Roadmap & Player Ideas — Homer's LOTR

As of September 14th, 2026 at 15:06 CDT

This is the living development roadmap for Homer's LOTR. Almost everything here started as a player suggestion or bug report — when an idea ships, the player who submitted it earns Merit points to spend on the rewards documented here. Have an idea or found a bug? Tell a DM in game or on Discord; if it makes the cut, you get the credit.

Idea counts by type and stage:

BacklogShippedNot LikelyTotal
Defect38961135
Enhancement167793249
Exploit014014
Total2051894398

Roadmap

Where the module is heading, by stage — from "In Progress" through "Up Next", "Coming Soon", "Coming Later" and "Under Consideration". Click any name or category to jump to its full detail under By Category below.

In Progress

NameTypeCategory
Diffulty Increase 7 / 17Forge & Crafting
Legendary feat againDefectCombat, Classes & Builds
Smoking Pipeweed to Cure Soul FatigueEnhancementCombat, Classes & Builds
Balrog mass harm reviewDefectBosses & Difficulty
Gandalf's mummysDefectBosses & Difficulty
Kerfuall's disappearing actDefectBosses & Difficulty
add a port to the numenor forge in the test serverEnhancementTeleports & Travel
Duplicate and generic area-transition tags: one Dol Guldur exit may lead to the wrong area, and 16 Gwathdor transitions have no destination map pinsDefectTeleports & Travel
teleport to weathertop doesn't work on the test server.DefectTeleports & Travel
Quest Overhaul 11 / 40Quests, Areas & World Fixes
Meaningwave Bardsong not firingDefectMeaningwave Companions
Gwathdor snakesDefectEconomy & Merit

Needs Manual Finishing

NameTypeCategory
Combat dummy can be slainDefectCombat, Classes & Builds
Encounter Spawns start breaking from level 41-60 (not spawning strong enough mobs)DefectCombat, Classes & Builds
Legendary Levels 41-60 13 / 23Combat, Classes & Builds
Tensor's Transformation not merging items reliablyDefectCombat, Classes & Builds
Boss enrages after killing playerDefectBosses & Difficulty
Odd "Anti-Duping Craft Container (Invisible)" Object(s)DefectQuests, Areas & World Fixes
Gear to boost specific mage spellsEnhancementItems & Gear
MW Henchmen to prevent friendly fire with AoE (Area of effect spells)EnhancementMeaningwave Companions

Up Next

NameTypeCategory
Crafting items triggers the party roll in groups sometimes.DefectForge & Crafting
Level drain property not removable from ForgeDefectForge & Crafting
Bard curse song not lowering concentration skillDefectCombat, Classes & Builds
Multiple picks of same epic spell feat up to x3 for addtional casts/dayEnhancementCombat, Classes & Builds
A longer-term reward currency (digital or tokens) redeemable for gold, XP, a special shop, a new forge, or to enhance legendary summonsEnhancementProgression, Bestiary & Achievements
Achievement / kill-tracking system: bosses drop trackable items for all-time / weekly / daily kill counts and rewardsEnhancementProgression, Bestiary & Achievements
Wiki stat: how many items each player has added vs. removed from the community chestEnhancementWiki & Tools
Anaralia's whatDefectQuests, Areas & World Fixes
Custom Race Brownie is buggedDefectQuests, Areas & World Fixes
House of the Guards of Mordor (map note)DefectQuests, Areas & World Fixes
Inaccessible areaDefectQuests, Areas & World Fixes
Add custom helmet skinsEnhancementItems & Gear
Add more weapons rapiers and scimitarsEnhancementItems & Gear
Anaralia (spider queen) second dropDefectItems & Gear
Mail-delivery system: pay postage by weight to send items to a specific character; they're notified after login (post office if no player house)EnhancementItems & Gear
Rune of ExpansionEnhancementItems & Gear
summanus-chest-itemsDefectItems & Gear

Coming Soon

NameTypeCategory
Socket system for weapons, max dmg 2d10, max ab +16, limited propertiesEnhancementForge & Crafting
Balance Divine MightEnhancementCombat, Classes & Builds
(Generally) more class tuning so all classes are viableEnhancementCombat, Classes & Builds
Hellball needs tuningEnhancementCombat, Classes & Builds
Hobbit SubraceEnhancementCombat, Classes & Builds
Make Black Guards more UsefullEnhancementCombat, Classes & Builds
Make Chamption of Torm more usefullEnhancementCombat, Classes & Builds
Modify level 9 spellsEnhancementCombat, Classes & Builds
bard curse song is opEnhancementBosses & Difficulty
Shelob upgradesEnhancementBosses & Difficulty
Ancient White DragonDefectProgression, Bestiary & Achievements
Kill feed gone?DefectWiki & Tools
One allegiance can never meet 15 creatures (Khamûl included)DefectWiki & Tools
Good vs. Evil Faction System 2 / 14Quests, Areas & World Fixes
Persistant map exploration with xp rewardEnhancementQuests, Areas & World Fixes
Quest of the Ring BearerEnhancementQuests, Areas & World Fixes
Add more weapons: quarterstafs and doublesidedEnhancementItems & Gear
Potions to restore spent spells and feats/dayEnhancementItems & Gear
RNG based GEAR (Diablo/World of Warcraft Style)EnhancementItems & Gear

Coming Later

NameTypeCategory
A 4th legendary forge for Magical / Positive / Negative damage (component-gated, up to +20)EnhancementForge & Crafting
Gathering-based crafting (mining, fishing, hunting, skinning) as a non-boss path to good gearEnhancementForge & Crafting
Lake Town forge not workingDefectForge & Crafting
A lot of monsters still have true sight, consider pulling that backEnhancementCombat, Classes & Builds
Bard Song to reduce immunity/resistance instead of damaging mobsEnhancementCombat, Classes & Builds
double sided weapons dont give expected attacks per roundon large sized creature appearancesDefectCombat, Classes & Builds
More combat dummys requestEnhancementCombat, Classes & Builds
Resize Dragonshape so it can fit through doors/transitions easierEnhancementCombat, Classes & Builds
Rework Sneak Attack as a bonus-damage roll (or a new 'shadow' damage type)EnhancementCombat, Classes & Builds
A new low-dice 'true' damage type no boss is immune to — made incompatible with the forge so you choose optimized gear vs. boss-chipping gearEnhancementBosses & Difficulty
Lake Town Bank not workingDefectBanking & Storage
The trans banker of BreeDefectBanking & Storage
Discord <-> NWN server shout integrationEnhancementWiki & Tools
Store audit: 19 store blueprints are placed in no area, and 44 merchant scripts open a store tag that no placed store answers toDefectQuests, Areas & World Fixes
Change an item's type/subtype while keeping its properties (e.g. bastard sword -> kama)EnhancementItems & Gear
Class-locked signature weapons (need ~20-25 levels of a class to equip)EnhancementItems & Gear
make merit-redeemed items be heirlooms that survivie season changesEnhancementItems & Gear

Under Consideration

NameTypeCategory
A 1-40 re-level / de-level option (when not exploitable)EnhancementCombat, Classes & Builds
Buged Dev Crit ???DefectCombat, Classes & Builds
Divine Might/Divine WrathEnhancementCombat, Classes & Builds
Elemental spell toggle AugmentsEnhancementCombat, Classes & Builds
Explore Shayan's Subrace EngineEnhancementCombat, Classes & Builds
Let Dwarven Defenders move while in Defensive StanceEnhancementCombat, Classes & Builds
Look into custom feats for CEP weaponsEnhancementCombat, Classes & Builds
Make class/feat damage reduction stack with gear damage reductionEnhancementCombat, Classes & Builds
Remove all class restrictionsEnhancementCombat, Classes & Builds
True Seeing should add a bonus to Spot instead of bypassing Hide entirelyEnhancementCombat, Classes & Builds
Sneak attackEnhancementBosses & Difficulty
Character RebirthsEnhancementProgression, Bestiary & Achievements
Server-wide 'seasons' where achievements get archived and characters get wiped with partial XP bankEnhancementProgression, Bestiary & Achievements
Users seen as logged after disconnectDefectProgression, Bestiary & Achievements
Expand rest-menu teleports (earned via quests or by killing each area's boss)EnhancementTeleports & Travel
Basilsik HeartDefectWiki & Tools
Discord/wiki bot listing logged-in players and summarizing their gear stats (plus fun stats like unique creatures killed)EnhancementWiki & Tools
Area authoring: the Grey Havens (+ Cirdan NPC)EnhancementQuests, Areas & World Fixes
Class Quest Lines 0 / 30Quests, Areas & World Fixes
Custom Music in-gameEnhancementQuests, Areas & World Fixes
First Person Shooter HomersLotREnhancementQuests, Areas & World Fixes
Prestige Class Quests 0 / 13Quests, Areas & World Fixes
The Long Winter (Seasonal Event) 0 / 4Quests, Areas & World Fixes
Add Tournament Double Blade SwordEnhancementItems & Gear
Add Tournament KatanaEnhancementItems & Gear
Card Mennard carrying Elrond's bladeDefectItems & Gear
Harm potions for undeadEnhancementItems & Gear
Joseph Campbell ever sang?DefectMeaningwave Companions
CEP3 + CCOHEnhancementQuality of Life & Buffs
Server still laggy in the morningsDefectQuality of Life & Buffs
Wemic rdd no wings az ligonDefectQuality of Life & Buffs

By Category

The same in-flight ideas, grouped by feature theme with full notes. Each item's badge shows its stage: "In progress" is being actively worked; "Up next" is queued, with "Soon" and "Later" progressively further out; "Under consideration" is captured but not yet committed to; "Not likely to implement" is logged but probably won't happen.

Forge & Crafting

  • Diffulty Increase7 / 17 complete
    In progressRequested by: Sync (Shync), -Methonash-, HomelessSon (Server Admin), Tukwut
    Make the game more challenging (mostly at end game areas)
    • Dead marshes need more mobs!
    • Wiki AC calc off (balorg of moria example)
    • both of Witch King's heal pots are pickpocketable
    • Unlock Inacessible creatures, beef up stats, give them areas to live in
    • Hardcore Mode with no fast travel options and permadeath
    • Per-boss stat tuning: close dumped saves, swap flat DR for % immunity gear, raise auto-hit AC into the ~85 gate window
    • Enrage-on-retreat: registry bosses taunt, gain +2 all stats for that life, and heal 25% of missing HP when a player disengages
    • Soul-fatigue stacks on the Heal spell and potions: the heal lands first, then 10% max-HP damage per prior stack, 3-minute decay
    • Soul-fatigue rebalance: 8% per stack instead of 10%, Greater Restoration now stacks it too, the Heal skill reduces the hit, and stacks now persist across logout and death
    • Forbidden Realms Key tier: journal quest and a Númenor gate opening the orphaned Tombs of the Lost Souls as the Weathertop court's barrow
    • Open two finished-but-unreachable endgame areas: Moria Deep Caverns below the Balrog, and the Temple of Nazgûl off Dol Guldur
    • The Wandering One: a roaming boss that adaptively builds damage-type immunity as it is hit, punishing mono-damage parties
    • Elemental swarm arena: waves of 24 elementals trickle-spawned to surround the party, the element rotating each cleared wave
    • Clone/parent boss: a chance an existing boss fight is gate-crashed by the boss's 'Mom' — modest stat boost, better gear, two-front surprise
    • Opt-in curse: volunteer for extra damage taken and doubled soul-fatigue in exchange for better rarity-tiered socketed-gem drops
    • Endgame NPCs get +12 to every ability score and +10 natural armour class, answering the flat +10 attack bonus every level-60 build gained
    • +15 monk levels for endgame NPCs that already have monk, raising Diamond Soul spell resistance on the server's main spell-resistant bosses
  • Crafting items triggers the party roll in groups sometimes.
    DefectUp nextRequested by: Balendin (Balendin_2222)
    Crafting items triggers the party roll in groups sometimes.
  • Level drain property not removable from Forge
    DefectUp nextRequested by: Sync (Shync)
    It seems like 'level drain' on weapons might be counting as a negative property. Investigate, and document in customizations doc what properties smith counts and positive (boon) vs negative (penalty that can't be removed). The ability to drain levels on your opponent when you hit them is a boon.

    • Sync: Oh i tried to remove the lvl drain from the katana of dol guldur, but doesnt let me. Guess its either cos its millions over the cap or has more than 7 properties 😅
    • HomelessSonhuh, i wonder if the 'drain' keyword tripped up claude and made it think it's a negative property that has to always stay /sigh
    • Sync: Probably, it lets me select it but doesn't give me the option to strip it off
  • Socket system for weapons, max dmg 2d10, max ab +16, limited properties
    EnhancementSoonRequested by: -Methonash-
  • A 4th legendary forge for Magical / Positive / Negative damage (component-gated, up to +20)
    EnhancementLaterRequested by: HomelessSon (Server Admin)
    Even the high-quality forge omits these damage types — good candidates for component-required enchanting.
  • Gathering-based crafting (mining, fishing, hunting, skinning) as a non-boss path to good gear
    EnhancementLaterRequested by: Tukwut, Piskan (Alek Cain)
  • Lake Town forge not working
    DefectLaterRequested by: Rajmund (Ray)
    The Great Forge of Esgaroth isn't working (it's next to the inn in Lake Town)

Combat, Classes & Builds

  • Legendary feat again
    DefectIn progressRequested by: Rajmund (Ray)
    On the test realm, after porting from Amon Sul to the well without a key, a legendary feat selection window appeared. The player attempted to re-pick their original feat but was informed they already had it, then successfully selected +6 str.
  • Smoking Pipeweed to Cure Soul Fatigue
    EnhancementIn progressRequested by: HomelessSon (Server Admin)
    Make it so when in the smoking chamber and you smoke any kind of pipeweed; if you had any active stacks of soul fatigue from healing, you feel a sense of calm wash over you and everything feels okay -- cleansed of soul fatigue. this is the only cure to soul fatigue besides waiting it out.
  • Combat dummy can be slain
    DefectNeeds manual finishingRequested by: Sync (Shync)
    The Combat Dummy in Bree can no longer be destroyed part-way through a test. Three weapons were ending trials early and none of them was doing it with damage:
    • Flame of the West held the dummy, and the next critical hit finished it off as a coup de grace. It can no longer be held, stunned, slept, dazed or knocked down, so there is nothing for a coup de grace to land on.
    • The Katana of Dol Guldur drained its levels away. It is now immune to level and ability drain - no need to cast Negative Energy Protection on it first.
    • One very large hit could outrun the dummy's healing. Its health is now topped up before each blow lands as well as after, so no single hit can take it down.
    Nothing about the measurement changed: hits, criticals, sneak attacks, resistances and damage reduction all still land and still print in your combat log exactly as before, and the dummy still blows apart at the end of a full ten-round set. If something ever does destroy it mid-test, the cancel message now names what killed it and what it was holding - please report that line.
  • Encounter Spawns start breaking from level 41-60 (not spawning strong enough mobs)
    DefectNeeds manual finishingRequested by: -Methonash-
    once you're level 60, some encounters isn't working properly, like not giving the right enemies. In Dimholt for example the Thing of the Dark doesn't spawn with it's encounter. In Mirkwood Central South, the high level spiders doesn't spawn, instead you get only Giant Spiders and a Spider-Queen, CR 21 and CR 27. Most definitely happens after level 41+, I imagine.

    Fixed 2026-08-24. The encounters were reading stale numbers about their own creatures. Every encounter keeps its own note of how tough each creature in its pool is, written down once when the creature was added and never updated since. The creatures were rebalanced for levels 41-60; those notes were not.

    The game fills an encounter by working down from the toughest creature it thinks is in the pool until it has spent the difficulty budget for your level. In Mirkwood Central South the Giant Spider was written down as more than seven times its real strength, so the game spent almost the whole budget summoning what it believed was the deadliest thing in the forest and was really the weakest -- and the Sword Spiders, Death Weepers and Black Spear Spiders behind it never got in. Dimholt was skipping the Thing of the Dark for the same reason.

    124 of those notes were wrong across the module, and 516 encounters were also recorded as "Very Easy" while actually set to Hard or Impossible -- Mirkwood Central South and Dimholt among them. All of it is corrected, and the build now refuses to complete if any of it drifts again. No creature was made stronger or weaker, and no XP or gold reward changed: the encounters simply pick the right monsters now.
  • Legendary Levels 41-6013 / 23 complete
    Needs manual finishingRequested by: Rajmund (Ray), Szescian82, HomelessSon (Server Admin), -Methonash-
    Replace the bolt-on legendary leveler with real character levels 41-60 — true class progression on a proper epic XP table, plus a pool of Legendary Feats you can only take at level 60
    • +1 die for damage spells, could be taken 10 times?
    • legendary levels bonus feats list not in sync
    • Text goes off the screen for the Legendary Feat Picker UI (both in main feat descriptions and in popup tooltips)
    • Legendary Feats Prereqs not clear which one is missing/failing
    • casters gain no new spell slots past level 40
    • casters not getting spells after level 40
    • HGLL pre level 41 skill points banked do not carry over
    • Implement Legendary Feats
    • Replace the conversation-based Legendary Leveler with normal 1-40 leveling (works with 4x multiclass)
    • Raise the server level cap to 60
    • Class progression tables for levels 41-60
    • Retire the Legendary Levelling Area
    • Purge HGLL from the wiki and repo docs
    • Rewrite the Leveling Guide for real levels 41-60
    • Legendary Feats: build a custom lotr.tlk
    • Legendary Feats: the level-60 picker window
    • Legendary Feats: ability score and martial feats
    • Legendary Feats: defensive and survival feats
    • Legendary Feats: ki, performance and skill feats
    • Legendary Feats: legendary spell upgrades
    • Legendary Feats: dominion feats
    • Legendary Feats: hybrid caster feats and pure-class bonuses
    • Legendary Feats: exotic feats
  • Tensor's Transformation not merging items reliably
    DefectNeeds manual finishingRequested by: Sync (Shync)
    8/24/26: Shapeshifting merges your gear every time now, not just when you happen to catch it. Tenser's Transformation, Polymorph Self, Shapechange, druid Wild Shape and Elemental Shape and every Shifter form share one merge, and it was being run before the game had finished putting you into the form - so on an unlucky cast there was no new hide or weapon to merge onto and nothing carried over. It now waits until the form's own hide and weapon are actually in your hands before it merges, so a cold cast with no buffs works the same as one after a full buff routine. Reported by Sync (Shync), who pinned down the tell: no buffs, no merge.

    It could also quietly duplicate the properties on your own weapon. When the merge ran too early it treated the weapon still in your hand as the form's weapon and copied that weapon's properties onto itself, permanently. That can no longer happen: the merge refuses to write to anything you were already carrying, and the “your equipment's magic flows into your new form” message now only appears when something really merged.


    8/26/26: LAST DEFECT related to tensors: all the weapon properties merge over and show on character sheet, EXCEPT "Enchantment Bonus". When I look at merged sword though, I see the Tensor's stock sword, and when examined I see it has it's original/default +3 Enchantment, and whatever enchantment bonus was on my unmorphed weapon, e.g. +15. 

