Today we are proud to release the Prestige content patch. This marks the first major content release since the launch of the server!
Players who have reached level 1000 may now Prestige. When a character is prestiged, they:
/reset <character name>which can be used to log out a character who has been ghosted. This only works for characters who are linked to your web account.
We have introduced dungeon scaling as a beta-test specifically to Anvil. We have change the difficulty curve to be responsive to the number of players in the dungeon. The philosophy behind this change is that content was too difficult for group sizes of 1-2, but too easy for group sizes of 5-6. We hope the scaling helps even out the difficulty curve:
Please tell us how the new content plays and if there's anything that you'd like to see change!
What level do I need to be to prestige?
You need to be level 1000 to prestige
How do I prestige?
Purchase a Prestige Token 5 screens right from the Silverbrook teleporter. Warning: You must be level 1000 to successfully use the token. If you try to use it before level 1000, the token will be consumed and you will not be prestiged
How many times can I prestige?
As of this writing, you may only prestige one time. We are planning on grouping major content releases with prestige levels going forward.
What's the max level after I prestige?
How do I get to the prestige lands?
Talk to a teleporter or use your teleport skill, and then teleport to the Island of Avalon at the top right.
Do I need to be noble to prestige?
What happens if I have a prestige character on a Citizen account?
The character will remain usable and accessible but you will lose access to all prestige areas.
Below are the patch notes for this off-cycle patch. We ran into a few complications with the guild system … it's still being worked actively and we're hoping to get it out to you asap.
The Realm Online Staff
Thank you for all the love and support especially with the launch of the Sovereign Shop last Friday.
Today's hotfix is mainly focused around drop rates. Check out the notes below!
The previous strategy of bounties were that if you found one it had a much higher (as much as 3x higher) chance at rare loot the corresponding dungeon. This was balanced by increasing how long it would take to find one of these bounties in the open world. The drop rates were meant to be balanced to be close-to-equal loot per hour as running the dungeon; You should be able to hunt in the open world or farm dungeons and get equal opportunity at loot.
The downside to this strategy is that it means there could be very long stretches without any loot in the open world which feels unrewarding.
With this update, we have increased the drop rate for bounties significantly in the open world. To compensate for that, they will now have the same drop rate as running a dungeon for loot. As this is a big change, there are likely more tweaks to follow including what the bounties contain in general along with the rates associated with those items.
As we move towards our vision of making items a currency as well (via crafting, questing and salvaging for sovereigns) we will need to increase drop rates to ensure the market demand for items does not outstrip the value of consuming them for another means. As such, we have taken the following actions: