necessary to restrict the melee abilities to be usable on foot only, however most of the Bow abilities can be used while mounted, in addition to the Shared abilities.

Whether the ability interrupts spellcasting

Whether the ability causes knockback

In addition to the above, many combat abilities apply various effects to your opponent when hit by them, from Armor Piercing and Bleeding to Mana Drain and higher equipment durability damage, as well as various new Debuffs such as Sapped which reduces stamina regeneration, Dazed which pauses Mana regeneration and Limping which slows the movement of creatures.
MO2Info at 07/16/25 4:12 PM

Patch Notes 2.1.6.32

Important:
We have updated Easy Anti Cheat. If you have issues starting the game please press the install EAC in the launcher before starting the game.

New chat system
The in-game chat system has been completely remade and overhauled.

You can now right click chat tabs to:
Add a new custom tab
Remove the clicked tab
Bring up settings for the tab
Bring up settings for the chat window

Removed option to turn off help chat in settings since you can now turn it off per chat window.
Added a new color wheel when choosing chat channel colors.
Rebuilt the chat settings.
You can now show timestamp on chat messages, this can be set per chat channel in the settings.
Whispers from the other players now by default open a new chat tab in the general chat window.
You can turn the option to create a new chat tab per whisper on and off in the chat settings.
You can now tab complete in the chat input. ex writing /s and pressing tab will autocomplete to /s and next tab will complete to /say etc.
You can now tab complete names in the chat input by writing @ and a name of someone who has chatted with you.
Writing @name in the chat will now be converted into a player link.
Left clicking a player name in the chat will now auto fill /whisper PlayerName
Right clicking a player name in the chat will now bring up a context menu where you can:
Add Friend
Invite to Guild
Mute Player
Report Player

You can now drag an item to the chat input and it will send a link to that item that others can click to inspect.
Added profanity filter to the chat.
Added option to turn off profanity filter in the chat settings.
All GM-whispers and interactions with gamemaster now open up in a separate chat window.
You can now drag chat tabs out of a chat window to create a new chat window.
You can now drag chat tabs onto other chat tabs, rearrange their order or add them back to a chat window.
You can now click a channel name to switch to that channel in the chat.
Add a new global chat channel nave. (/world /n /nave)
Add a new global chat channel trade. (/trade /t)
You can now set what channels each chat tab subscribers to by right clicking the tab and choosing tab settings.
Removed a LOT of old chat commands. If your favorite command is missing let us know.
Chat windows now scale better when being scaled.
The localization of all chat components have been improved.
Tabs that receive a message but are not currently visible will now get a small indicator showing you there are messages in that tab.
Players that receive time outs of bans from voip or text chat now get a message with the reason for the timeout.
Context menu now opens up in the other direction if outside of the screen.
You can now right click the channel in the chat input window to open up a context menu with all channels.
Tweaked profanity filter. This is still work in progress so please report words that get caught in the filter but should not.
Unselected chat tab buttons are now more visible and just darker.
Chat Input now handles tab completion without removing all spaces in the sentence.
Improved the feedback to clients sent from the chat server.
Added /mute and /unmute chat command.
Up and down arrows while having a chat input focused will now cycle history for that chat input.
Dedicated whisper and gm-whisper tabs now auto change to their channel and add the name of the person you whisper to the input field when the tab is clicked.
Changed default tabs help and trade are now separate tabs by default. Whispers no longer show up in general by default since they create a new tab.
Changing tabs will now auto change channels if the tab is not subscribed to your current channel.


Bugs
Fixed rare issue that caused loot to sometimes NOT spawn if you had Loot Luck.
Logout now cancels when items are being moved around.


General changes
All smaller gatherables and pickables (not trees) now have a small chance of giving a Rare Plant Seed that can be combined with a Plant Pot to make a nice decoration for your house. Plant Pots can be purchased at any Utility Vendor.
Fixed bug causing the Parry spark VFX to not show correctly.


Engine
The engine has been upgraded to Unreal Engine 5.5.3
Updated FSR to version 3.1.3
Updated DLSS to version 4.0.0-NGX310.1.0.0


Spells
Developer note:
Many (but not all) of the following spell balance adjustments which affect the damage range of a spell have been made to lessen the element of RNG while casting, with the average damage being maintained on them. This does not apply to all cases where spell damage has been affected however, and some have been nudged up or down for balance purposes.