    Since We get defects if a weapon as multiple enchantment bonuses, or if weapon has both an Attack bonus and Enchantment bonus, I think a well-rounded fix would be
    1. Check if morphed weapon has either a >= +4 or greater enchantment bonus or a >= +4 attack bonus property
    2. if so remove the default +3 enchantment bonus from Tensor's Sword.
    3. otherwise remove any enchantment/attack bonus property from the list of effects to morph into Tensor's Sword
    4. Assume player accessible (unmorphed) weapons wont have enchantment and attack bonus properites on this (this is build gated to prevent)

    8/27/26 (round 4): the shape's weapon now keeps ONE enchantment bonus - the better of its own and yours. Tenser's hands you a stock sword that already carries a +3, and the merge used to add your +15 on top of it. NWN does not stack two enchantment bonuses on one weapon, so the sword read "+3 and +15" when you examined it and the game quietly paid out the +3 - which is why every other merged property showed up on your character sheet and this one never did. The merge now compares the two and keeps only the winner: your +15 replaces the stock +3 outright, and a weapon weaker than +3 leaves the form's own bonus alone instead of piling a second one on. An attack bonus counts on the same scale, since the two never stack with each other either. Animal and elemental forms are unchanged - claws still get the attack and damage your weapon is worth - they just no longer collect duplicate lines. Reported by Sync (Shync), who spotted the doubled enchantment on the merged sword.

    Three weapons that carried both an attack bonus and an enchantment bonus at once - Rakescar, and two others sold or stashed around the module - have been collapsed to a single enchantment at the higher value. They are slightly better now, not worse: the halves that were shadowing each other have been merged.
  • Bard curse song not lowering concentration skill
    DefectUp nextRequested by: Sync (Shync)
    Curse song is supposed to lower skill by 18 according to the wiki but I have noticed against certain caster mobs/bosses that keep having max concentration even after being cursed (124) For example wiki says rancid skinner has 90 concentration but after being cursed it keeps saying it has a dc of 124 when Taunting Unless its intended so you cant actually taunt him....
  • Multiple picks of same epic spell feat up to x3 for addtional casts/day
    EnhancementUp nextRequested by: Rajmund (Ray)
    Make it so epic spells could be taken again for another used/day up to 3 in total (per spell)
  • Balance Divine Might
    EnhancementSoonRequested by: Tukwut
    Divine might's bonus punches through damage reduction and damage immunity outright, making it harder to balance bosses against
    Divine might should count toward standard resistance/immunity reduction

    as is:
    i think its a fun part of theory crafting though - sacrificing STR for CHA to boost the amount of damage, and sacrificing 1 of the 4 classes for paladin or BG which are not that optimal otherwise
    but cap of 20 cha modifier seems like a lot
    dual wield kama or katana monk can pump 200 guaranteed damage per round lol
    dury of valar is what 160 ontop of how powerful those gloves already are

  • (Generally) more class tuning so all classes are viable
    EnhancementSoonRequested by: Balendin (Balendin_2222)
    Balendin: Some changes to classes to make them somewhat more viable? As it stands i don't really see much use for classes like black guard (after 4 levels or so) assassin, paladin, cot, and more im sure im missing 😆 

    E.g.

    Paladin is somewhat lesser useful here though due to high magic, so buffs aren't as good. Obviously still gets DM and saves but I doubt I'd ever bother going over 4 levels, same applies for bg on that. Assassins are just worse rogues really.
  • Hellball needs tuning
    EnhancementSoonRequested by: Rajmund (Ray)
    Sync8/24/26, 7:44 AM
    Yeah hellball is super weird and seems a bit useless ngl 😅
    With 50wis doesnt seem to hit anything most of the time
    Went to rivendell got like 10-15 elves on me
    Only 1 even took damage and died (at least i didnt die this time)
    HomelessSon [MW], 8/24/26, 7:47 AM
    that does seem odd

    RAY:
    Hmm maybe epic warding could protect from hellball

    Admin: I like that, and it could destroy the epic warding effect in the process, it dies protecting you from hellball
  • Hobbit Subrace
    EnhancementSoonRequested by: Magyk
    Add hobbit as a playable subrace
  • Make Black Guards more Usefull
    EnhancementSoonRequested by: Sync (Shync)
    Could buff that bg summon and epic summon
  • Make Chamption of Torm more usefull
    EnhancementSoonRequested by: Sync (Shync)
    champion of torm (wrath is short and only once a day),
  • Modify level 9 spells
    EnhancementSoonRequested by: Rajmund (Ray)
    Rajmund8/24/26, 10:46 AM
    Since 9th level arcane spells are either disabled or useless, maybe we could get time szop back, and it would replenish spells, maybe arcane level x 1 spell level starting from lowest and replenish arcane level x2 hp?
    *except 9th lvl spells of course
    (to avoid perpetum mobile 😆)
    HomelessSon [MW], 8/24/26, 2:58 PM
    I like idea of timestop replenishing other spell slots! Maybe I should beef up black blade of diaster too, why are the other level 9s useless?
    Rajmund8/24/26, 4:44 PM
    Mordenkainen could destroy potions in inventory maybe? Could work on players, too
  • A lot of monsters still have true sight, consider pulling that back
    EnhancementLaterRequested by: Sync (Shync)
    SyncYesterday at 1:56 PM
    Sneak attack immunity was removed from most mobs and bosses i think
    A lot probably still have true sight tho
  • Bard Song to reduce immunity/resistance instead of damaging mobs
    EnhancementLaterRequested by: Rajmund (Ray)
    How about bard song reducing damage immunity/resistance instead of damaging mobs?

    DM: I think this is great but maybe as a legendary feat: Implement Legendary Feats
  • double sided weapons dont give expected attacks per roundon large sized creature appearances
    DefectLaterRequested by: Sync (Shync)
    HomelessSon10:46 AM
    double sword/axe were bugged for me when I was testing combat dummy, was not seeing any extra attacks per round from them, was just acting like a normal 2h weapon, is that a known nwn stockstandard bug?

    Sync10:54 AM
    I figured out the issue
    Its only broken for wemics cos they use it as one-handed
    HomelessSon10:54 AM
    ohhh i was def. a wemic
    Sync10:54 AM
    I changed to half-elf and it works as intended
    But wemics only get one-handed apr
  • More combat dummys request
    EnhancementLaterRequested by: Sync (Shync)
    Another idea is to have a separate dummy with generic boss resists
    Like 80-90 ac and damage resist/immunities
    Or just add sauron as a punching bag 🤣

    HomelessSon:
    yeah I could add at least one more, and track stats against those, maybe one for a 'mid tier' boss and another for like an 'end tier' boss, I could literally spawn in one of the bosses and replace their scripts for this, they would keep all their items and feats/abilities
    heck maybe even a dojo where you can spawn in any boss for testing dps against
  • Resize Dragonshape so it can fit through doors/transitions easier
    EnhancementLaterRequested by: Sync (Shync)
    Sync:  it would be nice if dragon shape was not so big.... Have to unshift everytime i go through a door or small places :0 (even tho im only playing it for fun lol)

    HomelessSon [MW], 8/21/26, 9:51 AM
    yeah those large ass dragons lol.. I looked into resizing those once, I think it's possible.. we were having issues with some area transitions only working when you're not a giant dragon. I could start with a small change like 80% of normal size I suppose 🙂

    Sync8/21/26, 9:52 AM
    Yeah, i like being a big dragon.... But they can really be annoying in a party or small areas 🤣
    Think theres a cep dragon which is like human size (unless it was just a regular one resized)
    Other server where I also played a dragon build, they had an extra feat you needed to take for unlimited uses of dragon shape

    HomelessSon [MW], 8/21/26, 9:54 AM
    that sounds fun

    Sync8/21/26, 9:54 AM
    So you could just shift and unshift to go through tight areas and doors


  • Rework Sneak Attack as a bonus-damage roll (or a new 'shadow' damage type)
    EnhancementLaterRequested by: Piskan (Alek Cain)
    yazkir [LZRD], Yesterday at 7:32 AM
    New damage types are pretty easy overall
    HomelessSon [MW], Yesterday at 7:33 AM
    huh, havent tried yet, just a minor 2da edit?
    yazkir [LZRD], Yesterday at 7:35 AM
    Yeah, iirc, it's just modifying the damagetype.2da
    You could do further modifications to include vfx and what not attributed to said damage type.
  • A 1-40 re-level / de-level option (when not exploitable)
    EnhancementUnder considerationRequested by: McGondy, dc0960 (Dungeon_Crawler)
  • Buged Dev Crit ???
    DefectUnder considerationRequested by: Szescian82
    The player reports experiencing Dev crits at level 51, level 54, and level 57.
  • Divine Might/Divine Wrath
    EnhancementUnder considerationRequested by: -Methonash-
    The player requests that the duration and damage of Divine Might and Divine Wrath scale with Strength.
  • Elemental spell toggle Augments
    EnhancementUnder considerationRequested by: Rajmund (Ray)
    Would it be possible to give new function to cantrips? We have 7. Each could change all elemental damage type spells to one fixed type. Say flare would change everything to fire, be it negative energy ray, ice storm or chain lightning or mestils acid sheet. Acid splash would change all of these to acid. This effect could wear off when another is cast or level number of rounds are up.
  • Explore Shayan's Subrace Engine
    EnhancementUnder considerationRequested by: HomelessSon (Server Admin)
    sha_subr_methds.nss: Shayan's Subrace Engine is already present in the source code, but is not documented or exposed to the players

    Is this system already wired up fully and ready to use?
    need a subraces journal entry and info in docs.manual/cusotmizations

    2026-08-05: we audited the dormant subrace system that has been riding along in the module's code, and it is not connected to anything -- no character can take a subrace today, and nothing would happen if one tried. Whether Middle-earth subraces (Dunedain, Wood-elf, Dwarf of Erebor and the like) become a real feature, and what each one grants, is now a design decision on the table.
  • Let Dwarven Defenders move while in Defensive Stance
    EnhancementUnder considerationRequested by: Piskan (Alek Cain)
  • Look into custom feats for CEP weapons
    EnhancementUnder considerationRequested by: HomelessSon (Server Admin)
    Investigate the implementation of custom feats for CEP weapons or consider removing new CEP weapons entirely by retyping them.
  • Make class/feat damage reduction stack with gear damage reduction
    EnhancementUnder considerationRequested by: Piskan (Alek Cain)
  • Remove all class restrictions
    EnhancementUnder considerationRequested by: Piskan (Alek Cain)
  • True Seeing should add a bonus to Spot instead of bypassing Hide entirely
    EnhancementUnder considerationRequested by: Tukwut
  • Nerf Yazkir (multiboxing shenanigans)
    EnhancementNot likely to implementRequested by: Tukwut
    ;-)
  • Rod of fast combat
    EnhancementNot likely to implementRequested by: Tukwut
    upon use calculates based on character sheets what creatures you can defeat and instantly kill them all on the entire server. unlimited user per day, no cooldown

Bosses & Difficulty

  • Balrog mass harm review
    DefectIn progressRequested by: Balendin (Balendin_2222)
    Balrog in test harmed me for 350 damage and I died even though I had 1k+ hp, was weird

    Sync:
    never been a fan of those unavoidable scripted damage in your face like it or not things (maybe add a save chance?)

    -Methonash- Or get this book from Isengard magic shop or Elvalia in Lothlorien. And use Shadow Shield to be 100% immune to balrog's harm on hi
  • Gandalf's mummys
    DefectIn progressRequested by: -Methonash-
    Gandalf's mummy summons are attacking him. When killed, the mummies respawn from their original summon locations.
  • Kerfuall's disappearing act
    DefectIn progressRequested by: Balendin (Balendin_2222)
    Balendin: As for Kerufall I never killed him just got him to use his 5 heals or such and then I died. Ran back and he was gone 🙁


    HomelessSon :What I was expecting was if it took you less than 15 min to get back to where he was, he would still be there, but if it took longer; even though he didnt die, he would have reverted back to his original spawn point.
    did the creature give a shout or just was gone without a word?


    Balendin: Pretty sure just vanished. Not 100% sure I went back instantly and the run theres a nightmare too so
    I was fighting him for ages as my damage was kinda ehsss
  • Boss enrages after killing player
    DefectNeeds manual finishingRequested by: Balendin (Balendin_2222)
    Dying to a boss no longer counts as running away from it. The enrage-on-retreat mechanic was firing on players it had just killed: you died, respawned in the Well of Eru, and a few seconds later the boss taunted you by name, gained +2 to every ability score and healed a quarter of the damage you had done. It now knows the difference between a player who fled and a player it killed.

    Retreating still costs you exactly what it always did. And dying is not a free reset either - the boss keeps your damage and any stacks it had already earned, and still restores itself only after it has been left alone for 30 minutes.
  • bard curse song is op
    EnhancementSoonRequested by: Rajmund (Ray)
    Rajmund 
    I think bard curse song is op. 30 lvls in WM gives 7 x 5 more chance to hit,whereas bard gives 17 x 5 %.. bard is a must
  • Shelob upgrades
    EnhancementSoonRequested by: Rajmund (Ray)
    Make Shelob harder, also she'd be closer to Cirith Ungal than Bree?
  • A new low-dice 'true' damage type no boss is immune to — made incompatible with the forge so you choose optimized gear vs. boss-chipping gear
    EnhancementLaterRequested by: Tukwut
  • Sneak attack
    EnhancementUnder considerationRequested by: Rajmund (Ray)
    The Sneak attack feature should be removed because anyone can have damage resistance or immunity, it shares the damage type with the weapon being used, and True Seeing exists. This change might allow for more rogue builds.
  • Balrog not healing itself
    DefectNot likely to implementRequested by: Tukwut
    This is working as intended: The Balrog currently has no heal potions or spells, should we add some?
  • Boss tuning so you can progress past level 40 (starter bosses are currently unkillable)
    EnhancementNot likely to implementRequested by: Piskan (Alek Cain)
    This is resolved basically by updates to the forge system

Progression, Bestiary & Achievements

  • A longer-term reward currency (digital or tokens) redeemable for gold, XP, a special shop, a new forge, or to enhance legendary summons
    EnhancementUp nextRequested by: Tukwut
  • Achievement / kill-tracking system: bosses drop trackable items for all-time / weekly / daily kill counts and rewards
    EnhancementUp nextRequested by: Tukwut
  • Ancient White Dragon
    DefectSoonRequested by: Rajmund (Ray)
    The Ancient White Dragon is not listed under the creatures in the wiki.
  • Character Rebirths
    EnhancementUnder considerationRequested by: Llikanthus
    When a level 40+ character (or 50+) chooses to use rebirth the following happen: 
    1. They return to level 1 with the character created originally 
    2. no xp is banked and the character cannot withdraw xp 
    3. The character can choose 2 ability scores to add +1 
    4. The character can choose from a list of "ascended" custom feats that may change several aspects of his build and game play 
    5. The character can get as many rebirths as they like with the threshold for each to be a higher level, perhaps some item prerequisites and of course the bonuses are accumulative
    the possibilities are endless!
  • Server-wide 'seasons' where achievements get archived and characters get wiped with partial XP bank
    EnhancementUnder considerationRequested by: HomelessSon (Server Admin)
    Could be scheduled periodically eventually (e.g. every 3 months), but might be needed ad-hoc as game is re-balanced or major game-changing features are introduced. Season stats would be archived and still viewable on the wiki. Item banks would get wiped, and all characters deleted with with maybe 10% of their XP rolled over into xp bank (plus keeping 10% of xp already banked)
  • Users seen as logged after disconnect
    DefectUnder considerationRequested by: Tukwut
    Users remain listed as logged in on the “who’s online” status for hours after unexpectedly disconnecting due to a server reset, until they truly rejoin. This inaccuracy makes player activity logs and active times appear suspicious.

Teleports & Travel

  • add a port to the numenor forge in the test server
    EnhancementIn progressRequested by: Sync (Shync)
    A port is requested for the Numenor Forge on the test server. This feature was requested by user <@139336304784703488> on 9/7/26.
  • Duplicate and generic area-transition tags: one Dol Guldur exit may lead to the wrong area, and 16 Gwathdor transitions have no destination map pins
    DefectIn progressRequested by: HomelessSon (Server Admin)
    Two related problems with the way some area transitions are labelled. In Dol Guldur, the exit from the Tower of Black Magic Main Hall points at a destination name that exists in two different places at once, so it is not certain which one it actually drops you in. In the Gwathdor deeps, tombs and caves, sixteen transitions all share the same generic name, which is why those doorways show no destination label on your map — you cannot tell where a passage goes until you walk through it.
  • teleport to weathertop doesn't work on the test server.
    DefectIn progressRequested by: Balendin (Balendin_2222)
    this is in options of the homeless, teleports menu (rest, emote wand) conversation
  • Expand rest-menu teleports (earned via quests or by killing each area's boss)
    EnhancementUnder considerationRequested by: Tukwut, dc0960 (Dungeon_Crawler)

Banking & Storage

  • Lake Town Bank not working
    DefectLaterRequested by: Rajmund (Ray)
    Bank of Bree Lake Town branch is not working (it's next to the inn in Lake Town)
  • The trans banker of Bree
    DefectLaterRequested by: Rajmund (Ray)
    Bank manager looks like a woman but has the face (picture in conversation) of a man.

