July 28, 2026
The EverQuest Legends launch day patch notes. Kerrans go live, stun immunity cuts both ways, six classes get auto-granted AAs, and placeholders come out of The Hole, Lower Guk, Nagafen's Lair, Splitpaw, the Warrens, and Mistmoore.
The launch day notes, posted the morning the servers opened. Kerrans arrive as a playable race with Kerra Isle rebuilt around them, six classes get new auto-granted AAs, and placeholders come out of six dungeons at once. The change with the longest tail is stun immunity, which was asked for and then granted to the NPCs as well.
Source: EQL Update Notes, 7/28/2026.
The Headline Changes
What actually moves the needle.
- Kerran is playable, with the primary race unlock earned by exploring Kerra Isle.
- Void-touched Potential, a new token from raid activities through voidlings, up to three per week. Merges like other motes to push an item or spell up one rank.
- Barricades removed in New Sebilisian Expedition, which reads as new Iksar content opening up.
- NPC casting logic fixed to respect reuse and recovery timers and to prioritize damage over harmful effects. Fewer root chains, more nukes.
- Charm, fear, and other loss of control effects capped at 30 seconds.
- Multi-class bard casting improved to prevent stuck states between songs, which is the bug that had every bard button macroed behind a stop song.
Stun Immunity, Both Ways
The monkey paw curls.
- Stunned players now get short-term immunity to further stuns beyond the current one, which kills chain stunning.
- NPCs learned it too, so you cannot chain stun a mob either. That is the real cost, and it lands hardest on Paladins.
- It is a nerf to Ogres, but a small one. The stun still lands, and full immunity is 36 AA away regardless.
- The Ogre plan survives. Start Ogre, switch to Iksar once the 36 AAs are banked.
Careful what you ask for: the complaint was mobs chain rooting. The fix respects reuse timers, which means the same mob now has time to chain something worse.
Auto-Granted Class AAs
Six classes, free passives.
The Unbound Line
| AA | Class | Effect |
|---|---|---|
| Unbound Alacrity | Monk | 3 / 6 / 10% to current and maximum haste, so 185 against a 175 cap |
| Unbound Life | Paladin | 2 / 4 / 6% increased direct healing, which suits their many small heals |
| Unbound Ferocity | Beastlord | 3 / 6 / 9% chance for the pet to flurry |
| Unbound Versatility | Bard | 5 / 10 / 15% chance to keep casting through a stun |
| Unbound Drain | Shadowknight | 2 / 4 / 6% increased lifetap damage, procs included |
| Unbound Lethality | Rogue | 10 / 15 / 20% poison duration, and 25 / 50 / 75 lower poison resist values |
Unbound Drain is the sleeper. Shadowknight / Shaman / Necromancer already took no damage while doing all of it. Six percent on every lifetap in that stack makes the strongest bossing build stronger.
Other AA Changes
Beyond the auto-grants.
- Tricksters Misdirection for Enchanters: a one minute buff with a single defensive proc charge that summons a simulacrum holding your aggro and teleports you clear. This is Doppelganger with a new name.
- Harm Touch ranks 9 and 10 gain a damage over time component.
- Leech Touch is now passive once purchased, making Harm Touch a permanent lifetap. Paired with Reave shaving the reuse down, that is damage and a heal on demand every fight.
- Cleave and Frenzy now reduce the Rampage cooldown. Rampage at 15 minutes was unusable, so this could bring it into real rotation.
- Improved Bash reads from primary, secondary, and any slots, which looks like it lets a Warrior bash with a shield parked in an any slot.
- Cannibalize no longer collides with Harm Touch timers, closing the beta trick where Reave shortened Cannibalize too.
- Flesh to Bone now makes no-drop bone chips. Still usable for summoning, but the buy-a-stack-of-meat faction pipeline looks dead.
Dungeons and Gameplay
The part that changes where you camp.
- Placeholders removed and maximum respawn times lowered in The Hole, Nagafen's Lair, Lower Guk, Lair of the Splitpaw, the Warrens, and Castle Mistmoore. More dungeons to follow.
- Crushbone rares are now flagged as rare monsters, and the orc scoutsman and orc warden respawn much faster.
- Chokehold in Crushbone can be meleed.
- Low level NPC monks kick for less, ending the level one snakes hitting for 60.
- Motes no longer drop at the class lock cap or for players outside the experience range of the kill, so a level 1 cannot ride along with a 50.
- All races can equip four-part charm pet items.
- Quitting an instance by any method now zones you out.
