July 14, 2026 Natch Potes
The last beta patch before the week of downtime. Crushbone and Lair of the Splitpaw both rebuilt, motes made untradeable in a way that ends the server economy, and single player experience rates confirmed unchanged.
The last patch before the servers came down for the week ahead of release, and it is a heavy one. Two dungeon revamps land at once, Crushbone and Lair of the Splitpaw, and the one change I keep circling back to is that motes stopped being tradeable, which I read as the end of any player economy on the server. Single player experience rates are confirmed unchanged, which I have been campaigning about for weeks.
Crushbone Rebuilt
Levels 4 to 22.
- A significant update rather than a retune, with fresh loot and new enemies across the band.
- Clan Crushbone fortified while the elves played politics, which is the in-fiction framing for the rebuild, with Emperor Crush and the threat of open war as the hook.
- Four to 22 is a wide range for a starter dungeon, and I note the 22 specifically.
- I plan to kill every named twice when the servers return, to see the rare drop as well as the common one.
Lair of the Splitpaw Rebuilt
Five difficulty bands, and guaranteed rares at the shallow end.
- Level 25 to 28 at the entrance, ramping through five bands to standard enemies at 40 to 42 in the deepest areas.
- Named can exceed the standard population level in each band.
- Rare spawn rates and equipment drops substantially increased, along with new rares and new gear.
- Guaranteed rares in the lowest areas, tapering off as you go deeper.
- Named appear very frequently at the end of the dungeon, which is the interesting half of that trade.
- This one keeps its placeholders. I read it as more of them rather than the no-placeholder treatment Crushbone got.
I am glad of the alternative. Guk a million times is boring and Sol A is soul-crushing, and I had not even got my beta character to 50.
Motes Are No Longer Tradeable
The change I spend the most time on, and the one I am worried about.
- All motes become untradeable, stated in one line of the notes with no explanation.
- That removes the last thing worth buying. Raid loot is already no-trade, so motes were the only real currency for power on the server.
- I cannot see what is left to sell. Some dungeon drops trade, and I do not believe the new revamp gear does.
- My read is that this effectively ends the economy, and I say I genuinely do not know what the team expects players to trade now.
- There had been talk of a custom auction house, which makes the direction harder to guess rather than easier.
- I stop short of condemning it. Worrisome is the word I use, and time will tell.
Experience Is Not Changing
Confirmed, and I am not happy.
- Single player experience rates stay as they are. I have been pushing on this repeatedly and it is not moving.
- Group experience did get a fix for scenarios where it was calculating incorrectly, which is a different thing.
- I put it to the audience as a joke with a real question inside it: upvote if you think the experience is too slow, like the video if you do not.
- I still call the game too slow and leave it there.
Divine Invocation Gets What I Asked For
And I explain why the whole mechanic is still awkward.
- It now targets self, your pet and group pets at 20 percent and 40 percent lower HP priority.
- This was a real gap. A tanking pet at partial health would never get a heal while you sat at full, unless you healed it directly.
- I wanted the thresholds higher so pets get healed at normal priority rather than only when badly hurt.
- The underlying design problem stands. Divine heals scale off spell mana cost, so lowering mana cost lowers the heal.
- Every optimisation nerfs it. Spell Casting Mastery, mana preservation gear and spell upgrades all reduce what Divine gives back.
Bard AoE Songs Get Their Power Back
Two separate lines pointing the same way.
- Spell upgrades now boost bard AoE song damage, Denon's Disruptive Discord named specifically.
- Empower now applies to bard song AoEs as well.
- I flag the pattern rather than the lines. That song has been nerfed repeatedly, and two buffs in one patch reads as a deliberate reversal.
Spells, Pets and Upgrades
The quieter half of the list.
- Upgraded pets stay upgraded across zone lines and now cast their spells at the upgraded level.
- Tier one summon item spells create plus one items properly.
- The summon-item upgrade now tiers items summoned inside a container, the phantom plate being the example.
- Spell upgrades increase the level cap efficiency of stun spells.
- Ranger spells stop fighting your spellbook. Fire Fist, Nature's Precision and Force of Nature no longer try to override lower level spells while scribing.
- Quick buffing now toggles invocations off and back on, which I read as a nerf given how the recovery invocation interacts with mana.
New Disciplines
Three, all low level.
- Disruptive Slow Shot, Ranger, level 20. Small damage and interrupts the target's casting.
- Tendon Slice, Berserker, level 14. Snare.
- Skull Bash, Berserker, level 20. Stun.
Unrest Locks Its Doors
A fork-of-live artefact getting corrected.
- The Estate of Unrest now keeps doors locked, so you go and find keys to navigate it.
- This is the TLP behaviour, not the live behaviour. Live has them open, and Legends is a fork of live, so the locks were simply missing.