Wiki & Tools

  • Wiki stat: how many items each player has added vs. removed from the community chest
    EnhancementUp nextRequested by: Tukwut
  • Kill feed gone?
    DefectSoonRequested by: -Methonash-
    The kill feed on character names is missing from the creature pages.
  • One allegiance can never meet 15 creatures (Khamûl included)
    DefectSoonRequested by: HomelessSon (Server Admin)
    Fallout from the encounter-faction investigation: 77 encounters are tagged with the Good or Evil faction and stop spawning for players who took that side, and 15 creature types appear in NOTHING ELSE - no placed instance, no Hostile-faction encounter. So one allegiance can never meet them at all.
    The list (from module-index/allegiance_gated_encounters.json) includes Khamûl The Ringwraith in Dol Guldur - a named boss, and so a Roll of the Fallen / boss-tracker entry an Evil-allegiance character cannot complete without switching sides - plus the Black Númenórean archers, assassins, militia and raiders, the Dark Conjurer, and the Rohirrim / Ridermark reinforcements on the Rohan roads.
    Not obviously a bug on the road-mob half (that is the point of picking a side), but it does mean bestiary and boss completion is allegiance-locked, and nothing in game says so. Options: re-faction the boss encounters to Hostile so they spawn for everyone; place the missing creatures somewhere ungated; or accept it and say so in the bestiary/boss pages. Wiki-side it is already visible - the Triggers for column on every area page.
  • Discord <-> NWN server shout integration
    EnhancementLaterRequested by: HomelessSon (Server Admin)
    kind of a random idea, but would anyone like to see a channel in this discord for in-game server shouts? where you could see any shouts coming from the server, and as a discord user, anything you typed into that channel would be sent back to the game also as a shout? In game you would see that as coming from someone named "Discord" and it would prefix the message with your discord name (i selfishly want this to give unscheduled reboot warnings easily)
  • Basilsik Heart
    DefectUnder considerationRequested by: Rajmund (Ray)
    The item name "Basilsik Heart" is misspelled. The wiki indicates the item is accessible, but it can be found in Harad, which is not accessible.
  • Discord/wiki bot listing logged-in players and summarizing their gear stats (plus fun stats like unique creatures killed)
    EnhancementUnder considerationRequested by: Tukwut

Quests, Areas & World Fixes

  • Quest Overhaul11 / 40 complete
    In progressRequested by: HomelessSon (Server Admin)
    New one-off, daily and weekly quests across Middle-earth, plus the shared daily/weekly cooldown plumbing behind them
    • Concerning Pipeweed
    • Quest cooldown helper library (daily/weekly gating)
    • Living-world server-state tick logic (daily/weekly resets)
    • Quest: Ferny's Return (Bree, prequel to Ferny's Ring)
    • Quest: The Miller's Other Son (Bree, sequel to The Miller's Son)
    • Quest: The Last Drop at Frogmorton Inn (Shire social daily)
    • Quest: Beorn's Garden (daily — wargs & honey)
    • Quest: The Twentieth Plot of Mazarbul (Moria crypt)
    • Quest: The Watcher of Tharbad Bridge
    • Quest: The Carn Dum Ledger (weekly, weakens the Witch-King)
    • Quest: Faramir's Watch (Ithilien, weekly)
    • Quest: The Grey Lord's Errand at Annuminas
    • Quest: The Empty Throne of Dol Guldur
    • Quest: Pass the Pass (Misty Mountains, daily escort)
    • Quest: Spider Silk Harvest (Mirkwood, daily)
    • Quest pair: Lumber Runners (Evil) vs Ent-Watch (Good), Fangorn dailies
    • Quest: The Goblin-Town Throne (Misty Mountains)
    • The Mithril Seam
    • Quest: Claim the Deeps (Moria, daily faction-control)
    • Quest: Halls of Thranduil Jailbreak (Mirkwood, weekly)
    • The Thirteenth Ent
    • Quest: The Twenty-First Hall (Moria, party dungeon)
    • Quest: Smaug's Lingering Curse (Mirkwood)
    • Quest: Mordor Forage (weekly, Evil)
    • Quest: Durin's Bane Remnant (Moria, weekly)
    • Quest (epic): Cracks of Doom — endgame group finale
    • Quest: The Last Ship's Cargo (Grey Havens)
    • Quest: Harbour Watch (Grey Havens, daily)
    • Quest: Hobbit Post (Shire, daily deliveries)
    • Quest: The Riddle Game (weekly, vs Gollum)
    • Quest: Concerning Hobbits (Shire genealogy)
    • NPCs notice when you are under the influence of pipe-weed
    • Quest: The Leaf Runs Short (Shire supply line)
    • Quest: Bombadil's Errand (Old Forest)
    • Quest: Smeagol's Side (narrative, no combat)
    • Quest: Ents Don't Hasty (Fangorn, weekly drip)
    • Quest: The Watcher in the Water (Moria gate)
    • Quest: The Istari's Bet (no-magic crossing)
    • Quest: Ungoliant's Hunger (mirror-puzzle boss)
    • Halmir the Grey becomes an in-game quest guide
  • Odd "Anti-Duping Craft Container (Invisible)" Object(s)
    DefectNeeds manual finishingRequested by: Szescian82
    The stray "Anti-Duping Craft Container (Invisible)" objects are gone from the world. Eight of them sat in Balin's Tomb, the Bree crypts, Cirith Ungol, Dunland, the Dunland war party camp, Fornost, Mad-Eye Moody's store and the Nazgûl Guild House - nothing to see, but you could tab-target them and read the name.

    They were working parts of the dye/appearance kit: while you recolour an item, the kit parks a safety copy of it in one of these containers so an aborted craft can hand your original back. Only one is needed for the whole module, and it has now been moved somewhere no player can reach. Dyeing works exactly as before, and aborting a dye still restores the item you started with.
  • Anaralia's what
    DefectUp nextRequested by: Rajmund (Ray)
    The quest item is Anaralia's Eye, although the quest conversation refers to it as Anaralia's heart.
  • Custom Race Brownie is bugged
    DefectUp nextRequested by: Balendin (Balendin_2222)
    not really a bug more an incorrect stat (that i can tell at least?)
    Image
    Image
    SyncYesterday at 5:02 PM
    Yeah, it doesnt list the stats correctly
    Think that con bonus was meant to be charisma
    Even tho it also gets wis and int
    Balendin [CARD], 
    Yesterday at 5:03 PM
    i think its just wrong in general, i think cha is +4
    SyncYesterday at 5:03 PM
    Yeah
    Also like -4 str 😅
    Balendin [CARD], 
    Yesterday at 5:05 PM
    +7 dex +5 cha + 3 int +3 wis -4 str


    also noticed this on Brownie. (wemics cannot be easily surprised)
    Image

  • House of the Guards of Mordor (map note)
    DefectUp nextRequested by: Agent51950
    I'm in Barad-Dur and that map pin is for a locked building with a sign that reads "House of the Guards of Mordor"
    Image
  • Inaccessible area
    DefectUp nextRequested by: -Methonash-
    The House of Nazgûl area is inaccessible from any location, despite appearing complete and containing a boss to kill.
  • Good vs. Evil Faction System2 / 14 complete
    SoonRequested by: HomelessSon (Server Admin)
    Persistent Good/Evil allegiance with daily and weekly faction quests, rally calls and PVP standing
    • Faction scaffolding: persist Good/Evil allegiance + let quests move standing
    • Faction rally: pre-death muster call + timed rescue quest
    • Faction points for PVP kills during active rally calls
    • Faction quest (Good): The Palantir Watch (daily)
    • Faction quest (Good): Riders of the Mark (weekly)
    • Faction quest (Good): The Dead Marshes Lantern
    • Faction quest (Good): The White Council's Errand (weekly)
    • Faction quest (Good): Eagles' Eyrie
    • Feature: Eagle Courier fast-travel network (good PCs)
    • Faction quest (Evil): Sowing Discord in Bree (daily)
    • Faction quest (Evil): Saruman's Voice (social, no combat)
    • Faction quest (Evil): Unmaking Lothlorien's Wards (weekly)
    • Faction quest (Evil): The Nine Are Abroad
    • Faction quest (Evil): The Sacking of Pelargir (weekly)
  • Persistant map exploration with xp reward
    EnhancementSoonRequested by: Sync (Shync)
    Sync7:51 AM
    Its kind of annoying to lose map clearance all the time so... What about rewarding exploration?
    Saw it in another server so i know it's possible, there was an item that you needed to buy and when you uncovered 80% of each map, you use that item and have that character save the cleared map permanently
    And give an xp reward according to lvl/cr of the area
    (or just well..... Have all the maps uncovered already by default 🤣)

    HomelessSon [MW], 11:12 AM
    That's a fun idea
    Could also give stats in hall of fame for player with most areas/maps explored
  • Quest of the Ring Bearer
    EnhancementSoonRequested by: Rajmund (Ray)
    I think there should be a ring bearing quest. PvP of course, good faction to deliver the ring vs evil to catch them. Would be so LOTRish
  • Store audit: 19 store blueprints are placed in no area, and 44 merchant scripts open a store tag that no placed store answers to
    DefectLaterRequested by: HomelessSon (Server Admin)
    Housekeeping pass over the module's shops, spun out of the store-divergence build gate. Two separate piles, both found by scanning rather than by anyone reporting a broken merchant, so the player impact still has to be confirmed shop by shop.
  • Area authoring: the Grey Havens (+ Cirdan NPC)
    EnhancementUnder considerationRequested by: HomelessSon (Server Admin)
    Author the Grey Havens area (.are/.git/.gic + module.ifo entry + gen-map-notes rerun) and a Cirdan NPC. Shared prerequisite for the two Grey Havens quests below.
  • Class Quest Lines0 / 30 complete
    Under considerationRequested by: HomelessSon (Server Admin)
    A three-part signature quest line for each base class, spanning the early, mid and endgame level bands. Withdrawn for redesign. The class quest lines went out as one large batch and lean on each other too heavily — each line is being reworked individually, with its rewards retuned, before any of it returns.
    • Fighter line I — The Unbroken Shield (L1-15)
    • Fighter line II — The Unbroken Shield (L22-38)
    • Fighter line III — The Unbroken Shield (L46-60)
    • Wizard line I — The Colour of Power (L1-15)
    • Wizard line II — The Colour of Power (L22-38)
    • Wizard line III — The Colour of Power (L46-60)
    • Rogue line I — The Long Shadow (L1-15)
    • Rogue line II — The Long Shadow (L22-38)
    • Rogue line III — The Long Shadow (L46-60)
    • Druid line I — The Breathing of the World (L1-15)
    • Druid line II — The Breathing of the World (L22-38)
    • Druid line III — The Breathing of the World (L46-60)
    • Ranger line I — The Uncrowned Path (L1-15)
    • Ranger line II — The Uncrowned Path (L22-38)
    • Ranger line III — The Uncrowned Path (L46-60)
    • Cleric line I — Flame of Anor (L1-15)
    • Cleric line II — Flame of Anor (L22-38)
    • Cleric line III — Flame of Anor (L46-60)
    • Paladin line I — Oathsworn to the West (L1-15)
    • Paladin line II — Oathsworn to the West (L22-38)
    • Paladin line III — Oathsworn to the West (L46-60)
    • Bard line I — Tales That Live Forever (L1-15)
    • Bard line II — Tales That Live Forever (L22-38)
    • Bard line III — Tales That Live Forever (L46-60)
    • Monk line I — The Empty Hand (L1-15)
    • Monk line II — The Empty Hand (L22-38)
    • Monk line III — The Empty Hand (L46-60)
    • Sorcerer line I — Blood of Elder Days (L1-15)
    • Sorcerer line II — Blood of Elder Days (L22-38)
    • Sorcerer line III — Blood of Elder Days (L46-60)
  • Custom Music in-game
    EnhancementUnder considerationRequested by: HomelessSon (Server Admin)
    Players have suggested adding a jukebox item or a portable music player to the game for use during DM events or for general player entertainment. The community is also being asked to provide song requests for this potential feature.
  • First Person Shooter HomersLotR
    EnhancementUnder considerationRequested by: HomelessSon (Server Admin)
    The team will explore building a first-person shooter version of HomersLotR using an open-source engine like Quake or Medal of Honor: Allied Assault, potentially integrating NWN models, effects, and areas. This project may include server vault and quest progress linkage if hosted by the developer. Exploration will occur after Season 3 runs smoothly, all legendary feats are implemented, and RNG Blizzard-like loot and socketed items are completed.
  • Prestige Class Quests0 / 13 complete
    Under considerationRequested by: HomelessSon (Server Admin)
    An initiation quest for every prestige class, plus the trainer hub near the Well of Eru that starts them
    • Prestige-class quest trainer hub near the Well of Eru
    • Prestige quest: Harper Scout (L6+)
    • Prestige quest: Knight of Westernesse (L6+)
    • Prestige quest: Pale Master (L11+)
    • Prestige quest: Shadowdancer initiation (L11+)
    • Prestige quest: Arcane Archer (L12+)
    • Prestige quest: Red Dragon Disciple (L12+)
    • Prestige quest: Assassin contract (L13+)
    • Prestige quest: Weapon Master (L13+)
    • Prestige quest: Blackguard's fall (L14+)
    • Prestige quest: Divine Champion (L14+)
    • Prestige quest: Dwarven Defender (L14+, Dwarf only)
    • Prestige quest: Shifter (L16+)
  • The Long Winter (Seasonal Event)0 / 4 complete
    Under considerationRequested by: HomelessSon (Server Admin)
    A server-wide seasonal event: creeping cold across Eriador, a gather-and-forge quest chain, and a finale boss on the Bay of Forochel
    • The Long Winter (seasonal): server state machine & progress tracking
    • The Long Winter (seasonal): cold-aura effects across Eriador
    • The Long Winter (seasonal): gather & forge sub-quest chain
    • The Long Winter (seasonal): Bay of Forochel finale boss

Items & Gear

  • Gear to boost specific mage spells
    EnhancementNeeds manual finishingRequested by: dc0960 (Dungeon_Crawler)
    Original ask: "An item to improve epic summons would be nice, not to make them more tanks, but more dps so they do something vs higher bosses. Or a way to improve spells in general, obviously there are a lot of spells that can't be used as they are — mobs are just immune to them. Like an item to change implosion to do 'chaos' dmg instead of death. As a whole for casters there are very little ways to kill something, its either damage shields, IGMS or epic spell lucky rolls for the majority. So some boosting to lvl 9 spells would be nice."

    The problem. Against high-tier bosses casters hit a wall: bosses are immune to death/instant-kill and to whole swaths of spells, so the only reliable answers left are damage shields, IGMS, and lucky epic-spell rolls. There is no way to make a favourite spell — or your epic summons — actually matter at the top of the roster.

    Concept: caster gear that drops from high-tier bosses. Each piece is a single equippable that flags its wearer on equip; a scripted hook then reads that flag plus the spell being cast and adjusts the outcome. Four archetypes:
    • Spell / School Amplifier — multiplies a chosen spell's or school's damage by a capped % (e.g. "Evocation +25%", or a single named spell). Rides the same spell-id effect-scaling machinery the module already uses to double spell durations.
    • Damage Retyper — rewrites a spell's damage type to an existing type the target isn't immune to (e.g. Implosion's death damage → magical or negative), so immune bosses still take the hit. No new damage type is being invented here — this maps only onto existing NWN types; the separate forge "true damage type" idea is out of scope for this item.
    • Summoner's Gear — pushes a summon's attack/damage output (DPS, not tankiness — exactly as asked) up to where it matters against high-CR bosses, extending the existing summon-scaling that already boosts summons at spawn.
    • Focus / Caster-Level Gear — temporarily bumps caster level or save DC for a chosen school so save-based level-9 spells can actually land on high-CR targets. The trickiest to balance — treat as a stretch tier.
    Feasibility. No native item property can boost a specific spell, so all four are scripted — but the plumbing already exists in the module: tag-based equip markers, the spell-cast hook (the same one that runs the Meaningwave counterspell), the spell-id effect-scaling handler that doubles durations, and the summon-boost hook. Reuse, not new engine work.

    Open questions. One dedicated slot with hard % caps and no stacking of the same effect; which specific spells/schools ship first; and the drop sources / rarity across the boss roster.

    Starter catalogue (2026-07-09). A concrete first draft of 20 items — five each for Cleric, Druid, Sorcerer and Wizard is written up, with signature effects, damage dice / caster-level scaling, stat lines tiered to each source boss's challenge rating, and a thematic boss drop for every one (all existing, reachable bosses — no new areas needed). A new design pillar rewards pure single-class casters with a stronger version of every effect. See the full table on the wiki: Caster Signature Gear (linked from Customizations → Notable Custom Systems).

    Shipped 2026-08-05 -- the first piece of Caster Signature Gear is in the module: four Damage Retyper amulets, one for each caster class. Against high-tier bosses your best spell is often the one they are simply immune to; these turn a command to die into damage they actually have to survive. Reliquary of the Unmaking (Cleric) makes Implosion deal divine damage; Heartwood of the Blighted Grove (Druid) makes Finger of Death deal negative damage; Sorrow of the Nine (Sorcerer) makes Wail of the Banshee deal negative damage; Dreamshard of Dol Guldur (Wizard) makes Weird deal magical damage and drops its mind-affecting gate. All four are worn at the neck -- the one dedicated slot for this system, so only ever one retype is active and a second copy does not stack. Damage is one die per caster level (d6; d8 for Finger of Death), capped at 40 dice and 300 per target (400 for Finger of Death); metamagic and spell resistance still apply, and the target now rolls an ordinary Fortitude save for half instead of the death save an immune creature passes for free. Where these drop has not been decided yet, so none of them is obtainable in-game yet.
  • Add custom helmet skins
    EnhancementUp nextRequested by: Szescian82
    I might get this for free by upgrading to latest CEP, or their may be a popular mod on nwvault
  • Add more weapons rapiers and scimitars
    EnhancementUp nextRequested by: Balendin (Balendin_2222)
    Balendin [CARD], 
    7:56 AM
    any chance of more weapons, basically rapiers and scimis? 😄
  • Anaralia (spider queen) second drop
    DefectUp nextRequested by: Fugdish (Try_this)
    Seems after you kill Anaralia the second time she drops a better robe? Not that I’m complaining, if I made a caster I might just wear that one…🤘

    DM note: this should have been caught/fixed by blueprint out of sync with instances build gate
  • Mail-delivery system: pay postage by weight to send items to a specific character; they're notified after login (post office if no player house)
    EnhancementUp nextRequested by: HomelessSon (Server Admin)
  • Rune of Expansion
    EnhancementUp nextRequested by: Rajmund (Ray)
    A player suggested that the Rune of Expansion should be enchanted or come with a random enchantment that can be etched into an item on top of existing effects, rather than providing an extra slot. The report notes that extra slots are of limited use because item value is a harder limit.
  • summanus-chest-items
    DefectUp nextRequested by: Szescian82
    chest behind summanus has that items are supposed to be somewhat random in that chest but picking from existing obtainable items. not generating them or anything however it spawned an item that is showing up in wiki as inaccessible  though, https://homerslotr.com/items/beltofpower002
    and worse this item yields only +10 str when it should be giving more, it's own redundant str bonus does not stack, so need to find and audit for redundant ability score bonuses like this on same item. 
  • Add more weapons: quarterstafs and doublesided
    EnhancementSoonRequested by: Sync (Shync)
  • Potions to restore spent spells and feats/day
    EnhancementSoonRequested by: Sync (Shync)
    HomelessSon [MW], 9:42 AM
    I think it would be cool to have potions that give you some (spent) spell slots back.. just not sure how to price them or where they should be looted 🙂

    Sync 9:45 AM
    Ah yeah, on a diablo server I played they had mana pots
    Small, medium and large
    Each refilling a portion of the daily spells
    And the large one also refilling feat like stuff
    Like hellballs and such
    Which having that also for shape uses would be nice.... Since you have to keep going out of it sometimes 😅
    They had it tied to progression (acts) the best ones being on the last town

    HomelessSon [MW], 9:51 AM
    yeah those large ass dragons lol.. I looked into resizing those once, I think it's possible.. we were having issues with some area transitions only working when you're not a giant dragon. I could start with a small change like 80% of normal size I suppose 🙂

    Sync9:52 AM
    Yeah, i like being a big dragon.... But they can really be annoying in a party or small areas 🤣
    Think theres a cep dragon which is like human size (unless it was just a regular one resized)
    Other server where I also played a dragon build, they had an extra feat you needed to take for unlimited uses of dragon shape

    HomelessSon [MW], 9:54 AM
    that sounds fun

    Sync 9:54 AM
    So you could just shift and unshift to go through tight areas and doors
  • RNG based GEAR (Diablo/World of Warcraft Style)
    EnhancementSoonRequested by: Rajmund (Ray)
    Generate gear on the fly as loot to replace the garbage/stock items that are looted from 99.5% of containers in the module 
    This helps with spread of weapon types, and uniqe/rare combinations promotes player trade and gives value to PVP/disarming. 
    Aim for even spread of all weapon types -- but offset/influenced by current player's feats 

