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...

Official Screen shots

Latest Videos - Thank you Wolfszeit and the many other content creators for MO2!

UE5 Version 2.0 Teaser video

Beta Patch Teaser for Housing!

Wolfszeit MO2 Beginner Guide Haven!!!

Latest News:

Patch Notes - UE5

What’s New?
Engine Upgrade
Mortal Online 2 is now running on Unreal Engine 5. This upgrade brings the real-time global illumination system Lumen to the game for improved lighting in the world. Lumen is enabled for everyone. Temporal Super Resolution (TSR) is added as an alternative to NVIDIA DLSS and is supported by all GPUs.

The team has worked hard to optimize the game so that the performance is as similar as possible to Mortal Online 2 in Unreal Engine 4. UE5 is more demanding on the GPU and we have increased the minimum requirements to a GTX 1060 or equivalent. The CPU performance has gotten improvements in multiple areas. We have managed to stabilize the framerate to have less hitches and even increase the total FPS in some cases. Locations with many characters, such as large battles, is still a challenge and will be a topic for future optimization.

The upgrade to Unreal Engine 5 has not been without its challenges. Multiple areas of the game world got completely broken and we had to repair many parts of it. We're immensely grateful to our community for their patience and support throughout this transition. The future of Mortal Online 2 is bright, and together, we're paving the way for many more thrilling adventures and unforgettable moments in this expansive world. Thank you for being on this journey with us.

Creator Program
Are you a content creator who’s captivated by the world of Mortal Online 2? Head over to our website for more information about our Creator Program.

Notable Changes
With this major patch comes a lot of additions, changes and fixes. The change list is very long, so here follows a summary of notable changes. You can read more about some notes in the full change list.

Murderers now have red names.
Added new Task NPCs with cape rewards for fulfilling tasks. Follow the markers on the compass to find them when you enter a city with Task NPCs.
Added Rewards button in the escape menu for claiming supporter items and streamer drops. Rewards cannot be dropped, traded or banked. You can destroy rewards from the inventory and reclaim them at any time.
Added new camps to points of interest.
Added Tindrem Vocal Theme song to Tindrem.
Added new zones: Guarded Areas and Wilderness. Guarded areas are placed in Tindremic and Khurite locations and guard towers will be present along the roads.
Fighting pit added to Meduli.
Updated the login screen scenery to signify version 2.0.
Added the ability to bring a partner when taking a new bounty.
Improved the buildable placement mode.
You can now gain stamina on a successful parry.
Equipment hits are removed for all equipment types except shields.
Increased minimum damage dealt by clicking to attack.
Clear weather is now more common all over Myrland.
Improved AI respawn times by having each AI have an individual timer for its respawn.
Only guild members and owners may now pay upkeep for houses, strongholds and keeps.
Increased the maximum Field of View to 110. The game now enforces the FOV value so that it cannot be modified outside the settings.
Added six sided dice to equipment vendors that allows you to roll a random value by right clicking it.
Added Sator, Outlaw, Outcast and Risar Commander heads as droppable items.
Updated prepatch Blood Kua fish and Blood Kua meat.
Full nudity is disabled due to issues with several payment providers. We are looking into a solution to this problem.
Terms of Service are updated and must be accepted in the login screen to play.

Changes to the Launcher and Game Startup
Both DirectX 11 and DirectX 12 are still supported. DirectX 11 support is likely to be deprecated in the engine in a future engine upgrade.
A splash screen with an EAC progress bar is now shown on startup. The game was previously hidden during this phase.
Changed the game startup sequence. An initial loading sequence is now shown before the intro movie with detailed information if something goes wrong with EOS or EAC. This should reduce troubleshooting times.

Flags and Standing
Players in your assault list (local grey players) are now lootable without turning you into a criminal. This does not apply to duels.
Fixed not seeing icons of alliance members' pets.
Fixed not seeing icons of guilded/enemy/alliance members loot bags.
Fixed a bug where the pets flag did not always update properly.
Fixed a bug where you would get flagged for attempting to take items off a lootbag, even if the item was already taken.

Murderers now have red names
Increased the number of murdercounts required to be considered a murderer from 5 to 10.
Murderers will now have red names. If you have more than 10 murder counts, your name will change from blue to red.
With a red name, other players will be able to attack you without turning criminal themselves, however the guards will not attack you on sight as a murderer. This means you are free to attempt to enter a Guarded Town you have positive Standing with, however the guards will not defend you if the players living in that town decide to attack you.
This means murderers are no longer favored by the flagging system, as you will instantly know if someone is a murderer or not when encountering them outside of a town.
This will allow more people to make better informed decisions about what they should do when encountering other players, while making the gameplay as a murderer feel more like your actions have had a tangible effect on your reputation within the world, along with bringing more action toward you.

Zones and Territory
The world map is now split into two different kinds of zones, Guarded Areas and Wilderness. An overlay has been added to the ingame map to show the new zones.
You will be notified by an ingame message when entering or leaving these zones.
The exact locations of these zone boundaries may change
Wilderness is a new type of area where players can not be reported for murder or lose Nation Standing. Certain areas on Myrland will become Wilderness, such as the Gaul’Kor area, the jungle, and some dungeons which contain bosses.
If you die while inside the Wilderness you will not be able to report your killer for murder, so come prepared, at your own risk, and with the knowledge that you will be in significant danger with no recourse from the NPC Nations.
Changed murder reporting so that you now always lose Standing with the Nation owning the zone you were in when you died. This means if you kill someone outside Tindrem, you can only lose Standing with the Tindremic Provinces for that murder.
Fixed Territories on the Map UI being shown half as big as they actually are.
Fixed an issue that allowed Keep Territories to grow into each other instead of stopping when overlapping.

Bounty Hunting
Added the ability to name a partner when taking a new bounty. If your partner accepts, both players will receive the same bounty contract and can both use Seeker Corakis to locate them.
Added a distance limit when taking a new bounty. A random murderer within 5,000m of you will be selected, if there are none within that range it will expand the search until you find one, up to a distance of 10000m.
Added bounty tiers, which impact your rewards. These tiers unlock as you gain more bounty hunter renown.