- Killing a raid boss on loot lockout gives one guaranteed item from its unique table plus possible standard drops.
Worth reading twice: six dungeons losing placeholders at once is the single biggest quality of life item in the patch, and it landed before anyone was high enough to notice.
Item Nerfs
The first round.
- Shield of the Immaculate
Shield of the ImmaculateEQLMAGIC ITEM LORE ITEMSlot: BACK SECONDARYAC25STR+10SV DISEASE+25Effect: Cure Disease (Clicky)Any Slot, Casting Time: Instant, Recast Time: 6 SecondsWT: 7.3 Size: MEDIUMClass: ALLRace: ALLSource: Plane of Hate, Lord of Ire must be equipped, and its effect now has a 6 second recast. It was instant and spammable, and it was the fast way to clear a slow off yourself. - Headsplitter Axe is no longer usable by Monks, Rogues, or Beastlords.
- Slave Trammels
Slave TrammelsEQLMAGIC ITEMSlot: FEETAC15DEX-2WT: 150 Size: MEDIUMClass: ALLRace: ALLSource: Crushbone, orc slaver now properly reflect being leg irons, fixing the 20 AC at level 1 problem. So much for everyone recommending the slave boots. - Spiky Splintmail
Spiky SplintmailEQLATTUNEABLESlot: CHESTAC12HP15STA+5Effect: Bramblecoat (Clicky)Any Slot, Casting Time: 2.5 secondsWT: 16 Size: LARGEClass: WAR RNG SHD SHM BERRace: ALLSource: Crushbone, Bloodgurgler gained a worn graphic, and its clicky shifted to Bramblecoat, the Druid and Ranger self shield, which is not worth the trip. - Ornamentation slots picked up new visible models from Crushbone, several Crushbone items now have worn graphics, and Rib-bone Stiletto was redone.
Kerra Isle Rebuilt
A real starting zone.
- Guild masters, spell merchants, a banker, an Untapped Potential constructor, and supply merchants all on the isle.
- New Kerrans get a note to trade to their guild master for experience and faction. Hail afterward for the achievement task.
- Quests moved onto Odus, Kerra Isle and Toxxulia Forest, with rewards re-tuned to the level range.
- Built on the task system, so progress is tracked in the journal instead of typed word for word off a wiki.
- Non-Kerrans should hail a guild master too for the achievement, since a cat loadout may happen later.
The task system is the win here. Reading the exact quest phrase off Allakhazam was terrible design in 1999 and it is worse now.
Smaller Notes
Everything else worth a line.
- Frogloks use classic-appropriate sounds.
- Beastlord warder mana regen improved.
- Pets can be summoned with permanent illusions from illusion items in activated item storage.
- Upgraded pet spell base damage now applies to some pet attacks and reliably raises base melee damage.
- Shaman Tortoise, Slug, and Snail healing lines tied to current spell scrolls.
- Familiars no longer show in pet statistics.
- Remaining throwable alchemy concoctions disabled.
- UI text filtering and scaling now have options 1 through 5, plus a red pet inventory border when a pet cannot equip what is in it.
- One Plane of Sky bee no longer becomes a murder bee when charmed.
- Quickbuff now excludes lull and pacify spells.
What This Patch Changes For You
- The Hole, Lower Guk, Nagafen's Lair, Splitpaw, the Warrens, and Mistmoore are worth camping now that placeholders are gone.
- Do not build around chain stunning anything. Paladins especially.
- Shadowknight / Shaman / Necromancer got better, between Unbound Drain and passive Leech Touch.
- Monks are at 185 haste against a 175 cap, for free.
- Ogre first is still the plan, since the stun nerf does not change the unlock math.
- Farm bone chips the normal way now, because Flesh to Bone output is no drop.
- Kerra Isle is a real zone, and worth a hail even if you never play a cat.