  • Change an item's type/subtype while keeping its properties (e.g. bastard sword -> kama)
    EnhancementLaterRequested by: Y a z k i r
    Admin note: This might not be needed or compatible with RNG based GEAR (Diablo/World of Warcraft Style)

    Sync 8/31/26:
    Also for that I suppose theres also ways to limit it, like only melee weapon to melee weapon (excluding gloves), only allowing blank weapons as the copy target, etc.
    Or a forge npc somewhere else allowing up to +15 and the 3-4 damage lines up to 2d10 plus keen and such....
    Obviously i dont know if that's easy to do or not.... Just listing several systems ive seen in other servers 😅
  • Class-locked signature weapons (need ~20-25 levels of a class to equip)
    EnhancementLaterRequested by: Piskan (Alek Cain)
    Examples (Will work on some more class spec ideas)
    • Monk: Quarterstaff +15 Enhancement 20 Divine dmg 2d12 Blud 2d12 Sonic Keen +2 Apr (Also, QS needs to be added to Monk weapons for it to work as intended, which they should have been from the start imo)
    • Sorc/Wiz: Staff +10 Con +10 Int +10 Cha Flowcasting (Make spell slots reset after doing a certain amount of dmg with spells) 
    • Paladin: Maul (if you can add them, can add it to Warhammer spec) +15 Enhancement 20 Divine 2d12 Positive 2d12 Lightning Keen Chance on Hit: Sunbeam
    • Barbarian: Greataxe +15 Enhancement 20 Slashing 2d12 Piercing 2d12 Blud Keen Call lightning On-Hit (Once per round, if possible) }
  • make merit-redeemed items be heirlooms that survivie season changes
    EnhancementLaterRequested by: HomelessSon (Server Admin)
    make merit-redeemed item rewards like heirlooms that can be passed down through season reboots
  • Add Tournament Double Blade Sword
    EnhancementUnder considerationRequested by: Sync (Shync)
    Add a Tournament Double Blade Sword, or change the Maug double sword into a double blade.
  • Add Tournament Katana
    EnhancementUnder considerationRequested by: -Methonash-
    A player suggested adding a Tournament Katana.
  • Card Mennard carrying Elrond's blade
    DefectUnder considerationRequested by: Rajmund (Ray)
    Card Mennard is carrying Elrond's blade.
  • Harm potions for undead
    EnhancementUnder considerationRequested by: Sync (Shync)
    Look for a place that is evil faction aligned (store) to sell harm potions for undead chars/players, and inflict serious wounds potions as well

Meaningwave Companions

  • Meaningwave Bardsong not firing
    DefectIn progressRequested by: Fugdish (Try_this)
    Has anyone gotten the legendary summon Joseph Campbell to use his Bard song?
  • MW Henchmen to prevent friendly fire with AoE (Area of effect spells)
    EnhancementNeeds manual finishingRequested by: dormic
    Your Meaningwave guides no longer catch you in their own area spells. Jordan's Hellball was the worst offender -- it detonates in a 20-metre sphere, which is most of a room, and it was treating you, your other guides, your summons and your party as fair game.

    A guide's area spell now damages enemies only. That covers Hellball and every other blast a guide knows: Fireball, Cone of Cold, Meteor Swarm, Wail of the Banshee, Horrid Wilting, Ice Storm, Fire Storm, Implosion, Blade Barrier and Creeping Doom. The same protection applies to anything else you own that casts -- an animal companion, a familiar, a summoned creature.

    What has not changed: your own spells still hurt your henchmen and pets on this server's difficulty setting, so aim your own Hellball with the same care as before. A guide also still stands in its own blast.
  • Joseph Campbell ever sang?
    DefectUnder considerationRequested by: Rajmund (Ray)
    Joseph Campbell is not singing or cursing as expected.

Economy & Merit

  • Gwathdor snakes
    DefectIn progressRequested by: dormic
    Dormic swordsman (8ft, 2pal, 10wm, 21cleric) received approximately 2700 XP from Gwathdor snakes while below level 40, but began receiving the full 6000 XP after reaching level 40.

Quality of Life & Buffs

  • CEP3 + CCOH
    EnhancementUnder considerationRequested by: -Methonash-
    Get CEP 3 on the module, and also add CCOH for some incredible character customizations
  • Server still laggy in the mornings
    DefectUnder considerationRequested by: -Methonash-
    The player reported server lagspikes and slow login times occurring at their local time <t:1788772359:t>, which resolved by <t:1788773615:t>. They suggested the issue might be related to the first login after a server reset.
  • Wemic rdd no wings az ligon
    DefectUnder considerationRequested by: Rajmund (Ray)
    Wemic character rdd loses wings after logging off and on, even after re-equipping them in Bree.

Recently Shipped

Player-suggested fixes and features already live on the server, newest first — with merit credited to whoever suggested them.

  • Lag + Issue with playtimedb reported
    DefectShipped · Merit awardedSeptember 1st, 2026Credit: Balendin (Balendin_2222)
    Fixed the red sqlite error: not authorized block that appeared at the top of your log every time you connected. It was harmless to your character — play time was being recorded correctly the whole time — but it fired on every single login, for everyone.

    While tracking it down we found the more likely cause of the lag spike people felt whenever somebody logged in: the server was rebuilding the structure of seven of its databases on every connect, all at once, on the same thread that runs the game world. That work now happens once when the server starts, so logging in touches the disk once instead of twenty-eight times.

    If you still see a stall when a player joins, please report it — the remaining suspects are different ones.
  • The Fell Beast attacks Kalrun the Deathless
    DefectShipped · Merit awardedAugust 27th, 2026Credit: HomelessSon (Server Admin)
    The Fell Beast no longer spends the fight brawling with Kalrûn the Deathless. The crypt guardian and the smith now ignore each other, so the beast comes for you instead.
    And once you carry the Horn of the Fell Beast, the guardian lets you pass: you can walk straight to the crypt-forge without re-killing the boss every visit. Anyone still without a Horn gets the fight as before.
  • Kallrist Crypt Quest only doable once per server reset
    DefectShipped · Merit awardedAugust 27th, 2026Credit: Rajmund (Ray)
    The Kallrist Crypt riddle can now be run more than once per server reset. Previously the altar destroyed itself the first time anyone solved it, and the gem chest never restocked, so the first party of the day took the only key and everyone after them found a sealed door and an empty chest.

    Now the altar stays put, the gems are taken as an offering when the riddle is answered (so the pillars reset for the next party), and the gem chest refills itself - immediately after a solve, otherwise about every 25 minutes.

    The reward is better, too: the Kallrist Crypt Key now goes straight into your pack instead of being left in the altar, and everyone in your party gets one plus the experience, not just whoever clicked. The XP is up sharply from the old 666: 6000 the first time a character solves the crypt, 3000 the second time, and 1000 for each solve after that, tracked per character and remembered across reboots.

    The chest in the middle of the upper crypt can no longer be smashed.
  • Bulk fix creatures that don't respawn
    DefectShipped · Merit awardedAugust 27th, 2026Credit: HomelessSon (Server Admin)
    Mobs across Cirith Ungol, the Orc Armory, Mount Gundabad, Lothórien, Carn Dûm, Isengard, the Black Gate and the Secret Pass never came back once killed — they stayed dead until the next server restart. 100 placed creatures were affected. They now return on the same 15-minute timer as everything else.

    Two things came with it:
    • They pay proper XP now. These creatures were on an old reward script that handed out a flat amount to the killer and skipped the module's XP system entirely — 550 XP for a CR-214 Galadhrim Arcane Archer, 250 for a CR-251 Mordor Slaughterer. They now pay standard challenge-scaled XP like every other creature, which is a sizeable increase on the tougher ones.
    • They come back where they belong. A few creatures reappeared wherever they had been dragged to and killed rather than at their post.

    Also fixed: Wart at the Minas Tirith gates showed a countdown on the Roll of the Fallen but never actually returned; the Ice Queen respawned away from her nest; and a corpse in Dimholt was resurrecting and dying again every 15 minutes.

    Answers the question behind Respawn durations should be posted for all mobs in wiki — the honest answer for Cirith Ungol was “never”.

    Second pass — creatures that respawned into nothing. A further 78 placements were calling for a respawn perfectly correctly, but the blueprint they respawn from did not exist anywhere in the game, so the creature was simply deleted when it died. Same symptom for a player, different cause. Worst hit: the Tharbad Guards (19 of them across the bridge and both town halves), the seven Golden Protectors in Keru Falls Lair, the Hungry Refugees on Tharbad Bridge, the Nazgûl Guildhouse slaves, and a stack of Bree and Prancing Pony regulars. All of them come back now.

    Ulmo the Valar now appears on the Roll of the Fallen — he met the boss rule but had never been added to the board.
  • Arcane spellfailure %ammount now showing in wiki details
    DefectShipped · Merit awardedAugust 27th, 2026Credit: HomelessSon (Server Admin)
    The wiki now tells you how much arcane spell failure a property is worth. A piece carrying 'Arcane Spell Failure' used to say only that, with the percentage blank - Mithral of Sauron is the reported case. It now reads -30%, the same figure the game puts on the item, and so does every other piece with the property.

    Every armour and shield now shows the failure chance you actually cast against. A new Spell failure line on each item page gives the finished number, and shows its working when a property changes it - full plate reads a plain 45%, while Spellcaster's Choice reads 0%, from 50% base with -50% off it. So you can tell at a glance which armour an arcane caster can wear.

    Browse by Property works for it too. Arcane Spell Failure now breaks down into value tiers - eight items across -50%, -45%, -40%, -30%, -20% and -10% - instead of one undifferentiated list.
  • Add a decay to Enrage-on-retreat mechanic (equal to respawn duration)
    EnhancementShipped · Merit awardedAugust 27th, 2026Credit: Szescian82
    A boss you walk away from now recovers. Retreating from a Roll-of-the-Fallen boss still enrages it — but the enrage is no longer permanent for the rest of its life. Once nobody is fighting it, the boss waits out its own respawn time (the same countdown the Roll of the Fallen board shows for a slain boss) and then fully resets: every enrage stack gone, back to full health, spells and abilities restored, back at its lair, and anything looted or pickpocketed from it put back. It shouts when it happens, so a player walking in knows the fight has restarted.

    Landing a hit restarts that clock, so the boss only resets if it really has been left alone — you cannot chip at it, step out and wait for a free heal, and two players cannot tag-team it into resetting on demand. What it fixes is the party after you: nobody inherits a half-dead boss carrying somebody else's enrage stacks any more, and no boss stays stuck in that state until the next server reboot.
  • Ologai trolls (and the rest of Mount Gundabad) were in the Commoner faction
    DefectShipped · in testingAugust 27th, 2026Credit: -Methonash-
    The Ologai Troll and Ologai Battle Troll were standing down instead of fighting. They were filed as townsfolk rather than as enemies, so they would not attack and would not be attacked -- you could walk straight past them.

    It turned out not to be only the trolls: the entire Mount Gundabad garrison was the same -- the Uruk Hai Slayers, the Black Numenorean Shadow Masters, Mages, Militia and Priestesses, and Gorg the General. All 49 of them, across both levels of the dungeon. They now fight, as do the Ologai Trolls that come out of the encounters in the Ettenmoors, Angmar and the Angmar Mountains.

    They have been made Evil rather than simply hostile, which is what the Uruk-hai fighting beside them already were. The practical difference: if you have sworn yourself to the Evil side at the Well of Eru, the garrison still treats you as one of its own and leaves you be. Good and Neutral characters get the fight they were always supposed to get.
  • Soul fatigue not working while shapeshifted
    ExploitShipped · Merit awardedAugust 26th, 2026Credit: Sync (Shync)
    Shync: I'm pretty sure the soul fatigue doesn't work while in dragon shape
    Used like 3 pots earlier and was still getting 100%

    Fixed 2026-08-21. Soul-fatigue now bites in every shape. The fatigue hit is deliberately a straight loss of hit points rather than damage, so that no amount of resistance can soak it — but while you were polymorphed the game keeps a second pool of hit points for the form, and the loss was landing on the wrong one. Dragon shape (and every other wild shape, shifter shape and polymorph) could therefore chain Heal potions for free. The drain is now written through both hit-point layers, so it lands whichever form you are wearing, and the message tells you what it actually took. Unshifted behaviour is unchanged: the first heal is still free, each stack you were already carrying still costs 8% of your maximum hit points, and your Heal skill still cuts the bill. Full detail: Customizations — Soul-fatigue on Heal.

    Tested 8/26/24 -- It took 15 stacks to kill me in dragon shape (on a character with 14 heal skill, only 12 heal skill while in dragon shape). When I gained my 14th stack, it said the next one will cost me 112% of my current life which densest make since), after I took the 15th one I got a similar warning right before I die, saying another stack would deal 120% of my total life.. it should just say I will die when it gets to 100% and when that happens just send red text saying I was killed by soul fatigue. 

    The progression of damage dealt per stack didnt make since either:
    Starting off with 1206/1106 HP, and 0 stacks, here's the damage that gets 'healed' after i take each potion before the damage of that potion's soul fatigue sets in a split second later:
    1. 0 healed (first potion healed nothing, i was at full health), stacks becomes 1, 8% damage on next stack
    2. 0 healed (second potion also healed nothing, I had not taken any soul fatigue damage), stacks becomes 2, after taking 1 stack (takes 90 damage in combat log "Someone damages <char name>")
    3. -10 healed (third potion says healed negative damage?) then I take 324 damage and go to 3 stacks (combat log says someone damages you again)
    4. 314 healed, went up to 4 stacks, then I take no damage (per combat log, but I'm still healing the damage -- it's like that for all the other potions/stacks below)
    5. 249 healed, then up to 5 stacks
    6. 331, then 6 stacks
    7. 415, then 7 stacks
    8. 498, then 8 stacks
    9. 581, then 9 stacks
    10. 664, then 10 stacks
    11. 748, then 11 stacks
    12. 830, then 12 stacks
    13. 914, then 13 stacks
    14. 997, then 14 stacks
    15. 1081 healed, then up to 15 stacks, then DEAD before I can heal again


    Update 2026-08-26 — round 2, from Shync's retest. Three things were still wrong in dragon shape. You were being charged twice. The drain is written through both of the hit-point pools the game keeps for a shifted character, and a safety net was meant to fire only if neither of them moved — but it was checking the wrong pool, so it kept firing on top of a hit that had already landed. That is the "Someone damages you" line in the combat log, the 324 where the bill was 165, and the potion that appeared to heal you for -10. The safety net now checks both pools and only fires if the drain genuinely found nothing. The bill no longer jumps around. It was being priced against whichever pool happened to be larger at that exact instant, so it flipped between your form's maximum and your character sheet from one heal to the next. It is now always 8% of the maximum of the form you are wearing — a dragon-shape druid pays 8% of the dragon's pool, and that number holds for the whole chain. And the warnings tell the truth. The "next heal will cost N%" message ignored your Heal skill and happily printed 112% or 120%; it now prices the next heal with your Heal skill and, once it would kill you, simply says so in red instead of quoting a percentage above 100. When soul-fatigue does kill you, you now get red text naming it as the cause — and you still respawn carrying the stacks. Full detail: Customizations — Soul-fatigue on Heal.
  • Respawn durations should be posted for all mobs in wiki
    EnhancementShipped · Merit awardedAugust 26th, 2026Credit: Sync (Shync)
    Sync5:25 PM
    How long do cirith ungol mobs take to respawn?
    Killed them over an hour ago 😅

    ----
    This should be listed on creature detail's pages, under 'Where to find' in the "Placed directly" and "Encounter pools" tables as a dedicated column
    e.g. on https://homerslotr.com/creatures/urukai016
  • Stores not linking to creatures/areas anymore ("No opener found in static analysis")
    DefectShipped · Merit awardedAugust 25th, 2026Credit: HomelessSon (Server Admin)
    No matter what store I look at in wiki it says "No opener found in static analysis — may be opened from a runtime-only code path, or may be inaccessible." but I think its just busted on wiki end :/ i know this was working at some point 🤬

    This is  something that was working at some point in the past..and the data seems to be there in wiki, 
    e.g .when looking at a patricular item: https://homerslotr.com/items/it_spdvscr702, I see: 
    Where to find
  • negative arcance spell failure (reduced spell failure) might count as negetive property on items for smithing, but it's a positive (good) thing to have
    DefectShipped · Merit awardedAugust 24th, 2026Credit: Szescian82
    A reduction of arcane spell failure is an enchantment again, not a curse. The forge treats "Arcane Spell Failure -30%" and the like as what they are - a benefit you pay a smith for. They show in the strip list, they fill an enchantment slot, and a piece you lawfully stripped one from is no longer contraband. Reported by Szescian82, who was jailed for a Mithral of Sauron whose -30% he had removed at a forge months before the rule existed.

    The forges' "Minus 10%" option really gives minus 10% now. It was applying PLUS 10% arcane spell failure - a penalty - at every anvil, and since the drawback rule shipped no smith would take it back off. If you bought that option, speak to a Forge Warden or to the admin.

    The law now says what it objects to. Being jailed used to tell you only which item offended. It now names the bane that was struck from the piece, or the ceiling it breached ("7 enchantments where the law allows 6"), and the Forge Warden repeats the same detail. A true bane is still unliftable - that part has not changed.
  • Petrification not reliably giving respawn option; also seems to wait 3 minutes instead of expected 2
    DefectShipped · Merit awardedAugust 24th, 2026Credit: Szescian82
    Turning to stone still kills you after two minutes - and when it does you now get a death window whose Respawn button actually works. Click it and you get up at the bind point, the same as any other death, and it costs you nothing.

    What was happening: the game itself throws up a death window with the Respawn button greyed out the instant you turn to stone, and the client will not redraw a death window it is already showing - so two minutes later, when the timeout killed you and re-enabled the button, your screen never got the message. That is why logging out and back in 'fixed' it. The timeout now clears that stale window first and then kills you, so the panel you are looking at is a brand new one with a live button.

    An earlier attempt at this simply stood you back up automatically, with no window at all. That has been taken back out - dying and choosing to respawn is the normal way out, and it should look like every other death.

    The countdown is also two real minutes. It was running long - about 2:10, and longer on a busy server - because it counted server heartbeats and assumed each one was exactly 6 seconds. That is the 'waited 3 minutes' in the report; it was not your imagination. And the countdown messages themselves were printing twice; now they print once.

    Being cured with Stone to Flesh mid-countdown still cancels the whole thing.

    Also found on the way: respawning had been quietly destroying 10% of your gold - stock BioWare code that was never meant to be live here and that no recovery bag ever existed for. There is now no death penalty of any kind, on any respawn.
  • accessibility shortcuts for testers in test realm
    EnhancementShipped · in testingAugust 24th, 2026Credit: HomelessSon (Server Admin)
    On the test realm only, testing no longer starts with a shopping trip. Step into the Well of Eru and you leave with a Forgekey and six Runes of Expansion - topped back up to six every time you pass through, so you never run dry mid-session. No Balrog run first.

    Your rest menu also opens up: the Meaningwave guide teleports and the full Options of the Homeless travel list (Balrog, Weathertop, Hobbiton, Angmar, Dunharrow, Castle of the Homeless, the Lord of the Dark Arts) are now there for every player, not just the admin. Getting to the thing you actually wanted to test takes seconds.