Fixed issue with footstep ground traces causing sounds to sometimes not play. This was most noticeable on horses.

Guilds and Territory Control
Guild members may not upgrade others houses, only the Owner of a house can upgrade it.
A Claiming stone can now only be placed in a building with full health.
Guild tiers now increase the max supply the guild can hold.
Guild related tabs in the Social window no longer appear if you are not in a guild.
Guilds with no leader now get a new leader when the server restarts, GMs also now have the tools to set members to leaders.
Guild Buildings that belong to a guild that have been removed now lose health.
Guild Buildings should no longer duplicate NPCs.
Price for production goods from Steward decreased from 5 to 3 Gold.
Guild defence gained from buildings no longer gives an instant 1% on placement or claiming.
Time it takes to gain 1% guild defence increased from 900 seconds to 1800 seconds.
Rank Settler and above are now allowed to withdraw production goods.
Increased the "tax" the owning guild earns from TC vendor transactions from 5% to 10%
Improved territory logs for guild taxes.These are the logs shown in the territory tab.
When putting a claiming stone in a house it will now take time before it benefits from the new guilds defence bonus.
Structures which are not "Under Construction" now have their repair effectiveness reduced to 50%.
Exchanging currency at the guild vendors will no longer drain supplies from the guild.
Guild defence is now only applied to a building that has been owned by the guild for at least 30 minutes.
Fixed an issue causing supply to not be drained when buying goods from Guild Vendors.
Fixed a rare login issue that made it so that guild related commands would not work.
Fixed an issue that caused keep connected buildings to be able to be claimed by other guilds if destroyed.
Fixed issue where a user could disband a guild, create a new guild, and then automatically reclaim all the structures from the previous guild.
You can no longer use a Gate Expansion Plan to rebuild a previously existing but destroyed gate expansion to take ownership over it.
Fixed an issue causing taxes from vendors to not apply correctly.

Houses and Territory Control Structures
Only guild members and owners may now pay upkeep for houses, strongholds and keeps. The building needs to be guild claimed for it to be paid by guild members.
Supply Storehouses now only add defence to structures which are within 100m of them.
Removed the limit of only being able to build 1 Supply Storehouse.
Supply Storehouses now have a placement check, which will not allow placement if you are trying to place one too close to another Supply Storehouse.
Removed the Guild Guard from Priest Shrine Tier 3.
Priest Shrines can no longer be placed too close to another Priest Shrine.
TC Guards now leashes back to their spawn position when lured too far away.
Supply Storage now needs to be inside guild territory, if it is not it will lose health just like all other guild structures.
Changed stronghold windows so that players no longer can walk through them. Players can still shoot and aim through them.
You can no longer add resources to destroyed houses.
Large decorations like wall segments and bookshelves should no longer be hidden when far away from a building. Other decorations will still be distance culled for performance reasons.
Build stages on guard towers have been temporarily removed. Will show as fully built for now.
Fixed bug where house decorations would be regenerated on the client each time a building was damaged. This caused performance issues during sieges.
Fixed a mismatched wall piece in keep walls.
Fixed crash that could happen while trying to place decorations in a house.
Fixed a few meshes where the foundation of buildings were floating because the mesh did not match the full foundation depth.
Fixed missing LODs on player houses.

Placement of Buildings
Remade buildable placement mode to make it more robust and fix multiple issues.
Minor nonblocking foliage is now ignored during placement to reduce obstruction issues in places like the jungle. It also helps with placing siege tents and siege machines.
Updated multiple obstruction messages to clarify the reason why a building cannot be placed.
All tiers of a building are now shown at the same time. Future upgrades have a weaker form.
Placement will now show in red if the base tier or a future upgrade is blocked.
You can now adjust a building after a placement has been set using left click drag. Does not work yet when using the mouse cursor.
The placement UI is now centered under the crosshair instead of the top right corner. It cannot be moved but will be changed in a future update.
Buildables now display their floor level as a bright line to assist with height adjustment.
Made it easier to place stationary siege machines on stronghold roofs.
Outdoor stairs no longer block placement when going into high ground.
Buildings can now be placed on uneven or rocky ground as long as the foundation is connected with the ground and the environment is not sticking through the floor.
Added ctrl+scroll input to slow down the rotation for building placement. Keybinds added in the options menu.
Fixed issue with some TC buildings having too shallow foundations making them hard to place.
Fixed issue where upgrading a building would sometimes not be allowed.
Fixed issue where some placement obstruction messages would not show up.
Fixed issue where some TC NPCs and building decorations would block an upgrade.
Fixed issue where water would block placement even when it was detected under ground.
Fixed issue where etherworld characters could block placement.

Engineering skills now gain experience when building.
Greatly increased skill gain on basic movement skills and basic gathering skills.

Siege Machines
Fixed an issue where a ballista bolt would get stuck playing an impact sound repeatedly when hitting ground.

Icebarrier updated to 5.5s cast time, 30 mana cost and 7 second duration.
Ignition no longer damages the caster when hitting a very close target.
Fixed issue where the Spiritism Kau beam could be heard from the living world.
Fixed issue with both magic projectiles and siege machine projectiles sometimes instantly exploding/impacting on release despite hitting nothing.
Fixed issue where Crawling Hands gave a buff named “DEFAULT”.
Fixed players receiving more than one instance of "Glory" even if they have been healing.
Fixed players healing other players' pets would not give them a share of the glory.
Fixed healing calc where tamed/dom/ritual/zombies with full hp was counting as contributing, when you were actually healing for 0.
Fixed calc where players would sometimes be credited more Glory than intended due to not properly checking Current Max Health.