YouTube Generated Transcript
Hello and welcome to the notch post for a July 28th uh 2026 for Everquest Legends. These are the launch day patch notes. Let’s go through these as uh as we can. All right, so they just posted these this morning. And uh here we go. So, general, Karen is now available as a player race. Karen primary race unlocks are achievable by exploring Kera Island. Uh we’ll have to take take a look at that uh when we get in game uh maybe later on. Uh I kind of focus on uh unlocking the cat people right now, but uh we’ll do it eventually. The troopers have removed the barricades in new Civilisian expedition allowing for adventurers to adventure forth and discover what lies beyond [music] and maybe figure out just what this place is. All right, so it looks like we got some new XR content there. Very nice. Uh we’ll [music] check definitely check that out pretty quick. Uh introducing void potential, a new token that can be earned up to three times per week from raid activities through void lanes. A void touched potential can be merged like other modes >> [music] >> to increase an item or spell by one rank. Very nice. And those are the raid modes I was talking about in uh some of the previous videos. Uh auto attack will no longer persist if your target’s death causes their own owned pet to substantially despawn. [music] All right. >> [laughter] >> 100% sure on that one. Uh fixed NPC spell casting logic so that it respects spell reuse and recovery times and prioritizes damage over harmful effects. You complained about mobs casting root over and over again. Guess what? Now they’re going to cast ice comet over and over again. The monkey paw lives. All right. Stunned players now receive short-term immunity from additional stun effects that last beyond the duration of the current stun. Ooh. This will prevent chain stunning. However, players beware the monkey paw is alive. NPCs also have learned the basics of this [music] skill. All right. So, this is a twofold little patch note here, right? So, one, this is a nerf to ogres. Um it just lowers the stun. Uh it does it doesn’t impact my path forward for picking ogre until until later [music] on because the the duration, >> [music] >> you know, it’s still going to hit get you’re still going to get stunned and it’s 36 AA, so uh we’re going to stick with ogre for now and then possibly >> [music] >> uh we’ll switch to XR once we have 36 extra AAs. But, the second part of this, however, players beware, NPCs have learned this. So, you can no longer stain chain stun a uh NPC. [music] So, this is a huge nerf to uh paladins and probably uh >> [music] >> uh clerics to some extent depending on what ability you’re using there. Uh but hilarious. You complain about stuns and uh you you buil- uh remove lose the ability to chain stun [music] mobs. The monkey paw lives. Loss of player control spells such [music] as NPC charm uh now capped 30 seconds. That’s pretty nice. I every time I grouped with anybody I ever I always got charmed or feared or you know, some stupid thing like that. And you don’t get any of those effects when you’re solo. So it’s like a detriment to grouping. But interesting. Improve the casting behavior of multi-class bards to better prevent stuck states between songs, right? So if you if you remember when I played the bard in the private beta, you know, almost every single one of my buttons was macroed with stop song before it. Hopefully this resolves that issue. See here, AA skills and disciplines added unbound alacrity [music] AA, a new auto granted class AA for monks. Gives a passive >> [music] >> 3 6 10 to increase your current and maximum haste value. All right, so this is this is extra haste. This is 10% [music] extra haste for a monk at all levels. So if the cap is 175, you’re a monk at 185. So a little extra damage there. Added the unbound life AA, a new auto grant AA class AA for paladin gives two, four, and six increased direct damage healing. [music] Fairly nice little buff there to paladins. As [music] they don’t get the bigger the bigger heals as the other classes, so their little heals are [music] healing for more. And I believe they have a a proc heal [music] maybe. Added unbound ferocity a new auto grant class for beastlord to give passive [music] 3 6 9 chance to have a pet flurry. That’s a little bit extra pet damage there for the Beast Lord. >> [music] >> And added unbound uh ver- versatility. I can’t I couldn’t read the word. I couldn’t see it. Uh anyway, auto grant class for bards gives [music] 5, 10, and 15% chance for you to continue stunning through a stun. [music] Now, I don’t know how I don’t know how this uh interacts with ogre stun or steadfast will. Um but cuz those are remove stun, right? So, I don’t know how that all works together. Might be uh you know, pointless at the end, but good for leveling kind of thing. Added an unbound drain AA, a new auto grant grant class AA for Shadowknight giving a passive 2, 4, and 6% increased uh life tap damage. >> [music] >> Now, the cool thing about this is, right? If you do the build that I I had in uh there in the one of the betas is Shadowknight Shaman Necromancer, [music] right? You take the Necromancer life taps. You get an extra 6% healing on that, right? And I believe it applies to all life tap spells. So, you’re uh you’re uh your proc ones are going to do a 6% also. So, this is a pretty nice little buff