The Great Reset! #
Adventurers, we have some huge news!
After extensive internal discussions, we’ve decided that the only way to stay competitive and attract more players is to completely wipe everyone’s characters and start fresh. Yes, you read that right: all characters, items, and progress will be erased.
Why? #
Our competitors are growing, and we need to adapt! The data clearly shows that starting over is the key to success, and we are very committed to keeping our server the best in the world.
What This Means for You #
- Every player will start at Level 1 with no gear (EXCITING!)
- All GTS assets, crafted items, and vaults will be permanently removed
- Your character’s history, achievements, and legacies? GONE!
The Bright Side #
- Now, everyone gets a completely equal chance to re-experience the joy of grinding!
- We will be removing all Legendary gear, so now nobody can flex on you!
- To make it up to you, we are introducing a “We’re Sorry” helmet, a beautiful paper bag you can wear to express your frustration!
When Will This Happen? #
The wipe is effective immediately (All your progresses achieved in the past years are being wiped as you read!).
Final Words #
We understand this is a little unexpected, but trust us.. this is the only way forward! We appreciate your understanding and patience as we make this incredible improvement!
…Oh, and one last thing…
April Fools! 🎉😈 (Your characters are safe… for now..)
ADOH Offcal Map is finally Here! #
We have released a brand-new, fully interactive World Map of ADOH! This map includes detailed information for each area, such as:
- Average CR
- Min/Max CR
- Number of quests per area
- ..and more!
You can check out the map HERE. We’ve also created a dedicated guide to help you navigate it, as it may seem a bit overwhelming at first glance.
From now on, this map will be regularly updated to reflect any changes we make to the world!

New Areas: Durgrim’s Hold #
Durgrim’s Hold has replaced the old Icy Wastes zones!
This remote island, located far to the north, is home to a Duergar outpost and can only be reached by boat. Check our map for more details!
The area features 9 brand-new quests, in addition to the existing quests from the old Icy Wastes.


Skill Rework: Taunt #
Taunt has been unhardcoded and reworked! It now runs on our custom system while still following vanilla rules.
How it works: #
- When you select a target, your character will run to it before initiating the Taunt.
- Once in range, the Taunt animation, shout, and progress bar will begin.
- Interrupting the Taunt (by performing another action) will cancel it.
- If completed successfully, the system will check and apply the Taunt effects accordingly.
Mechanics & Limits: #
- Cooldown: A player can only attempt to Taunt a target once every 6 seconds.
- No Stacking: A target can only be Taunted by one player at a time, reapplying Taunt won’t stack its effects.
Visual Effects: #
We’ve added new visual indicators to show how effective your Taunt is:
- AC reduced by 2 or less → Purple VFX over the target’s head.
- AC reduced by 4 or less → Dark Yellow VFX over the target’s head.
- AC reduced by 6 or less → Red VFX over the target’s head.
Skill Rework: Animal Empathy #
Animal Empathy has been unhardcoded and internally reworked for better control over its behavior, especially regarding dominated creatures.
How it Works: #
- When you select a target, your character will run to it before initiating the Animal Empathy attempt.
- Once in range, the Animal Empathy animation, shout, and progress bar will begin.
- Interrupting the process (by performing another action) will cancel it.
Time Required to Dominate: #
- Animals → 2 seconds
- Beasts → 3 seconds
- Magical Beasts → 4 seconds
At the end of the progress bar, the system will check and apply the domination effect accordingly if the skill is successful.
- The Effect Fade-Off notification system now supports Animal Empathy, providing clearer text feedback when the effect drops.
Item Set System for NPCs #
NPCs can now trigger Equip events, allowing us to expand the Item Set System to selected NPCs, including Henchmen!
- Henchmen can now activate and benefit from set bonuses if equipped with set compatible gear!
- This adds more strategic depth to their loadouts, making them even more effective allies.
World Boss Fighting Pits and Adjustments #
We’ve revamped how Legendary World Bosses spawn by introducing five new dedicated fighting pits and replacing the previous spawn mechanics.
New World Boss Spawn Locations: #
- Abiz – Ruins of the Ancient City of Abiz
- Elder Forest – Deep Woods
- Kabu – Ruumania Crypt
- Moonglow – Putrid Swamps
- Underdark – Fields of Delirium
Spawn Logic Adjustments: #
- Cooldown: Players must wait 30 minutes before spawning a new World Boss after the previous one is defeated.
- No Farming in One Zone: A check prevents spawning a World Boss repeatedly in the same zone to encourage diversity in encounters.





GTS Items and Trade Hall Adjustments #
We’ve addressed several Trade Hall issues and made key adjustments to GTS items for a more balanced economy and progression.
Trade Hall Fixes: #
- Fixed duplicate item generation: The system will no longer generate a new item in the store if another of the same type (but different appearance) is already available.
- Fixed UI price issues: Buy/Sell prices now display correctly and won’t swap.
- Balanced GTS item buy prices: GTS items will now be priced in line with other items of similar power, preventing them from overshadowing quest and other items. They will still follow Trade Hall demand/supply price dynamics.
- Adjusted item property values: Prices and ILR (Item Level Requirements) across both GTS and non-GTS items have been rebalanced for consistency.
- To completely fix the Trade Hall we had to entirely wipe its content. Crafters will have to populate it again with their precious crafts!
GTS Item Adjustments: #
- Low-level GTS items adjustment: Some were too strong for their current ILR. We’ve adjusted low-tier armors to receive fewer properties, making them more in line with game balance.
- Haste property removed from all GTS ranged weapons: This makes them cheaper while preserving balance (many other GTS items still have Haste).
- Bow crafting now requires ingots: This ensures bows sold to the Trade Hall have proper sell values.
Adjusted ILR for GTS Tiers: #
- Copper Items – ILR 1
- Iron Items – ILR 4
- Coldsteel Items – ILR 8
- Rubicite Items – ILR 12
- Syenite Items – ILR 16
- Verdicite Items – ILR 20
- Shadowsteel Items – ILR 23
- Mithral Items – ILR 26
These changes should create a more natural item progression and ensure GTS items remain a powerful but balanced choice in the game.
Polymorph Abilities DC and Spells DC while Polymorphed #
We’ve standardized how Difficulty Class (DC) is calculated for Spells & Special Abilities when cast while Polymorphed. This ensures consistent balancing across all polymorph-based abilities.
New DC Rules for Polymorphed Creatures: #
Druid & Shifter Shapes: #
For abilities used while in a Druid or Shifter form:
- DC =
10 + (Shifter levels + Druid levels) / 2 + Wisdom Modifier
Polymorph Spells: #
For abilities used while transformed by Polymorph-based spells (e.g., Tenser’s Transformation, Polymorph Self, Shapechange):
- DC =
12 + Ability/Spell Innate Level + Casting Class Ability Modifier (or Major Class Ability Modifier if cast via item/UMD) + Spell Focus Feats (if applicable)
Example:
- Fireball (Innate Level 3) cast while in a Polymorphed form with Spell Focus: Evocation and a +5 Intelligence modifier would have:
DC = 12 + 3 (Fireball) + 5 (Intelligence) + 2 (Spell Focus) = 22
This ensures that Druids, Shifters, and Polymorph spellcasters remain effective, while also maintaining balance between different forms and abilities.
Knock Spell #
We noticed that the code for Knock spell wasn’t working as intended. It still had a (DC – 100) check for when in Nordock the lock DCs were above 100. This basically made the spell able to unlock anything, making Knock one of the best spells in the game.
Instead of hard-limiting it to DC 20 (as it was by the original design we had for it), we’ve introduced a more scalable system that keeps the spell useful while maintaining balance.
Knock can unlock Doors & Placeables within range, up to DC:
- The highest between
20
and (5 + Caster Level + 5 (if Pure Class)
)
Brilliant Item: Alohomora Update #
The Alohomora item will now function with a predefined caster level of 35, allowing it to automatically unlock Doors & Placeables up to DC 40.
This ensures Knock remains valuable but no longer trivializes highest-DC locks.
MISC: #
- Game Server Updated to version 8193.37.15
- Dominated Creatures from encounters are now automatically removed from their original spawn point, allowing proper respawns.
- Placeable Boss Mechanic Spawns now retain HP in percentage in line with the remaining HP percentage of the placeable.
- Improved AI Behavior:
- Invisibility & Greater Sanctuary spam is reduced (AI will wait 30 seconds before recasting).
- Dragons will no longer constantly fly toward targets unless they are >20 meters away.
- Henchmen now properly obey commands to unlock doors or disable traps, even when they can’t directly see them (as long as the master can).
- Rest cooldown now resets on player death.
- Boss & Unique Creature sizes now follow a more consistent pattern to avoid overly large spawns.
- New Option: GTS Vault Crafting can now be disabled if needed.
- West Benzor Inn: Adjusted locked doors HPs for better balance.
- Grim Gorge Final Boss: Hulking Corpses now spawn with a higher delay, improving the pacing of the fight.
FIXES: #
- Unique Creatures now should always generate loot properly.
- New Boss Mechanics fixed to prevent spawns in invalid parts of an area.
- AI issues resolved: NPCs should no longer stand still doing nothing when fought.
- Fixed Mount Glitch: Players can no longer sit while mounted.
- GTS System Fix: Damaging trees & ore veins with a very low damage now works properly.
- Feral Gith Spawning Fixed: Their CR was too low to spawn properly before.
- Fixed Spell Resistance Checks: No more wrong spell checks in some cases.
- Fixed Spell Immunity Issues: Immunities checked for spells with a master spell are now properly checked.
- Fixed Placeable Targeting: Some spells could incorrectly target plot/static placeables.
- Quest Potions now come in properly sized stacks (no more oversized piles).
- Nocturnae Crypts: Fixed several traps & placeables.
- Trommel Bears: Appearance corrected.
- Underdark Prisons: Now properly bashable & lockpickable.
- Items Scrap Forge Fix: It now checks for Purple-tier items.
- Door Close System Fix: Re-locking now works as intended even for doors that were locked but don’t require a key.
- Game Text Fixes: Corrected various names & descriptions..
- We’ve fixed a bug where Plot Items were incorrectly marked in player vaults & inventories.
- Items that were not supposed to be Plot should now be fixed.
- If you still find Plot items that shouldn’t be, please send screenshots!