Movement and Combat
Equipment hits are removed for all equipment types except shields.
You will now gain up to 10 stamina on a successful parry. The amount gained is modified by both your stamina regain modifier and your current weapon skill level. Stamina will only be gained once per block instigation.
Fixed an issue with minimum attack charge damage. Hitting for zero when attacking should now happen less frequently.
Weakspot calculation on daggers has been adjusted so that heavier daggers weakspot much less often.
Enabled cast shadows on the player torch in first person view. Torches from other players do not cast shadows yet for performance reasons.
Changed outofworld recovery so that it can't be abused as an elevator to get out of caves. Players will now return to their last known location.
Fixed issue where players could be pushed through walls by mounts and creatures.
Fixed issue with "aim with arrow tip" option which caused players to shoot straight down. It got broken after we stopped players from being able to shoot through walls.
Fixed issue with the counterattack, sometimes playing too slowly after parrying an attack.
Fixed bug where outofworld recovery would try to recover at a preteleport location (teleport to priest or by GM).
Fixed bug where outofworld recovery would not handle an infinite falling state when a teleport failed.
Fixed issue where the loading screen during teleport closed too early causing players to fall through the ground. It happened frequently when being teleported by GMs, sometimes when teleporting to priests.
Fixed issue where the loading screen closed too early during level streaming causing players to fall through the ground. It happened frequently when being teleported by GMs, sometimes when teleporting to a priest.
Fixed an issue causing melee attacks after a feint to sometimes do incorrect damage.
Fixed an issue where you could not push or shield bash if you had a counter attack ready.
Fixed bug causing you to block until you did another block, if you were blocking while gathering.

Server and Networking
Rebuilt part of the login process for a smoother experience. Logins should now be slightly faster and more reliable with less waiting.
Fixed issue where players would load in on other clients but it would take a few seconds before they started moving because of missing movement updates. This made it look like other players would teleport/rubberband when first loading in. It was very apparent when loading in mounted players riding at full speed.
Multiple updates and fixes to player and AI movement updates to reduce desync issues where characters sometimes end up in outdated positions. This sometimes happened to pets that were following their owner and appeared in a previous location to other players.
Improved package handling on the server side.
Fixed several server memory leaks that were causing instability.
Reduced network overhead on the server side related to player movement updates.
Improved how the server handles player updates. This should lead to the server being able to handle more packages and more players.

Mounts and Pets
AI will now prefer to attack the rider of a mount over the mount itself.
Fixed issue with passengers not being able to mount ritual pets.
Fixed eye material that was a bit too shiny for some creatures (for example brown bear).
Fixed issue where you get multiple messages saying you gained 1 Glory when using pets in combat.
Fixed wrong hurt sound on Risen Molvas to not sound like Springboks.
Fixed issue where the mount head would turn and twitch momentarily when a player mounted or dismounted it.

Characters, AI and NPCs
Adjusted ranged bandits so they run backwards at a slower, more reasonable speed.
Made outcasts/outlaws slightly weaker and slower.
Reduced the aggro range for wolves from 50 m to 20 m.
Spawners now keep track of individual respawn timers. This means that two AI killed at the same time will also respawn at the same time, improving the rate that a spawner is refilled.
Closed doors in player buildings now block AI pathing again. AI was temporarily allowed to leave through closed doors due to a bug a few patches back where pets would randomly run into other player houses and get stuck there.
Removed the loud spawn sounds for Game Masters when they chose to appear.
Improved the issue where character parts are not completely synchronized in the animation.
Updated physics on all capes and hairstyles due to the physics engine upgrade to Chaos.
Fixed issue where Game Masters would not appear in the etherworld but still be targetable. Game Masters will now appear in both the living world and the etherworld when they choose to show themselves without being targetable.
Fixed issue with broken animation keyframe that caused the snout and eyelid on bears and taurdogs to show flip artifacts during idles.
Fixed issue with broken walk animation on chickens.
Fixed issue where etherworld spirits sometimes spawned the etherworld effect for players.
Fixed issue with missing animation joints in some player LODs.
Fixed several issues with the Ultimeki boss fight.
Fixed an issue where Coralis Crabs attack range was too short.
Fixed issue in navmesh queries where AI would take shortcuts through the air when going up or down steep slopes.
Fixed bug where the equip and unequip armor sounds were not playing on other players.
Fixed issue where the Blainn fur was slightly emissive during the night, not becoming perfectly dark.
Fixed serverside issues caused by spirits in the etherworld that moved too far away from their spawn position.

UI and Interactions
You can now manipulate items with rightclick while a TC bank container is open.
Your guild name is now visible in the Social window under the Guild tab.
You now see a skull icon under the crosshair if you target a murderer and a sword icon if the person is a criminal.
Updated 'Territory' UI window to show more information and look better.
Added tooltips to the territory tab.
Added a timeout to the loading screen that forces a level streaming flush if the player is stuck for more than 60 seconds while streaming levels. This should fix some players getting stuck on 9899% loading progress.
Fixed a bug where items would turn invisible in your inventory until logout when attempting to drag unbankable items into a bank.
Fixed a bug where title progression only updated once in real time.
Fixed broken grass gathering in a few places in the world.
Fixed bug where players were sometimes forced to restart their client after leaving Haven to be able to enter Nave.
Fixed items in the "items you are buying" section, not displaying all valid information in the vendor.
Fixed the mistake where zones from Myrland were visible in the Haven map.
Fixed a bug preventing you from accessing house chests after already having accessed them, leaving the area and returning to access them again.
Fixed UI tutorial step crash in Haven.
Fixed issue where deleting a character in the character selection screen would sometimes put the game in a permanent loading screen.
Fixed issue where deleting a character and creating a new one would sometimes bug out the game and cause the player to login in a bad state.
Fixed an issue allowing the "/bank" chat command to not respect the access restrictions on guild NPCs.
Fixed crash that sometimes happens when deleting a character.
Fixed ‘Expand territory’ button shutting down the building UI.
Fixed issue where the UI would disappear in the login screen if the user pressed login and cancel too quickly in succession.

