Developer Meet & Greet Workshop

Greetings All, This Monday, February 8, 2016 from 9pm – 11pm ET we will be having one of our bi-weekly meet and greets.  We encourage everyone to join us on Pacific to share your ideas with what you’d like to see coming in our future publishes for 2016.  Are you passionate about a unicorn rainbow kitten?  Have you always wanted to walk your pet wombat?  Let us know what’s on your wishlist!  If you can’t make it to one of our meet and greets you can always email us at uo@broadsword.com with your suggestions.  We look forward to seeing you on […]


Developer Meet & Greets

These are some selected questions from our bi-weekly Developer Meet & Greets. February 2016  1. Can you fix items that are stackable that won’t go on a vendor after a transfer? This has been fixed in the upcoming publish.  All stackable items that are not vendorable will be reverted.  It is much easier to handle this issue via a global fix than trying to do each piece separate. 2.  Why was the loot in shame nerfed in publish 86.3, why is loot on unbound EVs not as good as it used to be? The global loot changes normalized the distribution of loot across […]


Khaldun

For many years Khaldun, in the Lost Lands, existed only on the Felucca facet. This changed Halloween 2018 with the Treasures of Khaldun event when the Trammel Khaldun dungeon was discovered. It is the lost Tomb of Khal Ankur, leader of a cult who worshipped death and sacrifice. The tomb was excavated by his zealot followers, their carvings can be seen and examined on the walls. Such was the strength of their beliefs that they sealed themselves in the tomb with their master’s corpse on completion. Khaldun was found and opened by a group of four explorers, Tavara Sewel, Morg […]


Wind

Wind An isolated and secretive cross between peaceful town and dungeon, just finding the entrance to Wind is problematical; protected by a series of twisting mountain trails this subterranean city is high in the Serpent’s Spine. Finding the entrance is only the first hurdle. The pentagram teleporter that grants access will only do so for characters and pets having at least 70 points in magery. Non magical pets may not enter unless ridden and magical pets will not follow their owner over the pentagram. To take a magical pet into Wind its owner must command the pet to stay before the […]


Yew

Yew Located in the northwest region of Britannia, on the edge of the Deep Forest, Yew is named for the large, majestic Yew trees that surround it. The city is a strange mix of scattered farms and residences, a small village-like center and larger, more imposing edifices such as Empath Abbey and the Court of Truth. A small island off the North West coast houses Britannia prison, the only route to it being from the Court of Truth. Hidden within the prison’s annexe is a route to the Lost Lands Lighthouse. In Felucca the city is one of the cities […]


Vesper

Vesper Vesper is located in north eastern Britannia, at the mouth of a river. The city is fragmented, being built on both banks of the river and over a dozen islands in the river mouth, the whole being connected by a series of bridges. The city’s graveyard is on the river’s West bank and a stairway leading below one of the small buildings there gives access to a passageway to the Lost Lands. Located on one of the more southern islands is the city’s Museum. Donations to this may earn rewards. In Trammel the city is one of nine having […]


Umbra

Umbra This dark and sinister town surrounded by a star field moat and bordering on the Corrupted Forest in the southern continent of Malas is the domain of Necromancers. Contained within the city’s boundaries are a public moongate (20.55’N 47.23’E 1997, 1386) and the entrance to the Bedlam dungeon. Two bridges, one East and one West, connect the town to the rest of Malas. Where the town touches the mountain a stairway leads up to a now empty building where once Mardoth, the guildmaster of the Necromantic Brotherhood could be found and just outside the city, to the north, is […]


Trinsic

Trinsic The second largest city in Britannia, Trinsic consists of a river delta area, which divides the town into two main areas, and two islands; Paladin Isle and Barrier Isle. A substantial stone wall surrounds the city and the river has been utilised to create a moat around the landward side. A further, internal, wall divides the upper commercial area from the barracks and training area of the Paladins In Felucca the city is one of the cities contested by Vice versus Virtue. The virtue associated with the city is Honor, the opposing vice is Shame. In Trammel the city […]


Skara Brae

Skara Brae Skara Brae is the home of Rangers and is located on an island off the eastern coast of Britannia, separated from the mainland by a channel which is traversed by means of a ferry between docks on the isle and on the mainland. The Ranger’s Hall (45.47’S 40.21’W 749, 2145) along with several farms and homes is close to the mainland docks; however most of the town’s traffic arrives and departs through the public moongate at the northeast corner of the isle. In Felucca the city is one of the cities contested by Vice versus Virtue. The virtue associated […]


Serpent’s Hold

Serpent’s Hold This military stronghold is built on two islands linked by a bridge. The northern island is heavily fortified with high stone walls, the land of the southern island, the Isle of Deeds, is unwelcoming, infested with venomous snakes and alligators. A cave just west of the north dock gives access to Fire Dungeon, through which it is possible to reach the desert area of Lost Lands. Persons of note in the stronghold are Nedrick the Iron Worker and, in Felucca only, Slim the Fence Shops and Public Buildings North Island Counsellor’s Guild (151.52’S 113.50’E 2942, 3352) Plenty O’Dough […]