Lesser Healing Mana cost increased from 4 to 5.
Lesser Healing base healing range tightened from 12 - 18 to 14 - 16.
Stilling Mist base healing range increased from 2 - 3 to 3 - 4.
Stilling Mist Purified Water reagent cost adjusted from 10 to 5.
Greater Healing base healing range tightened from 28 - 34 to 30 - 32.
Lightning base damage range adjusted from 18 - 23 to 21 - 22.
Lightning Mana cost decreased from 20 to 18.
Lightning cast time decreased from 2.1 to 1.7.
Thunderlash damage range adjusted from 24 - 31 to 27 - 28.
Flamestrike Mana cost increased from 45 to 50.
Flamestrike damage range adjusted from 33 - 41 to 36 - 38.
Shock base damage range adjusted from 19 - 24 to 20 - 21.
Mental Leech lifetime decreased from 60 to 15 seconds.
Mental Leech Mana cost decreased from 25 to 8.
Mental Leech cast time reduced from 2.3 to 1.2.
Outburst Mana cost decreased from 13 to 12
Outburst cast time reduced from 2.2 to 1.9.
Outburst base damage range adjusted from 15 - 18 to 15 - 16.
Earthquake base damage range adjusted from 32 - 38 to 34 - 36.
Fulmination base damage range tightened from 30 - 40 to 34 - 36.
Blind Mana cost increased from 15 to 20
Blind cast time decreased from 2s to 1.4s
Expel Spirit duration increased from 60s to 90s
Mental Projectile base damage range tightened from 28 - 38 to 32 - 34.
Death Hand base damage range tightened from 30 - 40 to 34 - 36.
Mending Vapors cast time reduced from 1.5s to 1.1s


AI
Updated and rebuilt the AI attack code. This will change how some AI use their attacks making them “smarter” when they decide what attack to use.


Art
Lot’s of world landscape and terrain fixes.
Lot’s of navmesh improvements to prevent Ai spawning inside objects.
Fixed an issue where you could target the Sidoian Pathfinder through the boss doors.
Fixed a lake at a Fishing POI where you could not fish.
Fixed an issue when choosing high FOV deformed the landscape a lot.
Added missing Guards at Toxai task vendors.
Added a missing POI that just had loot and no structure.


Pets
Bush Pigs are now rideable.
Lowered Bush Pig Pet Point base cost at level 50 without Lore skills from 25 to 20.
Lowered Bush Pig Taming level range maximum requirement from 11 Taming to 7.
Taur Dog Stamina lowered from 900 to 800.
Taur Dog third speed lowered from 830 to 820.
Increased the incline Spiders and Lykiators can climb up by 1 degree.
Venomous Bite cooldown on all spiders increased from 0.8s to 1.5s.


Alchemy
Increased base alchemy effect strength for Magic Defence.
Increased extraction yield of Magic Defence base material.
Adjusted alchemical modifier strengths for the Magic Defence effect.
Fixed bug causing Magic Reflect buffs from potions to stack.


UI
Added support for context menus, these are sub menus that can appear when you right click on UI.
You can now right click player names in the rankings menu to bring up the context menu.
You can now right click player names in the matches menu to bring up the context menu.
You can now right click player names in the friend list to bring up the context menu.
You can now right click player names in the guild member list to bring up the context menu.
You can now right click player names in the broker to bring up the context menu.


Optimizations
Player and NPC armour are now merged into one mesh, improving CPU performance.
New Unreal Engine rendering technology is used to improve frame pacing.
Improved performance in large-scale battles.
General world optimization with up to 50%+ better performance in certain areas.


Server
Large parts of the chat server have been updated and improved.
Fixed an issue where choosing Bakti as a starter town could send you somewhere else.
Dramatically improved startup and shutdown performance. Server initialization now completes in under 1 minute (down from 30 minutes), allowing for faster updates and maintenance with minimal player disruption.


Known Issues
Character textures sometimes appear at a lower resolution than intended. We are working on a fix for this.
MO2Info at 04/02/25 7:59 AM

Patch Notes 2.1.5.5

In-Game Survey Questions
Added a simple survey system. You will now be able to see a question after you login and can choose Yes, No or Skip.


Bugs
Fixed issue that made one keep door not work when you tried to open it.
Increased use distance for keeps making it easier to close doors.
Re-rolled characters will now run the same verification process as new characters.
Fixed an issue relating to Thursar bloodline display text.
Spells which cause damage over a period of time should not stop your melee attack animations preventing you from being able to attack properly anymore.
Fixed an issue where the damage reduction from the Boon of Endurance prevented the Suicide feature.
Fixed an issue causing larger guilds to gain less yield from mining with a Prospecting boon buff active.
Fixed a bug when trading bags.
Fixed Essence orb effect 'encumbered move speed' causing you to be able to move very slowly while carrying way too much weight.
Fixed a bug where essence orb effect 'health regeneration on kill' would trigger not only on killing blows against players.
Fixed 'Healing Power On Low Health' essence orb effect not working as intended. It starts at 50% health, increasing linearly to it's final value at 0% health.
Fixed a bug where if someone stole items from your pet they would not count as yours, so when you looted them back while they were stolen you would turn criminal.
Fixed a bug where you would become a war combatant by picking up loot that a guild enemy stole from you.
Fixed a bug where relic equipment durability would reset when it was dropped.
Fixed a bug where the Haste movement speed buff could be applied to players from certain Beast Mastery abilities.
Fixed issue where you could not attack a criminal guild enemy without enabling criminal actions.
Fixed a bug where you were sometimes not able to eat food after dying in combat mode, if you had CTRL bound to something.
Fixed an issue where pet armor was dropped when bags were destroyed.
Fixed an issue where an empty loot bag was dropped when pet lost its equipment and it had no other items.
Fixed issue that made it so that some buffs that trigger an effect several times during its life (like poison) would not trigger the correct amount of times.
Fixed a bug where the orb effect for armor durability did not work as intended.
Fixed an issue with the ice barrier and stone wall.
Fixed an issue causing AI to not give credit to a player if they one shot the AI with a magic spell.
Fixed bug that made it so that some spells that were not spiritism could be cast when dead.
Fixed an issue where rank 6 wasn't allowed to declare or accept sieges.
Entering water no longer causes a player to drop their carried relic
Fixed a bug where if you used a Beast Mastery attack and told your pet to follow you before the attack landed, it would instantly perform it the next time you told it to attack.
Fixed issue that made it so that buffs that made ai flee did not work on tamed creatures.