uh to Shadowknight. Uh especially in that build. I feel like that build is the strongest build for bossing because you’re literally taking no damage, and you’re >> [music] >> literally doing all the damage just sit standing there casting the thought. So. Uh definitely a strong build, [music] and it made it stronger. Added unbound lif- uh lethality uh AA auto grant for rogues giving a passive 10, 15, and 20% bonus to the duration of all poisons. Additionally, lowers the resist values of all poisons by 25, 50, and 75. Now, there’s some speculation that this works on shaman and necromancer spells. I truly don’t believe it does. I believe it only works on the rogue poisons, but uh it’ll be interesting to see where that all shakes out. Rogue is a very fun class to play. Uh and I’m definitely going to make one. And uh you know, have a loadout for that. It’s >> [music] >> It’s more of a like you got to play the rogue, I think, as like an assassin kind of build and think of it that way and then sneak through dungeons and assassinate the names. I think that’s the funnest way to play it for me. But maybe you guys got better ideas. Added the trickster’s misdirection AA a new class AA for enchanters. When used, the AA applies a buff [music] with a 1-minute duration. That buff is a defensive proc with one charge and a 100% chance, when triggered, the simulacrum of the player is summoned and the player is teleported backward out of harm’s way. The clone [music] is what it really is. Uh I think this is doppelganger, uh honestly. I think it’s something they just renamed it something else. >> [music] >> Um and spawns uh with all the player aggro. [music] And then the player aggro is reduced uh drastically. 15 [music] seconds. All right. So, a I think that is doppelganger. There’s There’s a I without the ability for it to fight, I think [music] it’s like that, right? It’s just uh summons a clone of you that takes damage, right? There’s a whole bunch of these online. At two uh uh almost every class has one, so it’s pretty interesting. Uh ranks nine and 10 of Harm Touch now have uh damage over time effect, so a little bit of more damage there from Harm Touch. And the Leech Touch AA now is passive [music] once purchased, uh Harm Touch becomes a permanent passive life tap. Now, this is a massive gain to Shadow Knights and to that the build I talked about previously, Shadow Knight uh >> [music] >> Necro and Shaman, right? Now, if you don’t know how it works on a Shadow Knight, every time you use the Reave ability, which is their class ability, right? It will lower the duration of [music] or the re- the reuse time of Harm Touch. So, now you’re having a heal on demand, kind of like the Paladin, [music] but it’s a damage on demand also. And if it does a thousand damage, it’s a thousand point heal, which is pretty nice. You can do it I think like I think a maximum with, you know, everything you do, you can get it like down to like five to, you know, six minutes per reuse, so it’s not too bad. At least once every fight uh or maybe twice in some boss fights. Flesh to bone will now create no drop bone chips that can still be used for summoning spells. That sounds like a huge nerf to the Necromancer bone chip AA. You’ll have to go probably farm bone chips now. [music] Previously in the uh in the uh the betas, you could [music] go to a merchant, buy a thousand Oops. Stack of meat and convert all of that into bone chips in a single uh move, >> [music] >> which would then allow you to turn those bone chips in for uh faction. Uh I don’t know if that that part is nerfed, but to me it sounds like that’s what that change is. All right, activating skills cleave or frenzy will reduce [music] the cool down of rampage AA, right? So, rampage is an AoE uh AA that warriors and zerkers get. Cleave is the level five ability for uh warriors and frenzy’s the [music] uh the spam attack for berserker, right? Um from what I understand it’s it is a pretty significant cool down reduction, right? So, rampage is like 15 minutes. It’s one It’s like one primary slash [music] to everything around you, right? It’s an AoE attack. But, at a 15-minute cool down it’s the most worthless thing in the world on >> [music] >> Everquest Legends because 15 minutes is like a day. And uh this lowers it down to pretty significant numbers. I don’t know what they are. Someone said it’s like >> [music] >> you know, multiple a minute, so I don’t know, but we’ll see how that that actually shakes out. Uh, and stuff like that. And the improved bash AA can now utilize the best item weapon or shield from the primary, secondary, and any slots. [music] If no valid item is in any of those slots, it will still remain active for minimal damage, but the interrupt uh but with the interrupt potential. Okay. What does this mean? To me, this says that you can put a shield or a two-hander in your any slot, and you can still two-handed bash, right? So, giving you know, say warrior the ability to dual wield bash, right? Uh, that’s what I think this means. That’s what they said in the chat when uh when there was uh some questions uh stuff like that. So, hopefully that’s what that means. Uh quick buff now excludes low and passive ice spells. Very nice. Uh alternate ability timers should no longer have collisions with cannibalize triggering harm touch, right? So, during the pre-order uh in the private beta whenever you did a