Lighting, Weather and Environment
Main menu scenery changed to signify the upgrade to UE5.
Added new camps to points of interest.
Added a fighting pit near the Meduli bank so that players can duel away from the main streets.
World fog is modified due to the engine upgrade to UE5.
Lighting adjustments in some points of interest.
Clear weather is now more common all over Myrland.
Foliage wind behavior should now be more stable when the weather changes.
Fixed grass not being gatherable in certain locations.
Various art fixes across the world based on bug reports.
Various fixes on world textures and meshes.
Fixed multiple “elevator” exploit spots in the world where players intentionally glitched through the world and were teleported to a different location during outofworld recovery.
Fixed issue with some torches on the ground in some Point of Interests not emitting light at low video settings for Effects.
Multiple art fixes in Tindrem, such as missing textures, gaps in the ground, broken meshes, etc.
Fixed rare crash related to weather changes.
Fixed various lighting and shadow issues in Fabernum and Kranesh.
You can now walk on the ropes between buildings in Kranesh again.
Fixed issue where some terrains looked flat and desaturated in the distance due to high specular values.
Updated several environment mesh LODs that were either broken or too low poly.
Fixed incorrect mesh segment in castle wall.
Fixed crash caused by an environment actor during loading screen.
Removed stair steps from a path near Morin Khur that caused players and mounts to get stuck while trying to move up the path.
Fixed missing collision on rocks in necro dungeon that allowed players to safely hide and scout the dungeon.
Various updates to meshes and lighting in the surroundings near the necro dungeon.
Fixed ramps in Risar dungeon where players sometimes got stuck.
Fixed holes in Risar dungeon and Celaeno cave.
Navmesh fix in the Celaeno jungle cave.
Fixed broken water appearance in MK sewers.
Make the stairs of the Minotaur dungeon smoother to walk on.
Rock mesh/texture floating in clothos dungeon.
Updated ground material in the Steppe to be less shiny.
Fixed issue with the world going dark near the tower in Haven due to misplaced dungeon lighting effects.

Game Settings
Added two new video settings: Global Illumination and Reflections. Lumen is enabled for all Global Illumination levels. Screen space reflections are used for Low and Medium settings and the others use Lumen reflections.
Updated NVIDIA DLSS plugin for Unreal Engine 5.3 to 3.5.2b (nvngx_dlss.dll version
Replaced the DLSS setting with a shared Upscale setting. DLSS is in this list when the GPU supports it.
Removed the Resolution Scale slider. Values are now controlled by the Upscale setting. We might restore the slider once some specific values no longer crash the engine.
Added Temporal Super Resolution (TSR) to Upscale setting. It is supported by all GPUs. FSR might be added in the future.
UI Scale slider range increased from (50%, 110%) to (25%, 200%).
Increased the minimum distance for enabling character shadows by 10 m for all quality levels. This ensures that characters cast shadows even on the lowest quality setting.
Tweaked all video setting levels for improved client performance.
Adjusted config settings to exclude small objects in the distance from shadow passes. Lower shadow settings increase objects being removed.
Removed the character distance optimizations setting. It is now always on.
Removed the Use Multithreaded Rendering setting. It is enabled by default in UE5 and is now always on.
Removed Use Recommended Settings from video settings.
Fixed issue where motion blur got turned off when post process quality was set to low.
Fixed issue where lower quality settings broke the appearance of some surfaces in the game due to material quality changes.

Multiple improvements to asynchronous loading of buildings, characters and decorations to reduce stutter.
Improved the game performance drop that would happen during daynight transitions at dusk and dawn.
Adjusted scalability settings to reduce overall VRAM usage.
All cities have received a dedicated art optimization pass to improve performance for UE5.
Updated all player/humanoid component LODs with lower detail and joint count to improve CPU performance (body, hair, beard, armor parts, etc).
Added a new render priority system where characters will be changed to a low detail state when far away. This version of characters is much cheaper. This mainly affects players and humanoids like zombies and guards. We will extend it to creatures in a future update.
The game will now target a max number of high detail characters using the priority system to maintain CPU performance.
Replaced parts of the engine level streaming behavior to eliminate loading stalls due to registration of collision shapes. Large areas of trees and foliage should no longer produce large loading stalls as the collision shapes are now streamed over multiple frames.
Improved buildable placement so that large structures like a stronghold no longer drops FPS to rock bottom.
Improved CPU performance by reducing the number of active components on humanoids.
Improved CPU performance by making some parts of the character static when far away.
Reduced the number of active bones in character skeletons for improved animation performance.
Turned off post process anim instances when anim physics alpha is set to 0.
Made camera wall intersection tests cheaper on the CPU.
Slight CPU optimization by making footstep traces asynchronous.
Tweaked level streaming settings to reduce stuttering.
Updated LODs for all characters with reduced joint counts to improve CPU performance.
Moved fur mesh generation to a background thread to reduce creature loading stutter.
More game assets are added to the preload stage to reduce loading stalls mid game.
Destruction of gameplay actors are now queued over multiple frames to reduce stutter.
Reduced the cost of GPU velocity pass.
Optimized tick of multiple actors to improve CPU performance.
Optimized several world art assets.
Optimized multiple cities.
Improved multiple level streaming lines that caused game freezes.
Reduced landscape grass tick rate.
Fixed issue where spell effects could flush async loading and cause a game stall.
Fixed issue where an AI changing growth level would flush async loading and cause a game stall.
Fixed a level streaming issue where large volumes in sublevels caused a large loading stall, for example Morin Khur had a half second loading stall.
Fixed issue with particle systems in Tindrem Garden causing poor performance.
Fixed issue where the game would start loading levels from position 0,0,0 during loading screen before switching to the spawn location. This caused the game to load unnecessary assets when entering the world.
Fixed issue where player character render bounds were bigger than necessary.

Known issues
The Republic of Nordveld zone around Hyllspeia is missing but will be added in a later patch.
MO2Info at 11/28/23 8:53 AM

Patch Notes

Greetings Mortals!

Prepare for a monumental shift in the world of Mortal Online 2.

With the introduction of territory control you can now claim land for your guild, expand your influence on the realm, construct settlements and grow in power.

You will not be the only one vying for control of Myrland however, so be prepared to engage in large scale siege warfare as the strongest powers collide and compete for dominion over the land.

The two new groups of Emanation and Arrangement bring 20 new Elementalism spells to the world of Nave, allowing magic users to expand their possibilities and effectiveness with totally new mechanics.

All this and so much more is now available in this patch. Please give the notes below a read and let us know what you think!