- I think it should have shipped that way, and I am mildly unimpressed that it needed a patch note.
Gameplay and NPC Fixes
The long list, with the ones that matter picked out.
- Weapon procs were not triggering at all. Fixed.
- NPCs with secondary melee classes can now use those skills: bash, kick, cleave, frenzy, backstab and monk kicks. I note I have never actually seen a multi-classed monk NPC outside Hate.
- Your target is now cached when you start casting, so spells stop landing on whatever you switched to mid-cast.
- Master YaelMaster YaelEQLElemental WizardLevel: 56 Zone: The HoleLoc: (800, 200)AC478HP32000HP REGEN60MANA REGEN29Hits for 79 - 360, 2 per round, at 83%SpecialUnmezzable, Summon, See Invis, Cazic Touch, Slowable no longer flees at low health.
- A Blackburrow gnoll stops camping the zone line, which I had been enjoying as free loot.
- A froglok tied to Kedge Keep has a new quest, which I assume is the froglok faction path.
- Raid targets now scale better with group size.
- Dragon is gone from the race unlock token options.
- Assorted instance fixes, including voidlings seeing invis and no longer leaking into personal instances, plus a corpse that would stand up and start pathing.
UI, and a Rename
Macros get real, and augmentations do not exist any more.
- Augmentations are renamed to exaltations. I do not see the point, since augmentation is the standard word.
- The macros tab becomes a scrollable, searchable, sortable list instead of page buttons. Right click a row to edit, left click to run.
- Macro buttons colourise their text, stay depressed while running, and the macro timer draws a cooldown overlay.
- The stance and invocation hide menu syncs properly, so you can unhide them again.
- Merging equipment with activated items works, receiver plus the activated items keyring.
- Motes to be consumed get a red border, matching how item merging already reads.
Name Reservations, and My Plans
A deadline and a guild.
- If your reservation was blocked, DM Brasse on Discord before July 19. They adjusted the name server and will do what they can.
- This does not help if the name breaks policy or was already taken by someone else.
- Reservations activate at launch and hold across all eight servers until January 2027.
- I reserved Voxl and intends to make one on every server.
- I am playing the Freeport server and making a guild, name withheld on camera.
- The invitation comes with a warning. There are no raids, I do not play as much as people assume, and joining is entirely optional.
Down to the Wire
What I still want fixed with one patch left.
- This is the last beta patch as far as I know. The server goes down for a week and comes back at launch.
- Experience rates remain the headline complaint, unchanged and apparently not changing.
- Shaman spells keep their negative effects through upgrades, which I name as still outstanding.
- I am hoping for a large patch on the 28th, launch day, and I have no reason to expect one before then.
- Crushbone and Splitpaw videos follow as soon as the servers come back up, which is exactly what happens.
YouTube Generated Transcript
Hello and welcome to some EverQuest Legends patch notes or note patches or note I don’t even know what I’m going to say. Notch posts, yeah. That’s it. All right, so this this is I think the last last patch before the the game goes down for a week before release. And let’s take a look and see what we’re going to get that today. So, Crushbone has received a significant update. While the elves of Faydwer were distracted with politics and intrigue, Clan Crushbone has been ceaselessly fortifying and multiplying its army. Inhabitants of the Faydwer seek aid to quell the iron fist of the Emperor Crush and the threat of open war. Let alone it is invaluable nostalgia, this early game dungeon features plenty of fresh loot and new enemies for adventures to experience levels 4 through 22. So, 22. So, uh we’ll run through this. When the servers come up, we’ll we’ll do a video on Crushbone with I think I have a lower level uh a lower level setup we can use, so we’ll do that and go through it. I don’t have a lot of gear. I have not been playing, so we’ll do this and uh that’s we’ll see there. We’ll kill every named we find twice or you know, so to see if we can get you know, the rare and the common drop. And see where that goes. And then uh the Lair of the Splitpaw has received a significant update also. Beginning with enemies from level 25 to 28 at the entrance, the dungeon ramps through five difficulty bands. In the highest level areas of the zone, standard enemies are level 40 to 42. In each of these areas, the names can uh, somewhat exceed the levels of the standard population. All right, so this is a new high-level zone zone for leveling in, I guess. Uh, new rare spawns have been added along with new and improved equipment drops. Rare spawn rates and equipment drops have also been substantially increased. So, this one doesn’t seem to have the the no placeholder thing. It seems to just be more of them. Uh, expect to see guaranteed rares in the lowest areas of the dungeon decreasing gradually until the highest levels of the area. Okay. Named enemies will also appear very frequent at the end of the dungeon. All right, so that sounds pretty cool. Now, uh, we’ve done Spit Po a few times on the on the channel, right? And not not just like classic Spit Po, but it gets revamped at some point on live to become an elemental-filled zone. And the last part of the zone is typically the area with the earth elementals. So, I’m a I’m that’s what I expect, you know, when we go down there. We’ll