reave, it would lower the cool down of a cannibalize, which made that build even stronger than what it you know, needed to be. And uh uh now that is fixed. Hopefully they fixed all of those and it’s very good. [music] All right. Audio, frogloks use classic appropriate sounds now. That’s great. Uh Gameplay, removed placeholders from and lowered maximum spawn re-times in several dungeons. The whole Nagafen’s lair, lower guk, lair of spit paw the warrens, castle mistmoore. More dungeon treatments will take place over time. Holy smokes, did they remove all placeholders in like every single dungeon? I mean this sounds uh this sounds pretty fantastic. All right. Well, we’ll see when we get in game here in uh 5 or 6 hours. Rare monsters in Crushbone are now flagged rare monsters, which is perfect, right? I think we complained about that in the video. Crushbone orcs, scoutsman, and orc warden respawn substantially reduced. [music] All right. Chokehold in Crushbone is now able to be melee’d. Reduced the kicking vigor of low-level NPC monks. So, there was like level one snakes kicking for like 60. It was hilarious. Uh players will no longer receive motes while at the cast cap lock, right? So, you you can no longer get motes while at 11, right? 11 in max AA without picking your next expansion, right? Or your next uh class, right? So, [music] keep that in mind. Cuz that prevents you from leveling, so it was you know, a bug, right? Motes will no longer drop for players unless they were eligible to gain experience from the kill. So, you can no longer take a level one and group it with [music] a level 50 and get motes. You have to be within the [music] experience range and I believe it’s like level 30 30 and 50, I believe. I don’t know exactly what the ranks are. I I don’t group, so [music] never really affected me anyway. Uh let’s see here. All races are now eligible to equip items such as [music] four-part charm pets, right? So, charm pets can wear everything now. One of the bees in Plane of Sky should no longer become a murder bee upon being charmed. Apparently, there was a bee. You charm that bee and he can kill everything else in the zone. This like trivial. Um I charmed a few bees and I never I never got a murder bee, but uh that’s pretty crazy. Uh guild masters should no longer point new characters towards NPCs that [music] do not exist to complete the quests that do not exist. Instances, [music] all methods of quitting instances will be also will now also cause [music] you to leave that zone. Killing a raid boss while you have a loot lock out will now give you one guaranteed item from that boss’s unique unique treasure tables along with possible drops from its standard loot pool. I don’t know if that the so that I can’t tell. Like, is that Monkey Paw saying that I can get a cloak of flames and >> [music] >> a a gem, or is it saying I can get a cloak of flames or a gem? That is [music] where things go in. All right, now we’re getting to the first nerf uh of items. The first one, uh the Shield of the Immaculate now requires to be equipped to be used. And the effect has a 6-second recast time. Uh so, [sighs] this was an instant reuse. You could just spam [music] uh getting rid of uh diseases. I believe it’s cure disease, right? Uh which removes slows, right? So, >> [music] >> uh typically you have to remove slow with like four casts, maybe three. Uh so, this is a significant nerf to being able to unslow yourself [music] um there. Uh having to be equipped is not too bad because you can just take the [music] Exaltation out and put it into whatever you’re wearing on your back. There’s not many clicky backs uh there, so >> [music] >> weird that it has to be equipped. Uh and since they have the activated items keyring, right? Like, it doesn’t make sense, but >> [music] >> hey, here we are. Uh Head Splitter Axe is uh no longer usable by monks, rogues, and beast lords. Now, >> [music] >> to everyone everyone that said uh you know, go uh go get the slave boots, right? They’ve been nerfed. >> [music] >> Uh Slave Trammels are now properly reflect being a leg irons. Now, uh from what I understand, someone on some one of the devs on Discord posted that they’ve fixed the issue with it having 20 AC at level like one or whatever it was. >> [music] >> So, they fixed that issue. Uh they fixed the graphic. And I believe they also they also made a scenario. I think that’s what somebody said, but I I don’t I don’t have any confirmation of that. Spiky splint mail now has a worn graphic, and the quick the clicky has gone from the first level um the first level um mage damage shield to the self damage shield from druids and rangers, which is again not worth going to get. And I don’t know why people keep telling me to go get something when I already had a druid in my combo uh that was already casting a damage shield. So, you know, when you make a comment, think about it think about it before you do it. Like telling me to not to do a [music] slash pick to go across seven zones. I mean let’s think about that. There’s a 5-minute cool down versus just dying, which is instant. Uh you know, think about it before you comment, you know? Just just think. Think before you type. I love you though. >> [music] >> All right. Uh see ornamentation slots now have an added new model visible items from Crushbone. Several Crushbone items have received worn graphics. And the rib bone