We have also put together a helpful "Getting started with Territory Control" manual over on our website which we encourage you to view here: https://www.mortalonline2.com/help-center/gameplay-help/getting-started-with-territory-control-and-sieging-manual/

See you in Nave!

Main Features
Added Territory Control mechanics with many territory control related structures.
Added Sieging mechanics.
Added two siege engines, the Manganon and Ballista. Both stationary and mobile variants.
Added new Titles.
Added Campodon armor.
Added two new banner colors.
Added 20 new elementalism spells, in the groups Emanation & Arrangement.
Several client side and server side optimizations. See details below.

Fixed issue where kicked guild members would remain in the guild member count. We have cleared existing guilds of kicked members. Please report if you still have guild members stuck in your guild list.
Fixed issue with guild members coming back into the guild list when server restarted.
Added a guild rank 4 requirement for operating keep gate levers.
Added a guild rank 7 requirement for manipulating decorations in guild buildings.
Renamed certain guild ranks.

Drawing a bow will no longer cancel immediately when getting close to walls and objects, only when getting extremely close. Instead the arms will adjust to avoid the environment.
Fixed issue where players could launch arrows through walls by standing too close to it.

InGame Map
Updated the visuals of the ingame map to display territory control information.
You no longer need the map item in the inventory to see the Myrland map when you press M.
You can now zoom the map and move it around.
Loot and Pickables
POI containers such as barrels, chests, urns etc have a bit higher refresh rate for new loot.
Make pickables easier to target and interact with by improving the collision to better match the visual mesh. (pickables are objects like karotons or salt crystals)

The effects of multiple Elementalism Emanation spells no longer stack.
Casting Crawling Hands will now flag you as a criminal.
Lava Flow base damage decreased from 2224 to 2022
Lava Ball base damage increased from 2228 to 2630
Comet base damage increased from 2333 to 2535
Torrent cast time decreased from 2.5s to 1s
Fixed an issue where no sounds were played for some spiritism spells.
Fixed an issue causing Roaring wind to hit more often than intended.
Akh bond will no longer transfer to a random pet when the original was not found.
Lava Flow base damage decreased from 2224 to 2022.
Lava Ball base damage increased from 2228 to 2630.
Comet base damage increased from 2333 to 2535.
Comet now requires 2 Salt instead of 1 Salt Crystal
Boulder now requires 10 Granum Pile instead of 5 Flakestone
Torrent cast time decreased from 2.5s to 1s.

Mounts and Pets
Updated the appearance of Campodon bags.
Fixed a bug where your mount would not take fall damage if you died from the fall.
Fixed an issue where a mount that changed between young/adult/alpha while swimming would drop to the floor and stay under water.
Mounts are now forcefully pushed towards the surface while swimming to ensure they stay afloat until we add buoyancy rules. There were a few scenarios where players managed to stay below the surface.
Fixed issue where mounts had a lesser step height than players. This caused mounts to be unable to step over objects that a player on foot would.

Characters, Creatures and Spawners
Rebalanced the Glory reward of many creatures. Hostile animals now award more Glory overall.
Multiple variations on dynamic spawners added or updated across Myrland.
Added an extra leash check to leash AI that is stuck.
Adjusted the spawning radius of several troll spawns in the world.
Fixed issue with NPCs sometimes looking straight down into the ground or being horizontally rotated due to a bad path update.
Springbok collision was adjusted for elementalism to fix spells going through them.
Fixed a bug where a player would "run in the air" if they got launched into the air without jumping first.
Fixed a bug where the player would not rotate along with the object they were standing on.
Fixed the bad falling animation for horses that had a broken loop.
The bandits who captured the Tindremic Officer now give glory, although less than other bandits.
Buildable Placement (put notes here and we’ll clean them)
Adjusted the placement rules for buildings. Buildings should now be a bit easier to place.
Adjust the way the minimum range between player owned structures is handled. In certain cases you should now be able to build houses slightly closer to each other.
The placement mode for structures now attempts to automatically raise the object being placed in order to clear any clutter on the ground (Rocks, tall grass, bushes, etc) when the item is activated.
Player owned structures are now easier to place on rough terrain.
Buildings will now display their correct names when placed, instead of being called “building”.
You can no longer place structures in the Necro dungeon tunnels.
Update the message that is displayed when you are trying to place a structure inside of a nobuild zone. It should now make it much more clear that this is why you are unable build in a given area.
Removed large no build zones in front of all keeps.
Adjusted several no build zones in the world to be smaller.

Housing and Buildables
Destroyed houses/keeps will now be lootable for only the owner after being destroyed, after 48 hours anyone can loot the content of the house/keep for 72 hours then the structure is removed.
Fixed being able to view the contents of unrelated chests of other houses when you unlock a chest with a password.
Fixed client side bug where the keep gate would be closed for some players even though it was open.
Various collision fixes and updates to houses, keeps, and strongholds.
Fixed a bug causing you to not be able to loot destroyed buildings.
Fixed issue where players could remain standing in the air if the object they were standing on got removed, for example a house or wall got destroyed.
Update house password system, a quick relog will not force you to retype password to access chests/doors etc.
When the client thinks it has access to a chest (by having an outdated password) you will now be able to retype it again instead of simply being denied access until relog.
Chest UI now closes when password failed or someone changed the password.
Fixed a bug causing ‘access chests’ to sometimes appear empty and not able to be picked up.
Fix issue with keep walls allowing AI to walk through them.
Fixed an issue which resulted in you being unable to place decorations on certain grid cells of a house when the door was open.
Increased item cap for Keeps by +100 for T2 and T3.

Door Breaching
Players can now force open the door of a house by damaging it.
House doors have health, and a defence value that scales linearly with the health % of the house it is connected to.
This means only houses that are being sieged can have their doors opened in a reasonable amount of time. Players should be able to feel safe in their homes outside of a siege scenario.
The door will recover its health over a short period of time.
At 100% health, the door has a defence of 100%.