General changes
Removed "Maintain Vertical FOV" checkbox from the Video settings. It is now forced on by default.
Increased maximum FOV from 110 to 120.
Disable heat affecting stamina costs when body heat is above 20.
TC Guard Towers will no longer spawn Guild Guards unless there's a fully built Barracks within 50m. If a guard is already spawned and the Barracks is destroyed, the guard will stay but will not respawn if killed.
You are no longer able to trade with players if you're in combat mode.
Alert towers no longer ping siege machines that belong to the same guild.
Alert towers no longer ping siege tents that belong to the same guild.


Spells
Mending vapors no longer trigger Magic Reflect


AI
Fixed several issues with Bosses resetting and leashing when they should not.


Art
Fixed many environmental issues.
Updated keep walls to have larger holes in their destruction stages.
Updated the Elder Gaur to hide more of its fur while mounted to increase visibility.
Tweaked lumen to reduce dark blobs on trees.
Fixed an issue where you didn’t see the fish when you caught a Black Whiskerfish.


Pets
AI can now always leave houses, even if the door is closed.
Added Craftable Large and Small bags for Wolves.
Added Craftable Armor for Wolves.


Relics
Relics now open after 5-10 min instead of always 30 min.


Broker
Optimized broker UI a bit.
Filters on the broker now save their setup when you switch categories.
The no sales found message now tells you to check filters if you are using filters.
Added broker filter for Gaur, only new Gaurs added will be found under this filter.
Mounted Magery added to amulett broker filters.


UI
Changed Elementalism Magic Damage Reduction Mastery typos.
Fixed tooltip for Wolf Pack Beast Mastery buff.


Optimizations
Greatly optimized the new server to reduce lag in larger battles.
Fixed a leak in the UI that could be the cause of our most common crash.
Massive client optimization work has gone into improving level streaming and reducing stuttering and freezes.
Fur is now generated asynchronously to eliminate stutters from fur generation.


Server
We have added a lot of new server analytics in this patch. Server analytics helps us find problematic areas on the server. These tools are what helped us fix the long-running server issues in large battles, in the hotfix we pushed to live last week.
The server shutdown sequence has been refactored as part of our ongoing performance improvements. This optimization will reduce system downtime during scheduled maintenance operations, including weekly reboots and patch deployments.
Fixed an issue with Essence Orb effect 'Foraging Yield', causing it to give higher amounts than intended.
Fixed tasks always listing hunter renown and wooden theron as the rewards.
% Chance for spells to not remove your Magic Reflection now only works against AI
Minor art fixes
Fixed some spots with double terrain
Fixed an area that didn't have navmesh which caused Pets to not path properly.
Fixed fishing tasks not correctly giving a compass and map marker.
Fixed all modifiers to bow draw speed not doing anything.
Fixed magic flower pot decoration in houses.
Fixed entrance issues at Risar Hideout Dungeon where Ai and players would pop out of thin air.
Updated the code for random relic drops with more checks to make sure the point is somewhat reachable and not inside a dungeon.
Improved the code for moving relic equipment out of houses when dropped inside of houses.
Remade the pagination for the broker UI added first page,previous page,next page and last page buttons.
Made some changes to the rain in the login screen.
Fixed server not correctly tagging broker buy orders and pet broker sales leading to them not being found with searching with free text.
Fixed a rare issue on the broker that made certain items never get added to the broker sales.
Fixed an issue where picking up a certain decoration gave the wrong item.
Updated how carried relics get placed once dropped.
Fixed some minor issues with guild buffs staying on the client even after leaving a guild.
Ore relics now have a beam and marker when opened.
Broker filters now support:
Potion Units
Potion Units Max
Consume Type (eat or drink)
Consume Effect (ex Direct Healing 1-5)


Note:
Broker updates do not apply to items added to the broker pre-patch.
MO2Info at 02/11/25 10:18 AM
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