File Details
Trail of Orbis - 1.0.7
- R
- May 7, 2026
- 57.84 MB
- 135
- Early Access
File Name
TrailOfOrbis-1.0.7.jar
Supported Versions
- Early Access
Trail of Orbis v1.0.7 - Patch Notes
Skill Tree
- Complete Skill Tree Rework. All 485 nodes redesigned from scratch, proper power budgets, tiered progression, the whole thing
- 12 Cross-Element Bridge Payoffs. Invest in two elements and you get a unique hybrid effect at the intersection
- Stat Names are Readable now. "Phys DMG" is "Physical Damage", "Light" is "Lightning", full words everywhere. No more guessing what a stat doess
Mobs
- Caster Mobs were dealing 10-14x more damage than other mobs Almost too easy
- Elemental Damage is Caster-Only now. Every other mob type was getting it too on specific maps
- Mob Elemental Penetration reduced ~20x. Level 100 fire mage had 40% fire pen, now it's 3%, better balance to come later
Loot
- Loot Selection Rebuilt. Some loot Categories (Like an Energy Shield based armor) were unobtainable because the loot system was based on skins and not implicits categories.
- Chest Loot now scales to Zone Level, not Player Level. Well, you'll probably hate me for this, no more chests full of mythic items
- Chest Loot is now Per-Player. Before this, only the first player to open a chest got RPG loot, I don't want you guys to fight over loot. (PvP to come)
- Realm Modifiers apply to Chest Loot. IIR, Quality Bonus, Drop Level Bonus - all that good stuff
- Chest Compatibility with L4E. Chests could get permanently stuck with L4E installed, fixed
RPG Items
- Shields now properly craft as RPG Gear. Timed-craft shields were stuck in an infinite conversion loop and never actually became RPG items. They now get block_chance, modifiers, and proper tooltips like everything else
- Crafting Preview was still not working For real real real this time
- Crafted Weapons can Roll Elemental now. Same 30% chance as mob drops and chest loot, a crafted sword can be a fire sword now
- Gear Requirements Aligned with Attributes. Spell/mana/ES require Water, health regen requires Earth, ailment thresholds match their element... ~48 modifiers fixed
UI & HUDs
- XP Gains are Toast Notifications now. No more chat spam every time you kill something
- HUDs no longer disappear after Realm Transitions. XP bar, energy shield, and combat HUD all survive world transitions reliably now, forever
- Combat HUD properly disappears on Realm Victory/Defeat.
Damage Pipeline
- Elemental Weapons Actually Work Now. Physical weapons (swords, axes, bows...) can now roll elemental damage.
- Melee % and Damage % Scale Elemental Melee Weapons.
- Ailments Trigger on Elemental Weapons
- Ailment DOTs Deal Real Damage now. They were doing basically nothing, now they scale off the actual hit
- DOT Combat Text Fixed. No more "0" damage spam every tick, DOTs accumulate properly and always show at least "1"
- Cross-World DOT Crash Fixed. DOT killing a mob after you left that world could crash the server
Magic & Hexcode
- Staves Show Their Element Without Hexcode. Staves were always saying "Spell Damage" even without Hexcode installed. Now they properly show "Fire Damage", "Lightning Damage", etc...
- Legacy Spell Damage Staves Migrated. Old staves with the legacy "spell_damage" type are automatically converted to an actual element on login, preserving roll quality
Skill Sanctum
- Sanctum Nodes no longer glitch when scrolling your Hotbar. Well still not perfect, but better
Realms
- Glowing Ground Cover in every Realm. All biomes now have light-emitting vegetation on the ground. You can actually see now, insane
- Swamp doesn't crash/black screen you anymore (I hope...)