Attributes, Skills and Buffs
Fixed a bug sometimes causing you to get more skill points than intended. Players affected by this bug will notice the appropriate amount of skill points being drained from their skills upon login.
Fixed an issue where if you unlocked Veterinary before a change made to Animal Care, it allowed you to bypass the Animal Care requirement. This should no longer be possible.
Fixed bug where players affected by akh bond in mercy mode would not be killed when struck. Making it look like players were resurrected when "killed".
Pet buffs are now removed upon trading the pet.

Trinkets, Items and Consumables
Fixed trinkets not giving you the intended skill points upon login, until you reequip it.
Fixed an issue where drinking a potion which both purified and healed you would sometimes try to heal before purifying you.
Fixed a bug causing Direct Healing, Mana, Poison effects to sometimes fail to trigger.
Fixed the Lynx Tail item showing the incorrect icon.
Fixed an issue which could result in invisible items occupying slots in your inventory.
Fixed bug where attempting to move an item from pet bags directly into an access chest would cause it to go invisible, and vice versa.
Fixed mounted archery trinket bug, where two entries of the same skill bonus existed. You will now get the highest value of the two.

Flagging and Standing
Fixed an issue where you could report players for murder who recently attacked you if you commit suicide by eating/drinking poison.
Fixed an issue where crossing nodelines as a criminal would sometimes incorrectly reset your criminal timer.
Parcel delivery tasks now yield Prosperity instead of Glory.
Rebalanced the Prosperity rewards of most tasks.
Completing a bounty hunt now grants you Might instead of Glory.
Fixed a bug where Risars would reset criminal timer when hitting criminal players
Fixed a bug where Risars would set players as criminal when spotting their risen pets.
Environment and Structures
Fixed a few holes in various dungeons that players were falling through.
Fixed miscellaneous environmental art issues in the world.
Fixed an issue where the Kiln in Tindrem could not be used.
Fixed instances where players could get stuck when doors were closed on top of them.

Misc Gameplay
Greatly reduced the delay between landing on the ground and receiving fall damage.
Fixed an issue where sounds would sometimes not play from the correct location in relation to the camera.
Made the inner neck region black in first person so that the player can't see inside the body when looking down in some scenarios.
Most titles are now unhidden in the game, instead you will see progress towards the next title in the title chain.
Fixed a bug where you were not able to weakspot someone who had the counter damage reduction effect.
Fixed a bug for spiritism where you would not lose spirits if ether lore skill level was 80 or above. You now lose spirits until you reach 100 skill.

Client Optimizations
The following optimizations were made to reduce some of the loading stalls that players experience while traveling.
Fixed issue with house decoration grid which caused a long stall when a house loaded in.
Fixed issue with houses at far away distance loading in on the same frame causing a long stall.
Fixed issue with buildables loading more asset data than what was needed, this caused a long stall.
Disabled unnecessary physics overlap check when enabling or disabling collisions.
Changed the engine garbage collection settings in an attempt to reduce game stuttering. Garbage collection is a memory cleanup routine that runs in intervals and causes hitches.
Reduced the load time slightly for pickables.
Server Fixes and Optimizations
Several server optimizations were made during PTR to increase player capacity.
Fixed several leaks that would cause server lag if the server was not restarted..
Fixed the notorious node crash that would happen roughly once a week
Possible fix for a rare node crash.
Server now handles sections of the game with many players better by dynamically changing what packages to send to who.
How the server handles packages have been optimized greatly increasing the amount of packages the server can handle.

Known Issues
Siege machines will stay in the air when the walls or buildings they are placed on are destroyed.
MO2Info at 08/15/23 1:24 PM

Patch Notes


Fixed issue where a mount passenger could dismount into houses.

Starfall doesn't get placed at caster on Spell reflect anymore.
Magic Reflect now blocks a single hit from Starfall.
Zoology skills were increased by 5% bonus to a total of 20% to damage reduction and damage given from/to those specific animals at max lore for that specific animal (ex. Ursidae, Equidae, etc).
The following spells will no longer do damage to players and AI inside player-built houses. Firestorm, Hail storm, Roaring wind, and Starfall.
Increased Direwolf pet points from 23 to 26 at level 50.
Increased Rally Pack duration to 10 seconds.
Increased Coordinated Hunt duration to 10 seconds, and increased damage bonus to pets to +50%.
Increased Canine Concentration duration to 20 seconds.
Increased Agile Evasion duration to 10 seconds.
Decreased Risen Taurdog damage mod by 10%.
Increased Risen White Bear damage mod by 15%.
Increased Rider Weight Threshold of all risen mounts.Combat
Weakspot hits now properly penetrate pet armor.
Handle hits now reduce damage by a flat 55%, up from previous 40%.

Weakspot hits now properly penetrate pet armor.
Handle hits now reduce damage by a flat 55%, up from previous 40%.

Increased the minimum distance between an AI and a player when being attacked. E.g. like zombies got a little bit too close to players in the previous patch.
Fixed the leashing behavior of AI to prevent them from leashing too early.
Increased damage of Outlaw Bandits and adjusted their behaviors.
Misc Changes

Adjusted the spacing of pet frames.

Fixed issue with houses being guild-flagged.
Fixed an issue which resulted in random pickables not being picked up when interacted with.
Fixed the annoying "bouncing capes" on other players that would happen when you turn around. It was rendering optimization related.
Fixed an issue where players and pets were momentarily detected as not being in a house when logging in.
Combining vials and kegs should not make them vanish anymore.
Fixed an issue where player-built homes had a "shed" looking LOD billboard.
Fixed an issue causing Miasma to not do damage when the caster was too far away from the spell.
Fixed an issue where your last arrow in your quiver would never be able to weakspot.
Reverted size change from the patch because it caused some issues with attribute points.
Fixed a bug causing pets to follow player ghosts who were their target before they died
Fixed a visual bug that could occur with the sky when your FOV was higher than average.
Fixed an issue causing Lightning ball to do unintended high damage in some cases.
Fixed an issue causing Lightning ball to deal damage twice in some cases.
Known Issues

There is an issue with players being able to invite a passenger on their risen horses and risen molvas but the passenger does not see a “Hold R to mount”-message. We are troubleshooting the issue.
MO2Info at 05/16/23 8:50 AM

Patch Notes

Greetings Mortals!