    None of this exists on the live server, and nothing about live play changes. The admin-only menu is unchanged on both realms.
  • Are some encounters dynamic based on alignment set in the Well?
    EnhancementShipped · Merit awardedAugust 24th, 2026Credit: Agent51950
    Agent51950 [ARE], 
    Are some encounters dynamic based on alignment set in the Well? (For example the Rohirrim that spawn on Great North Road)?
    HomelessSon [MW], 8/24/26, 3:00 PM
    I'll check but I doubt it. Did recently find a bug tho where the module used a cached CR difficulty for creature spawns so if blueprints were updated after encounters were made, updated CR not reflected so maybe you're checking back at diff char levels and seeing spawns happen

    Agent51950 [ARE], 
    8/24/26, 3:43 PM
    Oh - I ran through the Great North Road yesterday while "Good" and didnt get any encounters (trying to find them per the leveling guide on site) - then today ran through "Evil" [Same character, same level] and had them spawn. Though could have been cool if they had been dynamic.

    ----DM Note ----
    Check if spawns/encounters are different based on faction, this should be documented in the wiki if so
  • Bard song issues round 2
    DefectShipped · Merit awardedAugust 21st, 2026Credit: Sync (Shync)
    Bard Song's attack bonus lands again, and so does every buff spell's. Singing was showing the bonus on your character sheet but not applying it to a single attack roll, and War Cry's +2 appeared for about two seconds and then went away. Everything else the song gives - saves, AC, skills, temporary hit points - was working the whole time, which is why it was hard to see.

    The cause was the module's spell-duration doubler. When it stretched a buff to twice its length it was quietly re-issuing it as an anonymous effect, so the system that adds your attack bonuses up no longer recognised the song (or Bless, Aid, Prayer, War Cry, Divine Favor, Divine Power, Divine Wrath) as still running, and dropped its share about a second after you sang. Your buffs keep their identity now.

    Two related problems went with it: a bard carrying Legendary Prowess could find themselves unable to re-sing on themselves, and casting War Cry could strip every pooled attack bonus you had, not just its own.

    The attack-bonus icon staying up through a rest or a death is not a bug - that buff is deliberately built to survive both.
  • Attack bonus capped at +20 once a weapon is equipped
    DefectShipped · Merit awardedAugust 21st, 2026Credit: Sync (Shync)
    The server's attack-bonus ceiling has been raised from +20 to +40. If you were wielding a high-plus weapon, everything else that adds to your attack - Bard Song, Legendary Prowess, Legendary Grip, Legendary Reaping, War Cry, Bless, Prayer, Divine Favor and the rest - stopped counting the moment your total reached +20. That is why the recent bard song work looked perfect unarmed and looked broken again the second you drew a +15 weapon: unarmed you had room under the ceiling, armed you had five points of it.

    Nothing about the buffs themselves changed - the ceiling did. Reported by Sync.
  • Shifter stats defect (stats go down after shifting)
    DefectShipped · Merit awardedAugust 20th, 2026Credit: Sync (Shync)
    Shifting now adds the shape's bonus to your own stats instead of replacing them. Every form used to overwrite your Strength, Constitution and Dexterity with the animal's own scores, so on this server a geared character came out of the change weaker than they went in -- less attack, less damage, less AC. Now you keep your own scores and gain what the shape is worth on top: a brown bear is +15 Strength / +7 Constitution / +1 Dexterity over whatever you already had, Dragon Shape is +36 / +20 / +24. Weak shapes stay weak (a badger still gives no Strength), but no shape can ever leave you worse off than unshifted.

    Your armour's own protection comes with you. Plate and shield stop being worn while shifted, and only their magic used to carry over -- the armour's base protection was simply lost. It is handed back on top of the form's natural armour now, so your AC while shifted is your normal AC plus what the shape adds.

    Claw and bite forms finally get your weapon's enhancement bonus. A +9 weapon merged into a shape with no hands was paying out its extra damage but none of its +9 to hit or to damage, which is why unarmed forms felt so far behind the ones that carry a weapon. That +9 now lands on every natural attack.

    All of it applies to druid Wild Shape and Elemental Shape, every Shifter shape, and to Polymorph Self, Shapechange and Tenser's Transformation. The bonuses end the moment the form does.
  • Petrification still not killing after 3 min
    DefectShipped · Merit awardedAugust 20th, 2026Credit: Rajmund (Ray)
    Being turned to stone is survivable again. The 2-minute petrification timeout was still not firing at all — the death window you were shown when you turned to stone is one the game itself puts up with the Respawn button greyed out, and the timeout meant to dig you out of it was silently doing nothing. Now the stone is removed first and then you die properly, so after two minutes the death window comes back with Respawn enabled and clickable and you get up at the bind point like any other death. The escalating warnings still count you down in chat and above your head, and a Stone to Flesh mid-countdown still cancels the whole thing.

    The two dragon statues in Castle Homeless (Ground Floor) are now clickable and will turn you to stone on the spot — a deliberate test fixture, so this can be checked on demand instead of by going to find a basilisk. It rolls a real Fortitude save and respects genuine petrification immunity, but the DC is high enough that you should assume clicking one means two minutes as a statue.
  • Missing map markers (add build gate)
    DefectShipped · Merit awardedAugust 20th, 2026Credit: Szescian82
    Weathertop area and related have no area transition map makers
    current code for placing map markers would produce duplicates ,need to lax the radius check for existing map markers, and then add a build gate to check for missing markers, and a way in the toolset to flag area transitions as map marker hidden when the need arises, so that map markers are not included and do not throw errors in the build gate (maybe as a key-word in the comments field on the door or trigger or waypoint?)

    Fixed 2026-08-20.

    Weathertop is on the map. All three crossings between Weather Hills and Weather Top now carry a pin, in both directions, as does the wolf cave into the Forbidden Realms and the door back out of it. Nine crossings in all had no marker; they were invisible on the area map, so there was no way to tell from the map where any of them led.

    The three Weather Hills crossings stayed three pins. They are separate ways up, 27 to 42 metres apart, and each is marked. Only pins that genuinely sit on top of one another were merged - five across the whole module, in Tharbad, Carn Dum, Cirith Ungol, Angmar and the Well of Eru portal room, where two markers were reading the same words in the same spot.

    Thirty-odd markers now name the right place. Pins that had drifted out of date were corrected against where the transition actually goes - Minas Tirith's four inner doors, Lothlorien's tree level, the Ithilien forest quadrants, Bree's shops and gates among them.

    It cannot silently rot again. The build now refuses to pack the module while any area transition is missing its marker.
  • Extend Door Opening Time
    EnhancementShipped · Merit awardedAugust 20th, 2026Credit: Szescian82
    Doors now wait longer before shutting themselves behind you. Every door that used to close after 5 seconds - including the door into Theoden's hall at Edoras - now stays open for 8, and the handful of quick-closing doors went from 2 seconds to 5. Doors that re-lock themselves now do so only once the door has actually shut, so you can no longer find one standing open and locked at the same time. Doors that already waited 10 seconds or more are unchanged.
  • Cuse Song gives too many instructions error
    DefectShipped · Merit awardedAugust 20th, 2026Credit: Szescian82
    Curse Song no longer throws too many instructions errors when you sing into a big fight. The song itself was never really the problem — every effect it applied was quietly dragging the module's spell-duration doubler along with it on the same budget, and a crowded room ran that budget out. The doubler now does its work on its own, a fraction of a second later. Nothing about Curse Song changes for you: same radius, same penalties, same doubled duration. It just stops erroring. Bard Song got the same tidy-up while we were in there.
  • smith can disenchant negative abilities
    ExploitShipped · Merit awardedAugust 19th, 2026Credit: Rajmund (Ray)
    An item's drawbacks are no longer the forge's business. The penalties a powerful piece was balanced against - reduced ability scores, lowered saves, AC, attack, damage or skill penalties, damage vulnerability, added weight, arcane spell failure - can no longer be struck off at any forge or in the Forge Warden's jail. They simply do not appear in the strip list any more, and the smith says why: the bane laid upon a piece is the price its power was forged against, and no forge will lift it.

    They also stop eating your enchantment slots. A drawback is not an enchantment, so it no longer counts toward the property limit. Basilisk Visage carries five of them, so it just gained five usable slots - the same way race and class locks stopped costing slots earlier this season.

    Pieces already stripped are contraband. An item a player forged after striking off its bane is now unlawful gear, and the Forge Warden will say so. The only cure is restoring the piece as it was made - a forge cannot lay a bane back on.

    One part deferred: drawbacks still count toward an item's assessed worth. In NWN a penalty lowers an item's gold value, so ignoring them would price every cursed piece higher than it is priced today and risk condemning gear that is currently lawful. Left alone deliberately.
  • Well of Souls: quest re-acceptable and Annuminas Key farmable
    ExploitShipped · Merit awardedAugust 19th, 2026Credit: HomelessSon (Server Admin)
    The Annuminas Key is now a reward for finishing the quest, not for starting it. The Gondor Scribe used to hand it over the moment you agreed to help, before you had done anything at all -- and the whole briefing could be sat through again on the next conversation. She now gives you the key when you set Azagoth's head in front of her, once per character, ever. If you already finished the quest before this change, ask her again: she has your key waiting.

    Your progress is remembered properly. Whether you have taken the quest, and whether you have finished it, now survives logging out and server restarts, and your journal is written from the same record -- so the quest cannot be re-accepted, the briefing cannot be replayed, and the journal can no longer be rewound to the start by talking to her again. "The Well of Souls" also finally closes as a completed quest instead of sitting open forever. Hanee in Bree got the same treatment: her 5,000 XP for the news is now once per character too.

    There are two scribes now. One keeps a fire among the Ruins of Annuminas; the other sits at her desk in the Tower of the High Wizard in Minas Tirith, reading the expedition's dispatches. They no longer share one script of dialogue, so neither of them talks as though she is standing somewhere she is not. You can start the quest with either and turn the head in to either. Details: Quest Guide → Well of Souls.
  • Bank items duplicate exploit
    ExploitShipped · Merit awardedAugust 19th, 2026Credit: Rajmund (Ray)
    The Bank of Bree vault no longer hands out a second copy of your box. It was possible to open your family vault, take an item out, break off the conversation, and open the vault again -- the banker would hand you a fresh set of boxes still holding everything you had just removed, so the contents could be taken over and over. That is fixed: the banker will not give you a box you are already carrying.

    Nothing changes for normal use. You still carry your boxes around with the conversation closed, and your items are still saved when you say you are done, when you leave the bank, and when you log out. If a box failed to appear because your pack was full, you can still ask the banker again and only the missing box is handed over.

    Your personal strongbox got the same treatment, along with a related bug: if you had several strongboxes and were carrying only some of them, the banker sometimes forgot you had any and skipped straight past the option to put them away.

    Leftover duplicate boxes are cleaned up. If you are still carrying more than one copy of the same box from before this fix, the next time you close your vault the fullest one is kept and stored and the spares are removed. Reported by Rajmund (Ray).
  • Legendary Levels 41-6013 / 23 complete
    Needs manual finishingAugust 17th, 2026Credit: Rajmund (Ray), Szescian82, HomelessSon (Server Admin), -Methonash-
    Replace the bolt-on legendary leveler with real character levels 41-60 — true class progression on a proper epic XP table, plus a pool of Legendary Feats you can only take at level 60
    • +1 die for damage spells, could be taken 10 times?
    • legendary levels bonus feats list not in sync
    • Text goes off the screen for the Legendary Feat Picker UI (both in main feat descriptions and in popup tooltips)
    • Legendary Feats Prereqs not clear which one is missing/failing
    • casters gain no new spell slots past level 40
    • casters not getting spells after level 40
    • HGLL pre level 41 skill points banked do not carry over
    • Implement Legendary Feats
    • Replace the conversation-based Legendary Leveler with normal 1-40 leveling (works with 4x multiclass)
    • Raise the server level cap to 60
    • Class progression tables for levels 41-60
    • Retire the Legendary Levelling Area
    • Purge HGLL from the wiki and repo docs
    • Rewrite the Leveling Guide for real levels 41-60
    • Legendary Feats: build a custom lotr.tlk
    • Legendary Feats: the level-60 picker window
    • Legendary Feats: ability score and martial feats
    • Legendary Feats: defensive and survival feats
    • Legendary Feats: ki, performance and skill feats
    • Legendary Feats: legendary spell upgrades
    • Legendary Feats: dominion feats
    • Legendary Feats: hybrid caster feats and pure-class bonuses
    • Legendary Feats: exotic feats
  • Well of Souls Quest: cannot find the Gondor Scribe in the High Wizard tower
    DefectShipped · Merit awardedAugust 15th, 2026Credit: Szescian82
    The Gondor Scribe is easy to find now. She was always there — she was just standing around the corner by the stairs, wearing the wrong body. The game had her down as a halfling villager, which also meant her scribe's robe never appeared on her at all, so what you actually walked past was a small woman in plain clothes tucked out of sight in a Gondorian wizard's tower. She is now a robed human woman standing out in the open on the tower's ground floor, and she looks like what she is.

    Your journal also tells you who to ask for. Hanee's entry used to send you to "the fancy wizard folk at the Tower of the High Wizard" and leave it there — so people quite reasonably went hunting for a wizard, found four of them with nothing to say, and climbed to the top of the tower for nothing. It now names the Gondor Scribe and says she is on the ground floor.

    Nothing about the quest itself changed: the head still turns in for 10,000 XP, and starting cold at the scribe still works. Details: Quest Guide → Well of Souls.
  • Damage enchantments could not be forged onto gloves; Tagget's forge offered options the item could not use
    DefectShipped · Merit awardedAugust 15th, 2026Credit: -Methonash-
    Gloves can now be given damage. You could always take a pair of gloves to a forge and put a plain enchantment on them - a +10 pair was never a problem - but the smiths would not offer Damage Bonus at all, so there was no way to put 1d6 fire (or any other damage) on them. Unarmed fighters were quietly locked out of the one enchantment that mattered most to them. Gloves are now treated as the unarmed fighter's weapon at every forge, and take damage on the same terms a sword does.

    Bows and crossbows too. The same menu had drifted to melee-only at Rivendell and in Moria, so archers could not forge damage onto a bow or crossbow there either. That is fixed in the same pass.

    Each forge keeps its own limits. Nothing about the damage tiers changed - gloves and bows get exactly what that forge already offered: Tagget's 1, 2, 3, 1d4, 1d6 (slashing, bludgeoning, piercing); Rivendell 1d8, 1d10, 1d12 (adds fire, cold); Moria and Methonash's Place 2d6, 2d8, 2d10 (adds acid, lightning, sonic); the Kallrist Crypt +4, 2d4, 1d6, 1d10, 1d12 of negative energy.

    One tightening. Tagget's and the Kallrist Crypt were previously offering damage on anything laid on the anvil - rings, cloaks, amulets, belts, boots, helms, armour. Damage is now a weapons-and-gloves enchantment everywhere, so those slots no longer take it at any forge.

    Tagget's now only offers what your item can actually use. The other forges have long hidden enchantments that make no sense for the piece on the anvil - no Unlimited Ammo on a helmet, no Keen on a cloak. Tagget's never got that treatment and would list every option for every item, so a new player could pay for an enchantment that did nothing. Tagget's menu now filters by item type exactly as Rivendell and Moria do: Attack Bonus and Massive Criticals on weapons, Keen, On-Hit and Vampiric Regeneration on melee weapons, Mighty and Unlimited Ammo on ranged weapons. Its low-tier damage dice and its lack of Damage Immunity are unchanged.

    Slings are ranged weapons. A sling was listed among the melee weapons, so it could be given Keen, On-Hit Properties and Vampiric Regeneration - all of which are melee-only enchantments. It is now treated as the ranged weapon it is, and still takes Mighty, Unlimited Ammo and a damage bonus as before.
  • Powerful stock gear was jailed as contraband after a blueprint rebalance
    DefectShipped · Merit awardedAugust 15th, 2026Credit: HomelessSon (Server Admin)
    You can no longer be jailed for gear you never forged. Walking into the world with a legitimately-obtained item could land you in the Pit Prison accused of unlawful enchantment - even if you had never taken that item to a forge in your life. Powerful drops, quest rewards and boss loot were all at risk.

    What was really going on. The law was never meant to cap how good an item can be - plenty of the server's own gear carries dozens of enchantments and is worth a fortune, and all of it is legitimate. The ceiling exists for one purpose: to stop a player forging a piece past it. But the check worked out whether you had forged something by comparing the item against its current blueprint - so whenever a rebalance changed that blueprint, every copy already in players' hands suddenly looked "modified", and anything above the ceiling was treated as contraband. The August crit-immunity pass and the earlier attack/enhancement cleanup each rewrote several high-end items, which is what set this off.

    The forge now remembers, on the item itself, whether a player actually changed it. The caps apply to those pieces and to nothing else, so rebalancing an item can never again criminalise the copies already out in the world.
  • Legality check silently aborted on items carrying many enchantments
    DefectShipped · Merit awardedAugust 15th, 2026Credit: HomelessSon (Server Admin)
    The contraband check could quietly give up half way through your inventory. On an item carrying a large number of enchantments the check was so expensive that the engine cut the script off mid-calculation. Nothing was reported: the scan simply stopped, leaving the rest of the inventory unexamined. It also made the results look arbitrary - a mid-sized item would be flagged while a far more extreme one was passed over, purely because the bigger one aborted before it could finish.
  • Diffulty Increase7 / 17 complete
    In progressAugust 15th, 2026Credit: Sync (Shync), -Methonash-, HomelessSon (Server Admin), Tukwut
    Make the game more challenging (mostly at end game areas)
    • Dead marshes need more mobs!
    • Wiki AC calc off (balorg of moria example)
    • both of Witch King's heal pots are pickpocketable
    • Unlock Inacessible creatures, beef up stats, give them areas to live in
    • Hardcore Mode with no fast travel options and permadeath
    • Per-boss stat tuning: close dumped saves, swap flat DR for % immunity gear, raise auto-hit AC into the ~85 gate window
    • Enrage-on-retreat: registry bosses taunt, gain +2 all stats for that life, and heal 25% of missing HP when a player disengages
    • Soul-fatigue stacks on the Heal spell and potions: the heal lands first, then 10% max-HP damage per prior stack, 3-minute decay
    • Soul-fatigue rebalance: 8% per stack instead of 10%, Greater Restoration now stacks it too, the Heal skill reduces the hit, and stacks now persist across logout and death
    • Forbidden Realms Key tier: journal quest and a Númenor gate opening the orphaned Tombs of the Lost Souls as the Weathertop court's barrow
    • Open two finished-but-unreachable endgame areas: Moria Deep Caverns below the Balrog, and the Temple of Nazgûl off Dol Guldur
    • The Wandering One: a roaming boss that adaptively builds damage-type immunity as it is hit, punishing mono-damage parties
    • Elemental swarm arena: waves of 24 elementals trickle-spawned to surround the party, the element rotating each cleared wave
    • Clone/parent boss: a chance an existing boss fight is gate-crashed by the boss's 'Mom' — modest stat boost, better gear, two-front surprise
    • Opt-in curse: volunteer for extra damage taken and doubled soul-fatigue in exchange for better rarity-tiered socketed-gem drops
    • Endgame NPCs get +12 to every ability score and +10 natural armour class, answering the flat +10 attack bonus every level-60 build gained
    • +15 monk levels for endgame NPCs that already have monk, raising Diamond Soul spell resistance on the server's main spell-resistant bosses
  • Devastating Critical still killed outright on unarmed and creature attacks
    ExploitShipped · Merit awardedAugust 15th, 2026Credit: -Methonash-
    Devastating Critical could still kill you outright — but only bare-handed. When the feat was reworked into bonus damage, the change reached every weapon in the game and missed fists and monsters' claws. A monk, or anything fighting unarmed, was still landing the old save-or-die on a lucky swing, and so was any creature that attacks with claws or a bite.