stiletto graphics have been updated, right? So, everything in I think everything in Crushbone did have a graphic, [music] I think what I understand. All right. Spells improved beast lord or warder mana regen. That’s good. >> [music] >> Pets can now be summoned with permanent illusion using illusion items in [music] the activated item storage. Upgrade pet spell level base damage now applies to some pet attacks and will reliably increase the base melee damage. The shaman spells tortoise healing, slugs [music] healing, snails healing are all tied to current spell scrolls. Familiars should no longer show up in pet statistics. [music] Trade skills disabled the remaining throwable concoctions made by alchemy. UI uh scaling uh fixed text filtering and have more options for text filtering. Can change the way the text appears on the screen, making it a little sharper or blurrier depending on the setting you prefer. Scaling options are 1 [music] through 5. Updated the help options in game to remove incorrect information and remove out-of-date [music] tips. Attended the pet inventory slot border red if you have an active [music] pet and is no not equipped equippable to class level or uh stuff. Window size is no longer saved if the window is at the minimum state, allowing to restore properly on the next game [music] open. Uh auto add haters has been changed to auto add hate targets. Kerra Isle. Kerra Isle has been redesigned as the home of the new Kerran characters in Norrath. Visitors to the isle will find guild masters, spell merchants, a banker, a constructor potential, uh adventuring supplies merchant, and a number of friendly felines with quests to complete. Newly created Kerrans will receive a note uh an item that can be traded directly with their guild master for a small amount of experience and faction. Don’t forget to hail your guild master afterward as they will provide important task for an achievement on the isle. Quests on Kerra Isle have been altered to take place [music] on the continent of Otis including Kerr Isle itself as well as Toxxulia. [music] Toxxulia forest and some familiar quests [music] rewards have been updated to fit the level range of the new area of the redesigned of EverQuest Legends. These quests are also built using the task system. Thank you very much for using that. Like I Like I I played I played 99. I played in 2000. I played in 2001. I don’t want to go up to an NPC and say [music] “Hello, will you please give me the next step of this quest?” And only respond if I say the thing exactly the way that I have to read it off Alakazam. That is just like the most terrible terrible quest design in the world. Uh the quest this the task system allows you to track your progress and you know you know what you’re doing. So this is great. [music] Uh easy progress. You can always use alt Q to open it and the quest journal see how far your [music] quests are going. Non-Kerran visitors to the region should also consider hailing [music] a guild master to receive a task for the achievement because they might decide they’d like to try a cat lifestyle [music] in a future loadout. All right, so that’s the patch notes. Uh a little less than I was expecting, [music] but uh for the most part this is about everything that was leaked except for the dungeon revamps here. >> [music] >> Uh this is fantastic. So this isn’t going to change my my plan going forward. I’m going to still go with ogre because I think ogre’s still going to be the hardest to unlock. >> [music] >> Uh followed by half-ling, right? If you truly don’t want to be an ogre, make a half-ling because a half-ling is going to be the hardest to unlock after that. >> [music] >> Uh from what I can tell reading that, so. Uh, >> [music] >> now now on the other hand with the Nerf to bone chips, uh, that that could be, but you can you can farm bone chips pretty easy. Um, you know, going through Bafallen or um I think you get some in Guk. So, there’s a few places you can still get, you know, get a lot of bone chips. You just, you know, it’s going to be a little bit of a schlog, if you will. Uh, but overall pretty nice. I’m I’m excited to play here in a few hours. So, hopefully I get this out here in the next few minutes. And uh you can all read, you know, go through this and uh, you know, get a little of that feel. But uh, make sure you hydrate. >> [music] >> Make sure you stretch. Be ready. Uh, expect a queue. Uh, I I I’m I’m going to guess this game is going to get about 100,000 people playing [music] today, at least. Um, there is a lot of hype around this game and there is a lot of uh a lot [music] of a lot of good good vibes going on. So, hopefully it’s good. Hopefully the shops in the store, right? [music] I know like I like I you know, full disclaimer, right? I’m a part of the creator program. Uh, I was given the game >> [music] >> and uh they do pay for my monthly subscription to play the game. And uh I’ve never been told to say positive things. [music] Uh, I’ve never been I’ve never been talked to at all. So. So. Uh, so you know, uh let’s just uh you know, call that I I’m I’m genuinely excited. So, don’t [music] don’t don’t call me a shill or anything cuz I’m not. Like the second the second things go bad, I uh I flip on a But uh thank you guys very much for watching. And please Thank you very much for watching and please >> [music] >> have a fantastic day. >> [music]