This patch brings with it the second batch of Elementalism spells. Many of the new spells allow you to manipulate the weather of the region that you are in, with some spells even requiring specific weather in order to be cast.

The roster of mountable creatures is also expanding. You are now able to ride wolves, direwolves, terrorbirds, and even domestic pigs! In addition to these new mounts, the new mount passenger system allows you to bring a friend with you while riding horses and molvas.

Speaking of Molvas, they can now be equipped with bespoke armor. Making these awe-inspiring beasts even more imposing than before.

Lastly, several new craftable pet bags have been added to the game. Allowing your furry and feathered companions to assist you in new ways.

And as always, there are a slew of changes and fixes to go along with all of the new additions.

See you in Nave!

Mounts and pets
We have added the ability for certain combat pets to be mountable. This includes their risen variants. Risen pets have rules in which you can only have one “mount” type and one “combat” type or they will vanish.To be clear, the current pets look like this;

Horse-Mount type
Molva - Mount and Combat (Can only have them by themselves)
Other Rideable Combat pets - Combat

We will likely revisit these tags in the future and update you if or when they will change.

Four pets can now be used as a mount. Wolves, direwolves, terrorbirds and domestic pigs (this includes the risen variants).
Added craftable bags for several creatures.
Horses and Molva beasts can now hold an extra passenger.
Mounted Combat, Mounted Archery and Mounted Magic are disabled for mounted passengers.
Players can now offer other players to ride on their mount as a passenger if the mount allows it. Look at the other player and hold Ctrl+R to offer a ride. The passenger can then mount and dismount as long as the rider is on the mount. The passenger can be forced off the mount by using Ctrl+R and will no longer be allowed to ride again. A passenger will always dismount when the rider does (no AI riding).
Mounts now have a rider weight limit before penalties kick in, passenger included! E.g. Some horses can handle 180 kg without penalty at level 1. The weight includes the armor and body weight for the rider and passenger but not their inventory weight. The mount armor and bags are not included in this penalty. A penalty of 0.5% per kg will be applied to the speed and 0.2% to the turn rate beyond the weight limit.
Mounts carry an additional 0-40% extra rider weight between creature level 0-125. A creature with a 100 kg rider weight limit will have a 140 kg weight limit at level 125.
Fixed bug where the riding speed penalties from equipment and bag weights would sometimes not update properly.
Reduced the flee duration for mounts when the rider is knocked off from 3 seconds to 1.5 seconds.

Fixed bad volumes for medium-tier houses causing pets to randomly run into other player houses when running past them (or ignore parts of the house completely).
Fixed issue with broken corner pathing near houses. Pets would sometimes walk too close to walls and end up inside the house.
Fixed issue where pets would sometimes get stuck in the entrance until their owner moved far away enough for them to teleport.
Pets will no longer stop following their owner when blocked by a door. It will now keep trying until the door is opened again or the owner goes outside.
Pets should now navigate between sections in L- or T-shaped houses without taking shortcuts on the outside. Proper doorway navigation will come when we add in-house navigation around decorations.
Fixed bug where pets would not update their appearance when changing level. For example a young pet would not change into an adult appearance unless you stabled it or relogged back into the game.
Temporary change: Pets are now allowed to leave a building even when the entrance is closed. This change remains until we confirm that we have fixed the issues with pets randomly going into closed houses.
Fixed bug causing certain pet skills to not be properly checked if they are a criminal action or not.

You can give bags custom names by ctrl + right-clicking them in your inventory.
Outlaw bandit spawners added to the world.
Lootable shallow graves with a chance of rare loot can now be found throughout Myrland.
Lootable sunken boats can be found throughout the Myrland seas.
Pet bag crafting for Molvas, Campodons, Celaenos, Tagmatons and Turtles.
Armor crafting for Molvas.
Added support for gathering resources from the ground.
Grass can now be gathered directly from the ground in thick grass areas to feed your pets. (Other resources like plants and bushes are still more effective and faster to lower pets hunger.)
There is now a Kallard task vendor in Cave Camp.
Quality of life
Reduced the interaction timer with other players (hold R to trade, etc).
Reduced the interaction timer for houses.
Quality of life

Reduced the interaction timer with other players (hold R to trade, etc).
Reduced the interaction timer for houses.

Bosses are now immune to Atrophy.
Decreased base damage of Auw Surge by 2
Decreased base damage of Thunderlash by 3
Increased base damage of Ember, Hailstone, Stone & Shock
Adjusted reagent cost of Comet, Scouring Stream, Sandspout, Whirlwind and Mending Vapors to be cheaper
Lowered Risen Tribe Rat Berserker damage to be in line with other Risen creatures.

Handle hits now reduce damage by a flat 40%.
Disabled the auto re-enter combat mode functionality for bandages.
Mindblast now deals more damage against AI and now varies a bit between casts when used against AI.

Aggressive AI will now also attack player pets.
Weather and Heat

Heat System turned back on.
Weather now adds to heat.
Chilled, Frostbitten, Warmed and Ignited debuffs now affect the body heat of Players they are on.
Misc Changes

Reduced the camera wobble in mercy mode.
The "Rare rocks/trees" system has been brought back and merged with the current “rare material drop system”.
"Rare rocks/trees" will yield double the drop chance of the rare materials.
The bonus chance of finding rare materials has been reduced from 25% to 10%. Clade gifts 'Stoneseer', 'Geologist', and 'Dendrologist' will now notify the player if there is a high chance for rare materials when mining or lumberjacking. In general this change will increase the speed of gathering rare materials.
Updated the Pets UI.
Khurite 2 handed hilt is now included in the generic 2 hand hilt crafting skill instead of in the Khurite blade skill.
Parts of the package handling on the server has been rewritten to better handle a large player count.

Trolls and other large Ai creatures will no longer trigger hurt sounds multiple times when taking damage from multiple targets.
Possible fix for sounds going quiet in large battles.