    Unarmed Devastating Critical now behaves exactly like every other one: three extra dice of damage instead of a Fortitude save, for you and for everything you fight. See the original rework for the full rule.
  • Quest Overhaul11 / 40 complete
    In progressAugust 14th, 2026Credit: HomelessSon (Server Admin)
    New one-off, daily and weekly quests across Middle-earth, plus the shared daily/weekly cooldown plumbing behind them
    • Concerning Pipeweed
    • Quest cooldown helper library (daily/weekly gating)
    • Living-world server-state tick logic (daily/weekly resets)
    • Quest: Ferny's Return (Bree, prequel to Ferny's Ring)
    • Quest: The Miller's Other Son (Bree, sequel to The Miller's Son)
    • Quest: The Last Drop at Frogmorton Inn (Shire social daily)
    • Quest: Beorn's Garden (daily — wargs & honey)
    • Quest: The Twentieth Plot of Mazarbul (Moria crypt)
    • Quest: The Watcher of Tharbad Bridge
    • Quest: The Carn Dum Ledger (weekly, weakens the Witch-King)
    • Quest: Faramir's Watch (Ithilien, weekly)
    • Quest: The Grey Lord's Errand at Annuminas
    • Quest: The Empty Throne of Dol Guldur
    • Quest: Pass the Pass (Misty Mountains, daily escort)
    • Quest: Spider Silk Harvest (Mirkwood, daily)
    • Quest pair: Lumber Runners (Evil) vs Ent-Watch (Good), Fangorn dailies
    • Quest: The Goblin-Town Throne (Misty Mountains)
    • The Mithril Seam
    • Quest: Claim the Deeps (Moria, daily faction-control)
    • Quest: Halls of Thranduil Jailbreak (Mirkwood, weekly)
    • The Thirteenth Ent
    • Quest: The Twenty-First Hall (Moria, party dungeon)
    • Quest: Smaug's Lingering Curse (Mirkwood)
    • Quest: Mordor Forage (weekly, Evil)
    • Quest: Durin's Bane Remnant (Moria, weekly)
    • Quest (epic): Cracks of Doom — endgame group finale
    • Quest: The Last Ship's Cargo (Grey Havens)
    • Quest: Harbour Watch (Grey Havens, daily)
    • Quest: Hobbit Post (Shire, daily deliveries)
    • Quest: The Riddle Game (weekly, vs Gollum)
    • Quest: Concerning Hobbits (Shire genealogy)
    • NPCs notice when you are under the influence of pipe-weed
    • Quest: The Leaf Runs Short (Shire supply line)
    • Quest: Bombadil's Errand (Old Forest)
    • Quest: Smeagol's Side (narrative, no combat)
    • Quest: Ents Don't Hasty (Fangorn, weekly drip)
    • Quest: The Watcher in the Water (Moria gate)
    • Quest: The Istari's Bet (no-magic crossing)
    • Quest: Ungoliant's Hunger (mirror-puzzle boss)
    • Halmir the Grey becomes an in-game quest guide
  • Doors should auto close themselves and shop in methonash's place is broken.
    DefectShipped · Merit awardedAugust 14th, 2026Credit: -Methonash-
    Doors shut themselves behind you again, right across the world. Every door that leads from one area to another now swings closed a few seconds after it is opened - the door out of your house, the Appearance Changer, Tagget's Smith and about three hundred more that had never been given the behaviour at all.

    A door that had somebody standing in the doorway used to lose its one chance to close and then stay open for the rest of the reboot. That is why the same door could behave differently on a busy realm and a quiet one. Doors now keep trying for about half a minute, so a crowded doorway just delays the close instead of cancelling it.

    Locked doors re-lock only when you keep the key. Where the key is taken from you on the way in, or where there is no key at all and the lock has to be picked, the door closes but stays unlocked - you can never be shut out of, or into, somewhere you already earned your way into. A small number of one-shot reward vaults deliberately keep their old behaviour.

    The Well-Mart in Methonash's Place sells again. It greeted you and then closed without ever showing its wares; it now asks whether you want to browse, and opens properly.
  • Forge can counts restrictions as properties that can be removed
    ExploitShipped · Merit awardedAugust 7th, 2026Credit: Szescian82
    Race, class and alignment locks are no longer enchantments. A restriction on a piece of gear - "usable by dwarves only", "fighters only", "good characters only" - used to eat one of your item's enchantment slots, and the forge would happily strike it off for you. Both halves of that are gone. A restricted item now has its full allowance of enchantments free (so a class-locked sword with three locks on it just gained three usable slots), and no forge and no Forge Warden will unmake a lock: the restrictions no longer appear in the list of things you can strip.

    Light is free, and can now be unmade. Light never counted toward the limit, but nothing said so and there was no way to remove it once added. The forge's Light enchant now says outright that it does not count toward the limit, and Light appears in the strip list marked (free - no slot) - striking it costs you nothing and frees nothing. Weapon visual effects from the Bree appearance station are unchanged: still free, still not the forge's business.

    The smith tells you which is which. When you bring in a piece carrying either, the forge master's own words now explain that the bindings of blood, creed and calling cost it no slot and cannot be unmade, and that its light is a free gift.
  • Attack bonus from spells (War Cry, Bless, Prayer...) does nothing when Legendary Prowess is taken
    DefectShipped · Merit awardedAugust 6th, 2026Credit: Szescian82
    Follow-up to the Bard Song report: the same cancelling-out still happened with spells. Casting War Cry, Bless, Aid, Prayer, Divine Favor, Divine Power or a Divine Champion's Divine Wrath moved your attack bonus by nothing at all if you were carrying Legendary Prowess's permanent +5 - the game only ever applies the single largest attack bonus, and the feat was always the largest.

    These spells now add on top of your feats, your bard song and each other. Bless, Prayer and Divine Favor on the same character are all felt in full, and every one of them is felt alongside Legendary Prowess, Legendary Grip and the song - buffing before a fight is worth doing again.
  • Rancid Skinner is still shouting 'Helms Deep is under attack' on death
    DefectShipped · Merit awardedAugust 5th, 2026Credit: Szescian82
    original idea: rancid-skinner-bark, did not resolve issue

    maybe blueprint was updated but not the instance?

    Fixed 2026-08-05 -- and the reporter's hunch was exactly right. The earlier fix updated the Rancid Skinner's template but not the copy actually standing in Dol Guldur, which kept its own old death script, so nothing changed in game. The placed boss now runs the correct script and shouts "Dol Guldur is under attack! Rally Servants of Sauron to Dol Guldur!" As a bonus this also restores his 15-minute respawn: the old script skipped the respawn call, so once killed he stayed dead until the next reboot.
  • Well of Souls Quest: No Gondor Scribe
    DefectShipped · Merit awardedAugust 5th, 2026Credit: Rajmund (Ray)
    The Well of Souls quest was unfinishable — the Gondor Scribe you were sent to find had never actually been placed in the world. She now stands in the Tower of the High Wizard, and the whole arc works end to end: Hanee the Loon in Bree sends you north to kill Azagoth in the Ruins of Annúminas, pays you 5,000 XP for the news, and hands you on to the Gondor wizards, where the scribe pays 10,000 XP (up from 4,000) for Azagoth's head. You can also walk in cold and start from the scribe. Details: Quest Guide → Well of Souls.

    2026-08-05: the scribe now has one Annuminas Key per character, ever. The grant used to be remembered only for the current session, so logging out and back in earned a fresh key and let one character loot both warded chests. She will still point you to the portal once the key is spent -- but she has no second key to give.
  • Bard Song consumes two uses per activation
    DefectShipped · Merit awardedAugust 5th, 2026Credit: -Methonash-
    Bard Song no longer costs two uses. Singing spent two of your daily bard song uses instead of one, so a bard had effectively half the songs the character sheet promised. Curse Song was always correct and is unchanged.

    Nothing else about the song changed - same bonuses, same duration, same range. You simply get twice as many of them as you did yesterday.
  • Bard Song grants no attack bonus when Legendary Prowess is taken
    DefectShipped · Merit awardedAugust 5th, 2026Credit: Szescian82
    Attack and damage bonuses now add up instead of cancelling each other out. Taking Legendary Prowess used to make your Bard Song stop granting attack bonus altogether - the game only ever applied the single largest bonus of a kind, so the permanent +5 hid everything smaller behind it.

    The same rule was quietly costing you more than the song:
    • Legendary Grip's +4 attack was worth nothing at all if you also had Legendary Prowess.
    • Legendary Reaping's first two kill stacks did nothing, and its 4th and 5th stacks were rolling dice instead of the flat damage they promise.
    • A druid's or ranger's empowered pet standing in a bard's song got the larger of the two bonuses, never both.
    All of these now stack properly. A singing bard with Legendary Prowess gets the song's attack bonus on top of the feat, exactly as you would expect. Spells from the core game (Bless, Aid, Prayer and the like) follow the game's own rule as before.
  • Convert Devastating Critical to a roll for bonus damage (or a new 'chaos' damage type)
    EnhancementShipped · Merit awardedAugust 2nd, 2026Credit: Piskan (Alek Cain)
    A devastating critical no longer kills you outright. It now lands as a very large hit instead: three extra dice of damage, of the same kind your weapon already deals, scaled to the weapon you are swinging — d6 for a small weapon, d8 for a medium one, d10 for a large one.

    This cuts both ways. The rule is the same for you and for everything you fight, so no more losing a level-60 character to a lucky swing from a random mob — and no more deleting a boss with one. Nothing else about the feat changed: same threat range, same prerequisites.

    There is also a new level-60 feat for those who want to lean into it. Legendary Butcher adds five more dice on any critical hit, not just a devastating one, and it stacks. A large weapon in the hands of someone with both lands eight extra d10. It requires Devastating Critical with some weapon.

    One cosmetic side effect of taking the instant kill out at the root: the combat log no longer announces a "devastating critical" by name. The hit shows as a critical hit, with the extra dice rolled into it.

    Original request from Piskan (Alek Cain).
  • combat dummy to measure attacks and damage per round
    EnhancementShipped · Merit awardedAugust 2nd, 2026Credit: HomelessSon (Server Admin)
    A Combat Dummy you can attack to find out what your character actually does in a fight. Hit it and a 10-round trial starts automatically: each round it calls out how many attacks you made and how much damage you dealt, and at the end it reports your average attacks per round and average damage per round. Everything is printed to the chat log as well as floating over your head, so you can scroll back if you miss a line. A flash of light marks the start and the end of the ten rounds.

    It exists for the feats that never show up on your character sheet — Flurry of Blows, the legendary monk extra attack, on-hit effects — where counting real swings is the only way to know whether they are working.

    The dummy cannot be killed: it soaks Harm, Drown and anything else you throw at it, and it is hostile, so hostile-only spells like Isaac's Greater Missile Storm will target it happily. One tester at a time — anyone else who attacks a dummy mid-trial (including summons and henchmen) is frozen for a few seconds and their damage is ignored, so nobody can spoil your numbers.

    A trial only counts if you keep swinging: if you stop attacking for 5 seconds, die, or leave the area, it is cancelled and nothing is recorded — so an interrupted run can never post a misleadingly low score.

    Damage per round is recorded to the Hall of Champions sign, which shows your own characters' best results, your ten most recent trials, and a server-wide top 20 — one entry per player, so a single person cannot fill the board. Every line lists the player, the character, the result and the date. Attacks per round is reported after each trial but never stored.
  • Season 2 Test Realm is Live
    EnhancementShipped · Merit awardedJuly 25th, 2026Credit: HomelessSon (Server Admin)
    Season 2 test realm is live  -- no real changes yet, except:
    • Higher ground legendary leveler is disabled while replacement of true levels is in development.
    • Cheat NPC to change levels and gold to aid with testing 

    Currently: 

    Once Season2 goes officially live (eta evening of August 5th), the urls will flipflop:

  • Beastiary breakdown for just the bosses
    EnhancementShipped · Merit awardedJuly 24th, 2026Credit: -Methonash-
    The Bestiary of Middle-earth now has a third browse option, "Great foes I have yet to fell.", listing only the tracked bosses your character has still to slay - each with its Challenge Rating and the area it lairs in, hardest first. The book's index page opens with your progress: "Great foes felled: x of y." Fell every one of them and the great forges grant one extra property slot (and +20% to their value cap).
  • Ammo shortage -> ammo replication item?
    EnhancementShipped · Merit awardedJuly 24th, 2026Credit: dc0960 (Dungeon_Crawler)
    Three fixes for the ammunition squeeze.

    Unlimited ammo at the armoury. The Númenórean armoury previously stocked a single 99-arrow (and 99-bullet) stack that could be bought once and then ran dry. Divine Arrows and Divine Bullets now restock endlessly.

    Divine Bolts. The armoury sold crossbows but no bolts at all. It now stocks Divine Bolts, mirroring the arrows exactly — same enchantments, same price, same unlimited supply.

    The Quiver of Endless Flight. A new drop from Legolas Greenleaf and Angmar. Activate it and it lists every kind of arrow, bolt and bullet in your pack, richest first; choose one and 500 more of that exact ammunition pour out. The weave holds only two such workings — after the second the quiver crumbles to dust. There is no recharge. The count belongs to the quiver, not to you: pass a half-used one to a friend and it still has just the one use left.
  • Petrification timeout not working as expected
    DefectShipped · Merit awardedJuly 23rd, 2026Credit: Szescian82
    The 2-minute petrification timeout now actually fires. If any enemy turns you to stone, escalating warnings appear both in your chat log and as floating text above your character every 15 seconds, and after 2 minutes you die and get the normal respawn option instead of being stuck as a statue. Being cured (Stone to Flesh) mid-countdown cancels it, as expected.
  • Fix the 3 chests in Númenor: Noirinan
    DefectShipped · Merit awardedJuly 23rd, 2026Credit: Szescian82
    The three Setti coffers in Númenor: Noirinan work again. They were locked at an impossible DC with keys that did not exist, and even if forced open they produced nothing. Now a character with high Open Lock can pick each coffer (DC 117), and the three keys — Setti Belt / Ring / Shield Key — can be pickpocketed from (or looted off) Summanus in the same area. Each coffer yields a random end-game belt, ring, or shield suited to the level-40 characters who reach Noirinan. A coffer refills at most once per hour; while spent it sits unlocked and empty, so you never waste a lockpick or a key opening an empty box.
  • Meaningwave quest givers to ignore and be ignored in combat
    DefectShipped · in testingJuly 23rd, 2026Credit: HomelessSon (Server Admin)
    The wandering MeaningWave quiz-givers (Peterson, Campbell, Jung, Aurelius, Akira, Jocko, McKenna, Watts) are now fully peaceful. They never fight, and no creature — not even hostile monsters roaming their areas — will target or attack them, so you can take their quizzes undisturbed even in the middle of a fight.
  • Increase an item's property slots using boss-drop 'tokens' or a rare boss drop
    EnhancementShipped · Merit awardedJuly 23rd, 2026Credit: dc0960 (Dungeon_Crawler)
    The Rune of Expansion is a consumable reagent that permanently widens a single item so a Forge of Wonders smith can bind one enchantment more into it than the common law of the forge allows — up to three runes per item. Lay the piece on a smith's anvil, keep a rune in your pack, and choose “Expand a property slot”; the smith folds the rune in and it is spent. The extra enchantment is fully legal, so an expanded item is never seized as contraband. Runes are a rare drop from certain powerful bosses. Details: Customizations → Forge of Wonders.
  • Good vs. Evil Faction System2 / 14 complete
    SoonJuly 23rd, 2026Credit: HomelessSon (Server Admin)
    Persistent Good/Evil allegiance with daily and weekly faction quests, rally calls and PVP standing
    • Faction scaffolding: persist Good/Evil allegiance + let quests move standing
    • Faction rally: pre-death muster call + timed rescue quest
    • Faction points for PVP kills during active rally calls
    • Faction quest (Good): The Palantir Watch (daily)
    • Faction quest (Good): Riders of the Mark (weekly)
    • Faction quest (Good): The Dead Marshes Lantern
    • Faction quest (Good): The White Council's Errand (weekly)
    • Faction quest (Good): Eagles' Eyrie
    • Feature: Eagle Courier fast-travel network (good PCs)
    • Faction quest (Evil): Sowing Discord in Bree (daily)
    • Faction quest (Evil): Saruman's Voice (social, no combat)
    • Faction quest (Evil): Unmaking Lothlorien's Wards (weekly)
    • Faction quest (Evil): The Nine Are Abroad
    • Faction quest (Evil): The Sacking of Pelargir (weekly)
  • Let players rename their weapons (e.g. a chisel item)
    EnhancementShipped · Merit awardedJuly 16th, 2026Credit: Piskan (Alek Cain)
    You can name your own weapons. The Engraver's Chisel is sold at the Well Mart in the Well of Eru for 25,000 gp: equip a weapon, activate the chisel, and speak the new name — nobody else sees you say it. Names stick through the vault, and renaming does not affect a weapon's forge legality. Say 'cancel' to back out without spending the chisel. Details: Customizations → Weapon Renaming.
  • Encounter density: bump per-instance spawn counts 1 to 2 for creatures used by more than one encounter (cap 2, never solo boss encounters)
    EnhancementShipped · Merit awardedJuly 15th, 2026Credit: HomelessSon (Server Admin)
    The world is a little more crowded. Rank-and-file creatures that appear across several encounters now spawn in pairs rather than singly, in nine areas — Alterwald, Bill Ferny's House, Greenway North, the three Kallrist shores, Old Back Road, The Wold and Wold South. One-off set-pieces and every solo boss encounter were deliberately left alone. Design: boss-updates#density.
  • New end game bosses/higher difficulty ceiling (Epic)
    EnhancementShipped · Merit awardedJuly 13th, 2026Credit: Tukwut
    I would recommend some work on buffing or creating new bosses/content before significantly adding additional boosts to player power and viable classes. Sort of ran out of things to do and not logging the hours and hours per day anymore. Not sure if I am alone and everyone else is really excited about the upcoming improvements and will be excited to play to upgrade gear or make new characters.

    Update 2026-07-13: Resolved by creating multiple other ideas to implement:  the design brief is written — Endgame Difficulty — Tactical, Not Spongy — and broken out into concrete backlog items: the per-boss stat tuning pass (in progress), enrage-on-retreat + soul-fatigue on Heal (up next, ship together), encounter density and the Forbidden Realms Key tier (soon), the wandering adaptive boss, elemental swarm waves and two new tier areas (later), plus the clone/parent boss and opt-in curse (planned).
  • Legendary Level Skill Points Exploit
    ExploitShipped · Merit awardedJuly 13th, 2026Credit: Rajmund (Ray)
    Epic leveling: you get N skill points. When spending, it raises the skill. Then when you are down to 1 point, you pick something but choose to start over. 
    You start anew with all the skill points to spend. But you keep the N-1 skill points spent.