check it out. But, uh, I’m excited cuz, uh, you know, doing Guk a million times is kind of boring. And then, uh, Soul Po is just, uh, soul-crushing. So, this might be a fun little alternative. I I I didn’t even get my, uh, pre-order beta character to 50 yet, so I’ve been slacking. Alternate Advancement, uh, AAs, quick buffing will now turn off any invocations and then restored after it finishes. Uh, that sounds like a nerf to me, but, uh, cuz I think you if you had like, uh, if you had the, uh, recovery one on it, reduce the mana or something like that. Uh, gameplay, fixed an issue that prevented weapon procs from triggering. NPCs with secondary melee classes will now be able to use those class combat skills, uh, bash, kick, cleave, frenzy, backstab, and monk kicks. I don’t think I’ve ever seen a multi-classed monk class. Uh so, that’s interesting. Maybe the like the like there’s the primary monks that you find in hate, but like outside of that, I don’t think I’ve ever seen one. Fixed an issue where your target was not cached when you started cast casting a spell, causing spells to land on the current target. Overseer Overseer rail uh should now properly spawn in the arena. Uh Sheshguard Swinden should no longer direct himself direct you to himself when asking about the Bloodsabers. The Estate of Unrest see has seen a fit a fit seen a fit to keep some of its doors locked, meaning that adventurers should plan to go find the keys they need to navigate, right? So, if you play on I believe it’s like TLPs, uh the request Unrest has locked doors. On live, it does not. And uh since this is a fork of live, it is uh it was missing that, so they added those back in. I would I would feel like that would be, you know, required, you know, be nice to do when you’re updating the zone, but uh you know, here we are. A Trakanon’s Darkpaw will no longer terrorize the zone line in Blackburrow. Um I kind of like that. Like you’re just getting free loot every >> [laughter] >> every seconds if you’re just sitting there. Uh Zax Z’Ryb in the Froglok in Kedge Keep in the Rathe Mountains has a new quest. I’m assuming that is the uh how to get faction with the Frogloks. There we go. Master Yael should no longer flee at low health. Added a ladder to open grave in the gates across the false exit in the tutorial. Uh Mugolump had now actually spawn a reasonable time. So, that’s a pain in the I don’t know Warren’s a mob, I believe. Bignar Me Draskis in Neriad Commons now sells wizard spells master list. There we go. Uh Puntuar Sand Fisher’s corpse should no longer stand up and start creating paths. The body should no longer be considerable. In instance In instance voidlings can now see see invis players. Luis Reldnok’s message for the new Noobish Paladin should be less confusing. The voidlings at Creed instance should no longer appear inside of personal instances. Fixed a bug causing group experience not to calculate correctly in some scenarios. Uh the single player experience is not going to be changed. Like Uh I’ve been pushing and pushing and pushing and uh Yeah, and it it doesn’t seem like that’s going to change. So, hopefully it does uh because I feel like the game is too slow, but uh you know, it is what it is. If you if you If you think the experience is too slow, uh upvote this video. >> [laughter] >> If you don’t think it’s too slow, uh like this video. >> [laughter] >> Um let’s see here. Implement changes to the raid targets to scale better with group size. Ooh, that sounds fun. All motes are now uh no longer tradeable. Now, so that that effectively kills any kind of economy that was uh going to be existing on this server. Um I truly I truly don’t know what they expect people to sell or do uh with that now. It’s uh as far as I can tell there’s if if motes are not tradeable, I see nothing that can be of any kind of value because all the raid loot is traded and not no trade, right? So, the only thing that is tradeable is some of the things you find in dungeons and some of the stuff in the new dungeons, I don’t believe is that tradeable. Uh the new revamp stuff. So, this is uh this is I don’t know. Uh that was like potentially the only thing that people would buy because motes are power, right? And you can buy power. Now, uh maybe their goal is to have like no trading at all between players. Uh there was talk of like a custom uh auction house and stuff like that that they were going to set up, but uh I don’t know. This is uh this is worrisome to me, but uh you know, time will tell. Dragon will no longer appear as options in the race unlock token. Uh skills and disciplines added disruptive slow shot, a new discipline and combat ability for Rangers at level 20. Does a small amount of damage, interrupts the target’s casting. Added tendon slice, a new discipline and combat ability for Berserkers at 14, snares your opponent lowering their movement speed. Added skull bash, a new discipline for Berserkers at level 20. Stuns your opponent. Players should no longer forage out of era items in the tutorial or the newest Sibilisian expedition. All right. Spells and spell upgrading. Fixed tier one upgrade summon item spells so they populate create properly create plus one items. The spell upgrade boost to summon items now tiers to the item summoned within a container such as the phantom plate. Spell upgrades now boost damage of the bard AoE song such as Dennen’s disruptive discord. I feel like that’s I feel like that’s going to be an interesting thing, right? Uh they’ve nerfed that spell so many times and are they trying to give it back its power because you know, like I