Fixed bug where players would fall to the bottom while swimming if they got pushed or shield-bashed by another player.
Fixed issue with not being able to give murdercounts if you moved very far away after being killed.
Fixed issue with criminal timer resetting when you changed nodes.
Fixed issue where pickables would sometimes float above ground after teleporting to a priest.
Fixed crash that would happen when loading empty pickables.
Restored setting that was changed in an attempt to fix players getting randomly flung when moving into objects. It did not help and instead caused players to get flung in other scenarios.
Fixed crash that could happen during unexpected disconnects.
Fixed a code subsystem tick-order issue that caused various stutters and artifacts on characters.
Fixed minor issues in the mail UI.
Fixed issue with AI not leashing correctly when they can not reach their target.
Switching between presets in armor crafting should now correctly update the UI.
Fixed typo in the frostbitten debuff that said it reduced stamina regen.
Fixed issue with some buildables not correctly getting guild-flagged.
Fixed a couple of node crashes.
Fixed an issue causing players to be disconnected from server while auto attacking in ether form.
Fixed bug where undead that was controlled with Control Undead would not stop moving when in mercy mode.
Fixed a flagging bug where if someone was local grey to you and pulled out a pet from a stable, it would not show as local grey.
Fixed a bug causing item slots to turn upside down.
Fixed a glare sometimes occurring in the crafting preview window.
Fixed bug where eating size-shrink food at minimum size sometimes caused you to receive a msg saying you have increased in size.
Fixed a bug where size increase/decreases due to food consumption did not update available attribute points until relog.
Fixed 'size' in paperdoll sometimes showing the wrong number.
Fixed float inaccuracy bug for 'Height' in paperdoll UI.
Fixed water volume in the jungle causing you to be able to breathe underwater.
Fixed a calculation error which caused the skill Herding to not scale as intended. To get the full effects of Herding, you will now need to have 100 in the skill instead of 91.
Fixed bug where the "buy orders" button could sometimes show in the pet broker.
Fixed a hole in Risar dungeon that players could fall through.
Fixed lots of rocks that were not mineable.
Fixed brownwood trees in the jungle that were not gatherable.
Fixed footstep sounds not playing correctly when traveling on roads.
Fixed a type of tree in snowy biomes that had the wrong collision that made players invulnerable.
Several environment art fixes.
MO2Info at 05/10/23 7:31 AM

Patch Notes


  • New pickables have been added to shorelines.
  • Added Firmwood Berries as a gatherable resource.
  • Added 8 new keybindings, which you can use to more easily switch between the layers of your actionbars.


  • Significantly lowered Skill EXP required to level Elemental Propulsion.
  • All Beast Mastery abilities that have an AOE or cleave component require criminal actions to be turned on to be used. This is to help players not ‘accidentally’ hurt other players by mistake. Use these abilities at your own risk.
  • Redistributed the spells under Elemental Propulsion to span the skill range of 0 - 100.
  • The spells “Ignition”, “Torrent”, “Gale”, and “Stone” now have a range of 0-25 Elemental Propulsion.
  • The spells “Hailstone” and “Ember” now have a range of 25-50 Elemental Propulsion.
  • The spells “Sludge” and “Shock” now have a range of 50-75 Elemental Propulsion.
  • The spells “Dust Burst” and “Mending Vapors” now have a range of 75-100 Elemental Propulsion.
  • ”Fulminate Pouch” and “Burning Salts Pouch” have been removed from the Elementalist Desk vendors in order to prevent confusion. They have not been removed from Magic Vendors.
  • The gathering system for mining and woodcutting has been revamped to be much more straightforward, distributing the chances of obtaining rare resources between all rocks and trees.
  • The distribution of which rare resources can be found in different types of gatherable rocks and trees has been changed.
  • The clade gifts “Dendrologist”, “Stoneseer”, and “Geologist” no longer search for nodes with rare resources. They are given a 25% bonus to finding rare resources with their respective resource types instead.
  • The buy price of Rock Crystal Geodes and Rock Crystals have been changed.
    Adjusted center of targeting for pickables to be further off the ground to make them easier to pick.
  • More guards have been added that will patrol around Morin Khur, Toxai, and Tindrem.
  • Risen Molvas have been flagged as a “combat” and a “mount” Risen categories. This means that you cannot have any other risen pet out with the Risen Molva.
  • Updated texture of Glimmercap mushrooms.
  • Purified Water was removed from vendors in


  • Players should no longer need to jump while using the Morin Khur northern staircase.
  • Fixed bug for action bars where 'use' functionality was checked during key release instead of key press.
  • Fixed a bug where Rotten Walkers and Sewer Rats would not play attack animations.
  • Fixed a bug where controlled undead would leash when told to attack a target while inside a house.
  • Fixed a bug where potion utilization leveled from eating instead of drinking potions.
  • When having a two handed weapon equipped and holding right click on a potion, you did not exit combat mode before trying to drink it causing you to receive a message saying "you need a free hand to do this" instead of drinking the potion.
  • Fixed a bug where AI getting too close to houses would accidentally end up inside them.
  • Fixed bug where you could equip armor on a pet which could not carry an item of that weight.
  • Fixed a bug where the potion drinking animation would get interrupted instantly.
  • Ignition’s VFX should no longer fire out of the caster’s groin.
  • Adjusted the spell Comet’s VFX to more accurately portray its collision.
  • The spell “Mending Vapors” will now properly level the skill Elemental Propulsion instead of Elementalism Spells.
  • Several art assets and tree/foliage were fixed, changed or removed.
  • Removed an old AI-stuck check that caused some AI to leash or move away in combat when they should not have.
  • Fixed a bug where your pet’s UI would show 0 or negative health when you logged in with pets out or when you pulled a pet from a stable.
  • Removed ability to eat lodestones.
  • Fixed description of “pitch” item, which incorrectly claimed it was made from rock oil.
  • Fixed an issue causing the reflect shield effect of the caster to trigger when casting projectile spells
  • Fixed an issue causing players to be disconnected from server while auto attacking in ether form.
  • Fixed an issue where you would be unable to level Propulsion up to 100.
  • Fixed an issue with the mailing system that could result in the player’s inventory becoming overfilled.
  • “The Gourmet” title was showing up as “Expert Cook”. This has been changed to be “The Gourmet”
MO2Info at 03/13/23 4:07 PM
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