    DM: Fixed. The leveler applied each pick the instant you confirmed it, but only spent the level itself on the very last confirmation — so backing out (or walking away, or disconnecting) kept the picks and left you eligible to level again. The same hole handed out unlimited feats and ability points, not just skill points.

    The level-up is now a single transaction: nothing touches your character until you confirm on the final page, and then it all applies at once. "No. I want to start over." now genuinely starts you over, with your full pool back.
  • Epic Summons don't unsummon when dismissed
    DefectShipped · Merit awardedJuly 13th, 2026Credit: HomelessSon (Server Admin)
    Epic summons no longer stay behind when you dismiss them. Since epic summons became henchmen, kicking one from your party left it standing where it was instead of unsummoning it. Now it puffs away properly, with the usual unsummon effect — whether it is dismissed, expires or is replaced.
  • Standard Map Notes for all area transitions
    EnhancementShipped · Merit awardedJuly 11th, 2026Credit: HomelessSon (Server Admin)
    Audit, fix, and standardize map notes on area transitions (doors and triggers) so it has the name of the destination's area in the map note (add waypoints for doors or transitions that don't have one, update/audit ones that already do (fix or add map note names). 

    Exclude conversation based teleports for destination level map notes, but add the conversation's creature as a dedicated map note with that creature's name instead as a point of interest. 

    Shipped: new bin/gen-map-notes.py places a destination-labeled map-note pin on every door / trigger / placeable-portal transition (561 notes across 264 areas), plus one point-of-interest pin at each conversation-teleporter NPC named after the NPC. The tool is idempotent and re-runnable; it defers to hand-placed notes and skips ambiguous multi-destination tags (the Gwathdor maze, Dol Guldur).
  • Party Loot Roll and Pickpocket
    DefectShipped · Merit awardedJuly 11th, 2026Credit: Tukwut
    Fixed: pickpocketing an item from a living NPC no longer triggers a party Need/Greed/Pass loot roll — the roll's source filter now also skips living-creature sources (pickpocket is an individual skill contest). Dead-creature corpse/boss loot still rolls. The 'boss used HP 4 more times than expected' half was a misread, not a duplication bug: the Gwathdor Lord carries multiple cure potions plus casts cure spells as an 80-level caster, and the loot-roll code never writes to the victim's inventory.
  • New Forge in Kallrist Crypt
    EnhancementShipped · Merit awardedJuly 9th, 2026Credit: HomelessSon (Server Admin)
    more info in customization page, 
    https://homerslotr.com/manual/Customizations#forge
  • Getting stuck in the wall at Gwathdor
    DefectShipped · Merit awardedJuly 9th, 2026Credit: Tukwut
    Impacted area is called 'Gwathdor: West Deeps" tag: GwathdorWestDeeps, issue is with the placeable walls, tagged 'pl_PlcWallDark'
    A workaround (that exists for mages only) is to summon familiar, control it and use it to sidestep you out of the wall

    Originally there was a short linear maze (no splits or dead ends) with 8 encounters that  have respawntime 600:
    1. gwathdorshortswo
    2. gwathdortridents
    3. gwathdorwatch001
    4. gwathdorshort001
    5. gwathdortride002
    6. gwathdorwatch001
    7. gwathdorshort001
    8. gwathdortride002

    Fix: replace the tight-spaced maze with a new dedicated Gwathdor Labyrinth area of similar length and encounters that do not use wall placeables. Maze paths still has 8 encounters, but now includes dead ends and randomizes happy path every module reboot.
  • When an NPC disarms you the weapon can despawn — send disarms to your inventory instead of the ground
    DefectShipped · Merit awardedJuly 8th, 2026Credit: Tukwut
    If your inventory is full, then it would go to ground like it does today instead.
    Keep standard nwn behavior when a playable character disarms you in pvp (including special rules when disarmed by an unarmed strike where by item goes to the enemy players inventory instead of the ground)
    Keep standard weapon size combat bonuses/penalties  related to disarm
  • Dungeon Area Transition in Kallrist North Shore intentionally removed?
    DefectShipped · Merit awardedJuly 8th, 2026Credit: Y a z k i r
    Confirmed: the 'Plane of the Render' dungeon (entered via the evil altar in the Kallrist Outer Banks, one land-bridge hop from North Shore) was severed at both ends and its guardian stripped. Fix: re-added the missing arrival waypoint WP_renderinside so the altar teleport works again; repointed the render-plane escape trigger and exit door to the existing WP_renderexit in the Outer Banks so the dungeon is escapable; and recreated the guardian raitheen (Raitheen the Watcher, CR 60) placed at the shackled altar. In-game verify: from the Kallrist Outer Banks, use the evil altar → you are teleported into the Plane of the Render → fight through to and kill Raitheen at the far shackled altar → use the escape transition (or the entrance door) → you return to the Outer Banks.
  • Kallrist Crypt riddle puzzle grants no key -- inner crypt sealed
    DefectShipped · Merit awardedJuly 8th, 2026Credit: HomelessSon (Server Admin)
    The Kallrist Crypt riddle was unsolvable in practice: matching the four elemental pillars correctly produced no key, so the door to the inner crypt could never be opened and the lower crypt and forge beyond it were unreachable. The key now exists and the puzzle pays out.
  • Issues with improved invisibility after buff duration exentsion (and exclusion)
    DefectShipped · Merit awardedJuly 8th, 2026Credit: Y a z k i r
    Improved Invisibility was quietly broken by the doubled-buff-duration feature: the icon stayed up for the full doubled time while the actual invisibility and 50% concealment had already been stripped, so you looked invisible, were not, and were still attacked. The whole invisibility and illusion family is now excluded from duration-doubling and behaves correctly. Details: Customizations → Spell Duration.
  • Door not working at bottom of goblin caves (SE Corner)
    DefectShipped · Merit awardedJuly 8th, 2026Credit: Fugdish (Try_this)
  • Transition is missing from Pelennor Fields into Minas Tirith: Gates
    DefectShipped · Merit awardedJuly 8th, 2026Credit: -Methonash-
  • At least one of the Norther Forest of Ithilien transitions seems off
    DefectShipped · Merit awardedJuly 8th, 2026Credit: Tukwut
    if i go north of the vale area to the zone where one of the legends is, going back south seems to send you not back to the proper transition but to some other random one (note there are multiple zones with the same title so probably just a mislinked transition unless lore-wise this forest is supposed to turn you around)
  • MW Companions/Henchmen can get stuck trying to use Bard Song over and over
    DefectShipped · Merit awardedJuly 7th, 2026Credit: Fugdish (Try_this)
    Meaningwave companions could get stuck spamming Bard Song or Curse Song — flooding the log with 'no more bardsong uses left', burning their daily uses in seconds, and ignoring your tactics menu because the constant retries monopolised their action queue. They now sing once, keep the song up, and answer your orders. Details: Customizations → Meaningwave.
  • Card Menard in Edoras drops Elrond's sword
    DefectShipped · Merit awardedJuly 7th, 2026Credit: Y a z k i r
    Card Menard in Edoras was dropping a modified copy of Elrond's sword that could get the looter jailed. That copy is now its own distinct item, renamed with its own appearance and description, so it no longer collides with the real Longsword of Elrond. Fixed as part of the wider duplicate-tag cleanup.
  • Initial 3 free levels worth of xp from new characters can be xp-banked
    ExploitShipped · Merit awardedJuly 5th, 2026Credit: Rajmund (Ray)
    Now require level 4 to use deposit xp, and the 3k free xp you get on character creation is subtracted before the 15% banking penalty so you only can bank what was earned directly.
  • Respawn Tracker in Well of Eru
    EnhancementShipped · Merit awardedJuly 5th, 2026Credit: dc0960 (Dungeon_Crawler)
    Original ask: "would a board in well of eru with bosses that are dead and showing how long till respawn be worth it or are respawn times short enough? Standardizing the boss respawn rate and maybe adding drop rates to the loot would be a nice complimenting feature to the bestiary"

    Shipped as the 'Roll of the Fallen' board next to the Recent Updates sign in the Well of Eru. It lists only bosses that are currently slain, mightiest (highest CR) first, with time-to-return at the end of each name; click a boss to see its lair and the player or party who last slew it (from the bestiary's damage-contributor tracking). Only bosses that can ever have one live copy at a time are tracked (20 bosses: Balrog, Shelob, Kerufall, Xanith, Legolas, both Khamuls, Theoden's Chosen, Gandalf, High Wizard, Sauron, Gwathdor Lord, Boromir, Denethor, Witch King, Radagast, Heir of Haldor, Smaug, Gollum, Thranduil).

    Boss respawns standardized to 15 minutes across the board: encounter bosses' ResetTime lowered from 20-150 min (Shelob 50m, Kerufall 58m, Khamul/Legolas 20m, weathertop-class 100m, Bilbo 150m) to match the Balrog's 15m and the placed-creature respawn; Thranduil, the Carn Dum Khamul and the Heir of Haldor previously never respawned until reboot and now respawn in 15m too. Drop-rate info on the bestiary (the note's last idea) was left out of scope.

    Update: the boss list is no longer hand-curated. It is now generated from a rule (bin/gen-boss-registry.py): every creature with challenge rating above 60 that can only ever have one live instance at a time, excluding plot/immortal and merchant/utility NPCs. This grew the tracked set from 20 to 78 bosses — adding the likes of Aragorn, Gimli, Glorfindel, Sarah the Librarian, Gothmog Lord of Barad-Dur, the Rancid Skinner, Summanus, the Basilisk King and dozens more. The in-game board and the wiki Creatures → Bosses page are generated from the same registry, so they always match. Encounter bosses keep their real respawn timers (accurate countdowns). The three placed bosses whose death scripts didn't respawn them (the Rancid Skinner, Wart Gondorian Gate Captain and Fell Beast) were fixed to the standard 15-minute respawn.
  • Resolve all duplicate-tagged items (module-index/item_tag_conflicts.json) — give each variant a unique Tag/resref
    DefectShipped · Merit awardedJuly 5th, 2026Credit: HomelessSon (Server Admin)
    Hundreds of items across the module shared a tag with a different item, which broke tag-based lookups and confused the Forge's legality whitelist — the cause behind the Longsword of Elrond false-jailing. 361 of 369 conflicts are now resolved, with each variant given its own identity. Items you already carry were protected across the rename: nothing you own gets jailed because of it.
  • Item appearance crafting can send you to prison
    DefectShipped · Merit awardedJuly 4th, 2026Credit: Rajmund (Ray)
    Changing an item's appearance could get you thrown in prison on your next login. Recolouring or reshaping an item quietly stripped the mark that proves it was forged legally, so the contraband scan then judged a perfectly lawful item as illegal. Dyeing and reshaping now carry that mark across the edit, so legitimate gear stays legal.
  • Glorfindel's potion quest: the plant doesn't spawn and there are no journal entries
    DefectShipped · Merit awardedJuly 4th, 2026Credit: FLYING HITCHER
    Added a full journal (accepted -> per-ingredient progress -> complete) and made the Athelas plant refill on a ~25 min timer so it no longer stays empty after the first player loots + it (all three Athelas plants in the Foothills and Bree now respawn).
  • Requesting proper dying kit (which works on cloaks) or dyes that work on metallic 1,2 and leather 1,2 (colors)
    EnhancementShipped · Merit awardedJuly 4th, 2026Credit: Rajmund (Ray)
    The Dye Kit now opens the full appearance station: it dyes armor, helmet, cloak, shield and weapon across all six colour channels (cloth, leather and metal 1 & 2) in any of 64 colours, and reshapes model parts too. Free, and it always works. This also fixed the bug where appearance-crafting could land you in prison. Details: Customizations → Dye Studio.
  • Docs Question: What is 'Legendary travel menu' how is it obtainable?
    DefectShipped · Merit awardedJuly 4th, 2026Credit: Rajmund (Ray)
    Resolution: good find -- that does not exist, removing this verbiage from https://homerslotr.com/manual/Customizations
    Cause: minor claude hallucination.. I think it was written in early days of forge updates, when I had a duplicate of the moria forge of wonders in my personal in-game castle for testing, and I do have a special rest menu with teleports, but it was never called legendary travel
  • Scale druid summons/companions (HP, saves, AB, AC) with level, Animal Empathy and epic Conjuration
    EnhancementShipped · Merit awardedJuly 3rd, 2026Credit: Piskan (Alek Cain)
    Druid and ranger summons and animal companions now scale with their master's power the moment they spawn, so late-game pets stay relevant on this high-magic server. The boost grows with your class level, your Animal Empathy, and the Conjuration spell-focus feat line — up to +20 attack, +12 dodge AC, +20 all saves and +24 to every ability score. It is permanent and cannot be dispelled. Other classes' summons are unaffected. Details: Customizations → Scaled Summons & Animal Companions.
  • Allow epic summons + normal summons out at same time
    EnhancementShipped · Merit awardedJuly 3rd, 2026Credit: Piskan (Alek Cain)
    Epic spell mummy and the summon creature X for example. Fixed: epic summons (Mummy Reaper, Dragon Knight) now spawn on the henchman slot instead of the single engine summon slot, so one epic can be out alongside one normal summon-animal. Mummy vs Dragon Knight stay mutually exclusive; normal summons still one-at-a-time. Both epic summons now last 30h (fixed the Dragon Knight ~3 min duration bug).
  • Once the Moria door is closed you must use the Balin's Tomb side entrance until reset; 'Mellon' password and gate state inconsistent
    DefectShipped · Merit awardedJuly 3rd, 2026Credit: McGondy
  • HGLL should not be influenced by gear
    ExploitShipped · Merit awardedJuly 3rd, 2026Credit: Rajmund (Ray)
    HGLL is currently giving bonus skill points on level up based on boosted/modified INT not base int.
  • x2 GOLD boost not working
    DefectShipped · Merit awardedJuly 3rd, 2026Credit: Fugdish (Try_this)
    About the gold and xp boost. Xp is working but gold was same. 120k with maxed out appraise at the well store.

    Implemented 2026-07-03: The boost never touched merchant sales — only the Appraise-scaled buy-from-player cap did. The 2x premium boost now stacks multiplicatively with Appraise on the store's per-item buy cap (up to 4x base with both maxed), so 120k becomes 240k with the boost active. Opening any merchant now also sends a cyan confirmation line showing the base GP limit, your Appraise value + % bonus, whether the 2x boost is active, and the resulting total GP limit.
  • proper leveling for 40-60 (normal class progression)
    EnhancementShipped · Merit awardedJuly 2nd, 2026Credit: Llikanthus, HomelessSon (Server Admin)
    Request: keep the xp ceiling but put proper leveling for 40-60 (normal class progression)
    Note: Original HGLL levels added a 1.25 compounding rate on top of the original exponential rate, 
    Resolution: With this change I have reduced it to 1.1 compounding rate. 
  • including other items into druid/shifter shapes
    EnhancementShipped · Merit awardedJuly 2nd, 2026Credit: McGondy
    In stock standard NWN:
    • For Shifter Forms: the shape determines which items are merged
    • For Wildshape: Only magical properties of armor, helmet and shield merged
    This request is to include more (or all equipped) item's for every shifter form and wildshape.. and/or improve stats on the shapes to be more competitive with bosses on this module.. 
    Currently Defensive stats are competitive but damage output is not.

    Implemented 2026-07-02: Every polymorph form now merges all equipped item properties. Your weapon's properties (or your gloves' when unarmed) land on the form's claw/bite/slam attacks as well as its right-hand weapon — this is the damage fix, since vanilla never merged anything onto natural attacks. Armor, helmet, shield, both rings, amulet, cloak, boots, belt and gloves merge onto the form's hide. Covers druid Wild Shape and Elemental Shape, all Shifter shapes (Greater Wildshape I–IV, Humanoid, Undead, Dragon, Outsider, Construct), plus the arcane self-polymorphs Polymorph Self, Shapechange and Tenser's Transformation, which previously merged nothing. Balance: duplicate property types merged onto one item take the highest value only (no stacking six AC rings), and damage is bounded by the same forge-capped weapons every melee class uses. Form base stats are unchanged.
  • [Anvil] Adhoc toggle reboot on empty with warning to players
    EnhancementShipped · Merit awardedJuly 2nd, 2026Credit: HomelessSon (Server Admin)
    As a Server Admin, 
    I want to be able to push module updates that require a reboot without interrupting players or logging in to ask them to log out. 
    • Use Anvil plugin to trigger an in-game alert that server will reboot when next empty (also update on-login message to newly joining players of the same until reboot happens). 
    • Support custom message to players explaining what updates to expect/look forward to when server next reboots. 