don’t know. It’s one of those things that just like hmm what is going on here cuz we will see down below. Upgrade upgraded pets will now remain upgraded across zone lines. Upgraded pets will now cast spells at their upgraded level. Spell upgrades will now increase the level cap efficiency of uh and stun spells. Ranger spells, fire fist, nature’s precision, and force of nature will no longer try to override the lower level spells in the book as you attempt to scribe [laughter] them. All right. Stances and invocations, um fixed an issue impacting the wrist inter resist interactions with overchannel. All right. Re-enabled overchannel resistance bonuses for buff-based resistance checks. Um uh empower now applies to bard song AOEs such as Denon’s disruptive discord. Sounds crazy. Divine invocation will now uh target self-target pets oh and group pets at 20% and 40% lower HP pri- priority. Right, now this is something I actually wanted. Uh because like if you’re if you’re playing divine, like it’s a viable play style it’s it’s in the early game, I think. And you have a pet and your pet’s taking a little bit of damage and you’re just and you’re never going to heal it unless you heal it directly. Uh even though you’re full life and it’s tanking, right? Uh definitely nice. Uh I wish the HP numbers were a little you know, a little bit higher like you could heal it at normal healing cuz it’s already not like the problem with divine is as you lower the mana cost of spells, it heals for less, right? So, if you take spell casting mastery, you nerfed your Divine Invocation like immediately. If you take mana preservation gear, nerfs your ability. If you upgrade all the other stuff, it nerfs your abilities, right? It’s It’s one of those weird design things that definitely needs to be fixed, but uh I you know, it is what it is. Uh UI updated action windows, macros, associates tab to a scrollable list instead of page buttons. The action window macros tab is now scrollable with a list of searchable and sortable entries. Right click on any row, open the editor. Uh life left click on a button activates the macro. Macro keys in the hot bar now colorize their text. Their macro editor assigned depressed as long as the activated macro is running. The timer of with a macro still creates the cool down overlay. Oh, interesting. Uh that would be something interesting to see. Stance invocation bar hidden context menu should now sync properly allowing you to unhide stances and invocations. Fixed merging two equipment items to allow merging activated items inventory. All right, so this is like uh you put your guys in the receiver and your activated items keyring. Uh it should work. Uh spell upgrade modes to be consumed window and all with a red border similar to item merging. Uh ethereal tainted corona will no longer show up in the find window. And renamed augmentations to exaltations. Uh it’s a I don’t know why they wouldn’t wouldn’t rename those. I mean, augmentation is just a standard, really. It’s nice. Let’s see here. If you previously had your preferred name blocked when making your reservation, please DM Brasse on Discord posted in this thread uh before July 19th. We made adjustments to the name server. We’ll do our best. This does not apply to cases where your preferred name is keeping with the name policy or has been reserved by somebody else. Uh reminder, uh name reservations will take effect on live servers at launch. Your chosen name will reserved across all eight servers until January 2027. This does not per apply to where cases your name was already taken, right? So, uh like I reserved the name Voxel. Uh hopefully I have Voxel. I’m going to create a Voxel on all eight servers. Uh and I’m going to play on the Freeport server as of right now. We’re going to create a guild. Uh we’re going to call it um I’m not going [clears throat] to say, but uh you know, we’re going to create a guild, I think. And uh see how that goes. But, uh if you’re interested in uh you know, being around and playing, you know, with people, uh feel free to join me. Uh you don’t have to, you know what I mean? It’s not mandatory, but if you want to, you can. I’ll I’ll create a guild. I mean, this it’s not like there’s raids or anything, right? We can do some group content here and there, but I don’t play the game as much as people think I do. Um so, so I’m not really around a lot. Like just forewarning, but I’m I’ll create a guild just cuz I’ll be in a guild. Uh so, and it might as well be in a guild that I can control slightly more. All right, so there you go. That’s the beta notch post for July 14th, 2026. Um last patch, I think, before uh the server goes down. So, this is uh this is I mean, this is this is getting kind of close to the wire. I mean, there’s still some things that are um definitely missing. Uh some things, you know, that are you know, you’re you’re really me like the current experience rate the fact that um shaman spells as you upgrade them do not lose the negative effects you know things like that so you know we’re getting we’re getting down to the wire here hopefully uh hopefully there’s a you know huge patch on the 28th when the game comes out but as far as I know I like I don’t think there’s going to be a uh I don’t think there’s going to be another patch in this private beta so uh yeah so I’ll I’ll I’ll be creating videos on crush bone and spit paw those will be coming out here pretty soon as soon as the server’s up I’ll go do that but there you go thank you very much for watching and please have a fantastic day
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