    Implemented 2026-07-02: The Anvil ServerRestartManager now honours a reboot-on-empty control file. Arm it from the shell with bin/reboot-on-empty "your message" (add --nwsync to also rebuild the client download manifest) after deploying an update — no in-game login needed. While armed, online players get a broadcast + shout warning and newly joining players see an on-login notice carrying the custom message. Once the server sits empty for ~45s it saves all characters, shuts down cleanly, and a host systemd .path unit restarts just the server service onto the freshly deployed module (rebuilding NWSync first when requested). The arm flag is deleted before shutdown so it can never boot-loop, and bin/reboot-on-empty off cancels a pending reboot. Docs in rebootSchedule.md.
  • Add a timeout to Petrification (from NPCs)
    EnhancementShipped · Merit awardedJuly 2nd, 2026Credit: Zambro (Xil)
    After 2 minutes of Petrification, player dies and can respawn. Players get an increasingly severe warning from server every 15 seconds as they approach death.
  • Merit premium boosts: temporary 2x gold & XP (personal + server-wide)
    EnhancementShipped · Merit awardedJuly 2nd, 2026Credit: HomelessSon (Server Admin)
    Merit redemptions 201-204 now grant a real, temporary 2x gold & XP boost (1 week or 1 month, for yourself or the whole server).
    • Applies to creature kill gold/XP and quest turn-in gold/XP only. Bank withdrawals (Bree gold/family/XP banks) and selling items to merchants are never boosted.
    • Merchant per-item buy caps were doubled separately (WellMart, First Bank of Middle-earth, methmart) so genuinely valuable items can fetch their full price.
    • Buying more of the same kind never runs two clocks at once — extra time queues and slow-burns. A live server-wide boost pauses everyone's personal boost (their time is preserved).
    • On login the server reports every active and pending subscription, who bought each, and the estimated end date of the chain.
  • the High wizard in Gondor kills herself with her pulse attacks
    DefectShipped · Merit awardedJuly 2nd, 2026Credit: -Methonash-
    some of the pulse effect code came from elemental creatures where they would consume 50% of their own life to do it.. added racial check for is elemental for that part so non-elementals won't self-damage
  • divine might duration bug
    DefectShipped · Merit awardedJuly 2nd, 2026Credit: dc0960 (Dungeon_Crawler)
    Divine Might had the wrong half of the doubled-duration feature applied to it: the buff itself reverted to its normal length, but the game still blocked you from re-casting it for the full doubled time. Divine Might and Divine Shield are now excluded from duration-doubling, so both the buff and the cooldown match again. Details: Customizations → Spell Duration.
  • Don't withdraw XP from the bank while on an XP penalty; banker should warn about multiclass penalties first
    DefectShipped · Merit awardedJuly 1st, 2026Credit: -Methonash-
  • Remove mutli class XP penalty
    EnhancementShipped · Merit awardedJuly 1st, 2026Credit: dc0960 (Dungeon_Crawler)
    removing the mutli class up penalty, seeing as we get 4 classes pretty sure everyone will get that penalty
    Using mod found on www.neverwintervault.org: Multiclass EXP Penalty Remover SoZ
  • The Rancid Skinner shouts 'Helms Deep is under attack' on death
    DefectShipped · Merit awardedJuly 1st, 2026Credit: Tukwut
    updated shout for skinner to ask evil servants of sauron to rally to Dol Guldur
  • MW Henchmen: Counterspell mode not working -- needs revisions
    DefectShipped · Merit awardedJuly 1st, 2026Credit: HomelessSon (Server Admin)
    • Need cooldown on counter spell
    • need dice roll D20 + spellcraft check , rolling 1 = auto fail
    • Need to lower MW henchmen spellcraft check to total around 50, maybe vary per henchmen
    • need to consume spell slots on counterspell attempt, and switch to melee mode when out of spell slots
  • Is Morannon meant to have arcane spell failure?
    DefectShipped · Merit awardedJuly 1st, 2026Credit: Y a z k i r
    • Whenever I rest there I get 100% spell failure.
    • Also NPCs can cast spells while silenced even without Silent Spell casting. 👀

    Resolution: This is intended for theme of area; but added a WILL save check (dc 45) every minute you are in that area to try and resist it.
  • Jailed for Elrond's Sword (unmodified)
    DefectShipped · Merit awardedJuly 1st, 2026Credit: Zambro (Xil)
    Carrying the Longsword of Elrond — unmodified, straight from the world — could land you in jail, with the Forge Warden greeting you with a broken <UNRECOGNIZED TOKEN> accusation. The sword's legal fingerprint had gone stale after a balance change and has been regenerated, and the Warden now releases you rather than showing a garbled accusation when it cannot actually confirm an illegal item.
  • Make scrolls stackable (x99)
    EnhancementShipped · Merit awardedJune 29th, 2026Credit: Piskan (Alek Cain)
  • Sauron's Chosen Minion fights his own faction (faction looks wrong)
    DefectShipped · Merit awardedJune 29th, 2026Credit: Tukwut
  • Newbie starting gear once per account
    EnhancementShipped · Merit awardedJune 29th, 2026Credit: Tukwut
    the server can give a starter gift like this upon character creation, unsellable, unforgable ofc, simply have to drop it on the floor for trash pixie to pick it up when it's not needed anymore, they get haste, some ac, and little damage resist, so they don't die instantly when they start their journey. Example "Amulet Gift"
    • +3 AC
    • 5 / - Resist all 3 physical
    • Haste
    • Immunity: Fear
    • Light Bright (20m) Red
    • Regen 1
  • Knock Spell Effect not working
    DefectShipped · Merit awardedJune 29th, 2026Credit: Y a z k i r
    Knock scrolls and items are not working currently. I don't have a wizard leveled atm, so can't test a direct spell cast.
    • E.g. The chests in Numerok's Den and the door to get into the chest room.
    • E.g at the Endless Stair door to Moria. 
    Looks like the spell isn't fully triggering.

    Resolution: Updated knock so it can work even on plot doors/containers but only when they don't require a key, and to give a message if they do require a key.
  • Tune Meaningwave Henchmen appearances (some spawn naked instead of wearing their armor)
    DefectShipped · Merit awardedJune 27th, 2026Credit: HomelessSon (Server Admin)
  • Merit Reward redemption go-live
    EnhancementShipped · Merit awardedJune 27th, 2026Credit: HomelessSon (Server Admin)
    Spend your Merit points in Bree: Prancing Pony. 
    • Delivered: Teleport system unlocks, Tournament Gear, Player Housing, Duct Tape Wallet, Tag well of eru,  DM Password
    • Up next: Premium XP/Gold boost unlocks
  • Tainted Steel of Morgrond & Skinner's Acidic Plate are flagged Plot and can't be used in the craft-skill menu
    DefectShipped · Merit awardedJune 26th, 2026Credit: -Methonash-
    Already previously fixed Plot item crafting at smith via: Closed the 0-value forge exploit; forge now prices by true item value
    This idea is logged to fix how WIKI treats PLOT items (which it considers both unlootable, yet still player accessible)
  • Forge/Smith updates for weapons (Better handling for items worth more than default forge GP value limit)
    DefectShipped · Merit awardedJune 25th, 2026Credit: dc0960 (Dungeon_Crawler)
    When using a forge smith, he seems to cache and be speaking about the last weapon you used, instead of current. The Forge Wardens used to have a similar issue. 
    Related bugs:
    • smith not confirming upper GP craft limit on new items, uses "no" instead of that gp limit 
    • when I'm stripping batch of enchants and confirm with 'strike the enchantments' 
    • the one(s) i chose were removed but smith keeps asking me to remove more, I have to hit escape and restart conversation
    • when I did that he greeted me with "<UNRECOGNIZED TOKEN> Which enchantments shall.."
    • the strip items in batch only shows first 8 or 9 options, some items can have a lot more, need to paginated
  • Party Loot Roll system (configurable through rest menu)
    EnhancementShipped · Merit awardedJune 25th, 2026Credit: -Methonash-
    Party rolls can be opted in or out through the rest menu. More info at: https://homerslotr.com/manual/Customizations#party-loot
    Original request (Chat command to roll d100 for boss loot, or one command to roll for the whole party)
  • Fornost teleport Broken (Removed dead area from list of teleports)
    DefectShipped · Merit awardedJune 24th, 2026Credit: Llikanthus
  • Add Shuriken, Katana and Quarterstaff to monk weapon list and count as finessable
    EnhancementShipped · Merit awardedJune 24th, 2026Credit: Piskan (Alek Cain)
    baseitems.2da: Shuriken, Katana and Quarterstaff are now monk weapons (IsMonkWeapon=1, like Kama), so they get monk attack-bonus progression. Katana and Quarterstaff are now finessable (WeaponFinesseMinimumCreatureSize=2) for any class with the Weapon Finesse feat — not just monks, and small races included.

    Note on flurry: NWN has a single IsMonkWeapon flag that governs both monk-weapon benefits and Flurry of Blows — there is no per-weapon flurry toggle. Kama itself is flurry-compatible, so these weapons are too (the original “not compatible with flurry” ask was dropped after confirming Kama allows flurry).

    Live deployment requires repacking lotr_rules.hak with the new baseitems.2da, then refresh-nwsync + server restart.
  • Bard song damge modifier (not working again)
    DefectShipped · Merit awardedJune 24th, 2026Credit: Y a z k i r
    The damage on bard song isn't correct: 38 bard, 121 perform, giving +D4 damage? (expecting +6 instead at this skill and bard level, per Bard Song customized to mirror the customized Curse Song) -- Bruno Mars is the character

    Root cause was that EffectDamageIncrease takes a DAMAGE_BONUS_* constant, not a flat integer — the raw value 6 was being read as DAMAGE_BONUS_1d4, so the top tier rolled 1d4 instead of applying a flat +6. The damage amount is now routed through IPGetDamageBonusConstantFromNumber() so each tier maps to the correct constant (6 → flat +6). The identical bug was fixed in the matching Curse Song (x2_s2_cursesong) damage tiers (raw 6/8/10 were rolling 1d4/1d8/2d6, now flat −6/−8/−10). Tiers 1–5 were always correct and are unchanged; only the damage column was affected.
  • Wiki Missing creature: Numanan Numerocks Second Hand (CARN DUM)
    DefectShipped · Merit awardedJune 23rd, 2026Credit: Y a z k i r
    Two problems behind one report. On the wiki, differently-named creatures sharing a blueprint were collapsing into a single page, so Numanan Numerock's Second Hand had no page of its own; renamed placements now each get their own page (this recovered around 17 creatures, including Old Tagget and Sarah the Librarian). More seriously, in-game any creature placed with custom overrides — name, faction, abilities, gear, conversation — lost all of them the first time it died and respawned, which is why the same spawn point kept showing the wrong creature. Respawns now reproduce exactly what was placed.
  • Legendary Leveler: can't find Tumble
    DefectShipped · Merit awardedJune 23rd, 2026Credit: Piskan (Alek Cain)
    • Found and fixed HGLL bug that caused armor check penalty for currently equipped armor to be factored into skill ranks during legendary level ups
    • Added note in level up conversation that calls out what the system sees as the player's dominant class (highest level class), which is what determines the skills that are available for selection during level up (it is expected that having a minor class with tumble, does not let you take tumble during legendary levels)
  • Discipline missing from the forge craft list (Rivendell forge)
    DefectShipped · Merit awardedJune 23rd, 2026Credit: McGondy
    Found missing skills and added to forge crafting enchant options:
    • Discipline
    • Lore
    • Move Silently
    • Spellcraft
    • Spot
    • Use Magic Device

  • Items lost when logging out without talking to banker
    DefectShipped · Merit awardedJune 23rd, 2026Credit: Llikanthus
  • Weapons with both Attack Bonus (AB) and Enhancement Bonus (EB) appear to mis-calculate stats
    DefectShipped · Merit awardedJune 23rd, 2026Credit: Piskan (Alek Cain)
    Weapons carrying both an Attack Bonus and an Enhancement Bonus were misleading you: the NWN engine applies only the higher of the two to your attack roll, so any Attack Bonus at or below the Enhancement Bonus was dead weight on the character sheet. This is hardcoded engine behaviour with no toggle, so every weapon in the module was audited instead — 253 weapons had the two properties collapsed into a single Enhancement Bonus, raised to a balanced value where the old Attack Bonus was higher. Copies already in your inventory were repaired automatically.

    If you keep old copies in the Bank of Bree, take them out and leave them in a character's inventory overnight — the nightly 3am reboot scans character files, not storage boxes, so banked items will not be fixed until they are carried.
  • Adjust verbiage in leveing guide of wiki: legendary leveler area makes current verbiage makes it sound like you can fight enemies and gain XP there.
    DefectShipped · Merit awardedJune 22nd, 2026Credit: Y a z k i r
  • Theoden's Chosen seems to have more AC than the wiki's 82
    DefectShipped · Merit awardedJune 22nd, 2026Credit: -Methonash-
  • party XP is applied to the whole party even if not in the same area
    DefectShipped · Merit awardedJune 22nd, 2026Credit: Y a z k i r
    Also confirmed impact is from the Mirkwood Spiders, specifically:
    • Lava Climber
    • Death Weeper
    • Black Spear Spider
  • Disenchant-one-property service at all three forges; staged so an illegal item can never be minted
    EnhancementShipped · Merit awardedJune 20th, 2026Credit: dc0960 (Dungeon_Crawler)
    Players can batch disenchant options on high quality (over GP limit) stock items and forge master will keep prompting them to add more disenchants in order to get item at legal GP value for customized items, before letting them commit any updates.
  • New bardsong updates not working as expected
    DefectShipped · Merit awardedJune 20th, 2026Credit: -Methonash-
  • Forge-Warden can get script overflow and leave you stuck in pit prison
    DefectShipped · Merit awardedJune 19th, 2026Credit: dc0960 (Dungeon_Crawler), HomelessSon (Server Admin)
  • Doubled player-cast spell/effect durations server-wide
    EnhancementShipped · Merit awardedJune 19th, 2026Credit: Piskan (Alek Cain)
  • Bard Song customized to mirror the customized Curse Song
    EnhancementShipped · Merit awardedJune 19th, 2026Credit: -Methonash-
  • Rod of Fast Lore — identifies all items in your inventory using your own Lore (castable on others)
    EnhancementShipped · Merit awardedJune 18th, 2026Credit: McGondy
  • Meaningwave companions: aegis ring, scaling unlocks, battlefield cures and a counterspell mode
    EnhancementShipped · Merit awardedJune 18th, 2026Credit: HomelessSon (Server Admin)
    Includes Stone-to-Flesh and Restoration battlefield cures — needs testing.
  • Name/typo fixes across creatures, items and all 337 conversations (gadalf, captian, etc.)
    DefectShipped · Merit awardedJune 17th, 2026Credit: Tukwut
  • Dimholt forgotten king: added a questline and fixed the bark frequency / damage handling
    EnhancementShipped · Merit awardedJune 16th, 2026Credit: Tukwut
  • Smith conversations now confirm current and available GP values for enchanting
    EnhancementShipped · Merit awardedJune 15th, 2026Credit: -Methonash-
  • Forges gained gold/value enchanting caps and tell you the value remaining to enchant with
    EnhancementShipped · Merit awardedJune 15th, 2026Credit: -Methonash-
  • Raised consumable stack size to 99 (potions)
    EnhancementShipped · Merit awardedJune 14th, 2026Credit: Piskan (Alek Cain)
  • Bestiary kill-tracking with both PARTY and SOLO credit
    EnhancementShipped · Merit awardedJune 14th, 2026Credit: dc0960 (Dungeon_Crawler)
  • Raised ammunition stack size to 999
    EnhancementShipped · Merit awardedJune 12th, 2026Credit: Piskan (Alek Cain)
  • Illegally-forged gear is quarantined in the Pit Prison; Forge Wardens can revert items to stock
    ExploitShipped · Merit awardedJune 11th, 2026Credit: HomelessSon (Server Admin)
  • Closed the 0-value forge exploit; forge now prices by true item value
    ExploitShipped · Merit awardedJune 10th, 2026Credit: Fugdish (Try_this)
    Items with 0 resale value (Belt of the Titans, monk belt, Lothlorien cloak) let every upgrade cost 0. Also added per-forge property caps.
  • Nerfed the overpowered Forge of Moria (godlike amulets for 8M gold)
    ExploitShipped · Merit awardedJune 8th, 2026Credit: Tukwut
  • Helms Deep cave & road: Edoras folk were Evil — set to Good
    DefectShipped · Merit awardedJune 8th, 2026Credit: McGondy
  • Good/Evil orbs at the Well of Eru: alignment VFX, a warning you'll be disliked by the other side, and auto-sync on teleport out
    EnhancementShipped · Merit awardedJune 7th, 2026Credit: McGondy
  • Raised the max ability-score bonus to 24 (was 12)
    EnhancementShipped · Merit awardedJune 7th, 2026Credit: Piskan (Alek Cain)
  • Cheap starter forge added in Bree
    EnhancementShipped · Merit awardedJune 7th, 2026Credit: -Methonash-
  • Fixed Dol Guldur Smithy refusing to buy gear (item-type filtering audit across all smiths)
    DefectShipped · Merit awardedJune 7th, 2026Credit: -Methonash-
  • Balrog no longer vanishes when the last player leaves and rests (respawn 90m -> 15m)
    DefectShipped · Merit awardedJune 7th, 2026Credit: Tukwut
  • Fixed Elrond's quest (couldn't use forge/smith even with the writ)
    DefectShipped · Merit awardedJune 5th, 2026Credit: FLYING HITCHER
  • Well-Mart option to auto-identify every item you carry
    EnhancementShipped · Merit awardedJune 4th, 2026Credit: Fugdish (Try_this)
  • Neutral alignments no longer attacked by both factions; alignment auto-syncs via the Well-of-Eru orbs
    DefectShipped · Merit awardedJune 4th, 2026Credit: Fugdish (Try_this)
  • Closed the exploit that let you cast spells in the Well of Eru after resting
    ExploitShipped · Merit awardedJune 3rd, 2026Credit: Tukwut
  • Rod of Fast Casting — a fast-buff tool
    EnhancementShipped · Merit awardedJune 3rd, 2026Credit: Piskan (Alek Cain)
  • Documented Curse Song behavior in the Customizations wiki page
    EnhancementShipped · Merit awardedJune 3rd, 2026Credit: -Methonash-
  • Fixed the Mirkwood door that should lead to the Basilisk King (was an empty tomb)
    DefectShipped · Merit awardedJune 2nd, 2026Credit: -Methonash-
  • Lonely Mountain — Temple of Marr: restored the merchant's missing store conversation
    DefectShipped · Merit awardedJune 1st, 2026Credit: -Methonash-
  • Fixed the White Hand Blaster failing with the wrong faction in the Magic Room
    DefectShipped · Merit awardedMay 31st, 2026Credit: -Methonash-
  • Combat modes (Power Attack, Rapid Shot, etc.) are now permanent toggles
    EnhancementShipped · Merit awardedMay 31st, 2026Credit: Piskan (Alek Cain)
  • Always roll max hit points on level up (no more re-rolling for theorycrafting)
    EnhancementShipped · Merit awardedMay 31st, 2026Credit: -Methonash-
  • Fixed weird interactions entering Legolas's area (disappear/reappear + periodic damage) and the missing inbound transition
    DefectShipped · Merit awardedMay 31st, 2026Credit: -Methonash-
  • Fixed Gloin's amulet immunity mismatch (wiki said 20%, item was 25%)
    DefectShipped · Merit awardedMay 31st, 2026Credit: Tukwut
  • Hall of Sauron (Mount Doom): fixed mixed-up factions (Bishop killing Underlord)
    DefectShipped · Merit awardedMay 31st, 2026Credit: -Methonash-
  • Fixed duplicate Weapon Focus / Improved Critical feats (from a CEP2 HAK update)
    DefectShipped · Merit awardedMay 31st, 2026Credit: -Methonash-
  • Fixed damage-immunity percentages not showing after the NWSync / CEP2 HAK update
    DefectShipped · Merit awardedMay 31st, 2026Credit: -Methonash-
  • Removed the requirements for depositing / withdrawing XP
    DefectShipped · Merit awardedMay 30th, 2026Credit: -Methonash-
  • Fixed Isengard / Dol Guldur faction issues
    DefectShipped · Merit awardedMay 30th, 2026Credit: Tukwut
  • Khamul's pulse attack no longer haunts players across the module after death
    DefectShipped · Merit awardedMay 28th, 2026Credit: Tukwut
  • Family bank: persistent XP, gold and Strongbox storage shared across your account
    EnhancementShipped · Merit awardedMay 27th, 2026Credit: -Methonash-
  • Fixed the endless bleed-out loop where regen kept you stuck dying
    DefectShipped · Merit awardedMay 21st, 2026Credit: Tukwut
  • Donation chest hands out Inaccessible (boss) items
    ExploitShipped · Merit awardedMay 18th, 2026Credit: -Methonash-
    Fixed
  • Fixed no-XP-for-kills after a weekend of server downtime
    DefectShipped · Merit awardedMay 16th, 2026Credit: Tukwut
  • Remove boss crit immunities; rework Dev Crit to an extra multiplier or a stun instead
    EnhancementShipped · Merit awardedAugust 12th, 26Credit: Piskan (Alek Cain)
  • Show per-character kill counts on creature pages, with KD ratio and total deaths
    EnhancementShipped · Merit awardedCredit: Tukwut