July 7, 2026 Natch Potes
Instance repairs after the infrastructure move, spell tiering phase two landing on pets, charmed pets finally able to wear gear, and a sustained argument that shaman buffs should lose their negative effects at rank 10 the way items already do.
Read two days late from the road. The instance breakage from the infrastructure move gets cleaned up, spell tiering phase two lands on pets, and charmed pets can finally wear gear. Then I stop the read entirely to argue that shaman buffs should lose their negative effects at rank 10 the way items do, and promises a whole video about it if the game ships that way.
The Instance Repairs
All one root cause, several symptoms.
- The infrastructure move broke instances, leaving them failing to spin up or erroring on entry.
- An errant charges check on dungeon invites to multiplayer raid instances is removed.
- Leaving a personal instance drops you at safe coordinates in the base zone at difficulty zero, rather than wherever it used to put you.
- A personal instance charge is only consumed on successful entry, so a failed zone-in no longer costs you one.
- Replay timers no longer fire when adding a group member to a personal instance.
- You can enter an instance of the zone you are already in, regardless of difficulty or pick zone.
Pet Upgrades Arrive
Spell tiering phase two.
- Upgrading a summon pet spell now does something. Each rank gives 6 percent HP, one base damage and five skill points.
- I work it out to rank 10 on camera, which is where the numbers stop looking incremental.
- Upgraded pets show their stats in the pet inventory tab: HP, mana, AC and regens.
- Pets benefit from equip bonuses for attack, HP regen and mana regen.
- HP handling improved when adding or removing pet items and when entering or leaving charm.
Charmed Pets Can Wear Gear
The change I stop to underline.
- Charmed NPCs now equip from the pet inventory slots. Before this, a charmed pet got no gear bonus at all.
- Items come back off when charm breaks, so nothing is lost to a bad break.
- Charmed pets report the inventory you gave them.
- My reaction is that this is big if you did not know, because a fully kitted charm is a meaningfully stronger pet.
Reagents Become Optional
And an inventory slot comes back.
- Ten percent chance per spell tier to not consume a reagent, and at tier 10 reagents are skipped entirely.
- My worked example is Invoke Dead, the mid-forties necromancer pet, which at rank 10 stops eating bone chips.
- You do not even have to carry them, which I am genuinely delighted about. A free inventory slot for everybody.
Why Shaman Buffs Should Lose Their Downsides
I stop reading the notes and make an argument.
- The trigger is a buff: Stoicism and Slug's Healing go from 160 to 200 healed per tick, and the negative effects stay.
- Slug's Healing carries a 90 percent snare. I call it worthless to me at any rank, because I will never snare myself and then have to click a buff off.
- Stoicism carries a 20 percent slow that behaves worse than 20 percent, because it lowers base attack speed and eats your haste with it. I go from around 165 percent haste to 70.
- Items already work the way I want. The Bone Clayed Claymore's negative agility is gone by rank 10, so upgrades removing downsides is an established pattern in this game.
- Druid spells have no downside and cleric spells have two upsides, which is what makes the shaman case feel arbitrary rather than balanced.
- I have been pushing this and getting nowhere, and asks anyone who agrees to say so.
- The joke proposal: if druid bloom heals keep no downside, they should blind you for the full duration, Plane of Fear style.
I commit on camera to a dedicated video about Stoicism if it goes to release in this state.
Druids Get More in the Same Patch
Which is what sharpens the rant.
- The final heal of the bloom spells is now affected by AA, so that last tick can crit.
- Bloom heals get a better visual effect.
- The aggro report description is corrected to bloom heals for 300 rather than 200.
Warriors: Cleave and Bash Split
The best line in the notes for melee.
- Cleave and bash no longer share a timer. I call it a huge buff and say you are crazy if you cannot see it.
- I hint it gets better later and deliberately declines to say why.
- Taunt success rates improved, most notably against raid mobs.
- Rogue poison fixes: Blood Draw Venom now correctly out-damages Blood Siphon Venom, and paralytic poison triggers Weakening Strike rather than Hobbling Strike.
The Low Level Haste Cap Is Gone
A quiet line with real consequences.
- Standard haste now applies at any level, so a level 10 can run 40 percent hasted.
- I rate it a genuinely good change, specifically because it makes a second trip through the levels better when you already have gear.
- Buffs at upgraded levels persist across zoning and camping, for players and pets both.
Quality of Life
Small things I react to out loud.
- Locked doors in Neriak search your bags for keys instead of demanding the key on your cursor. This gets applause.
- A Neriak key stops being temporary.
- The new Sebilisian expedition tradeskill vendors are on the right faction, so non-Iksar characters can finally deal with them, race change included.
- Plane of Sky tokens move into the currency tab, which I say should always have been the case.
- You can summon normal non-scaled pets in the Plane of Sky.
- Gate ritual shows your bind location rather than your origin.
- Rain spells stop hitting NPCs that are not on the aggro list.
- Zombies in Misty Thicket are more zombie-like, which I read without comment.
Beastlord Warders
A start, in my view.
- Warders now have mana and can cast their spells.
- Melee capability significantly increased.
- I think it needs tripling before warders are actually viable.
The AAs That Do Nothing
Visibility, not new power.
- New class AAs appear that have no effect. They exist to document passive bonuses the classes already had.
- Cleric innate divine healing, warrior innate crit, a ranged crit and a berserker crit are the examples I walk through.
- I admit I misread them as new when I first saw them on my phone, which is a fair warning for anyone else skimming.
Overchannel and Empower Are Broken
And one line nobody can interpret.
- Both appear to be completely non-functional after this patch, and I expect a hotfix, believing it is already on known issues.
- Arcane Mastery is reverted to prior values, and I cannot tell whether that is a buff or a nerf.
- That sets off my standing complaint about patch notes: give the previous value and the new value, the details, the reasoning. I say I would take the code itself.
- I think players should demand justification, not just a changelog, from MMO developers generally.
Spell Tiering, the Rest
Including one upgrade I find funny.
- Spell upgrades now carry their damage and healing bonuses, and spellblade, quick buff and symphonic aura trigger the upgraded versions.
- Duration effects work on lulls, with rounding added so short two and three tick values scale sensibly.
- Max level for crowd control, mesmerise and charm scales with spell tier.
- Summoned items tier with the spell, so Summoned Dagger becomes Summoned Dagger plus 10. I point out it is still temporary and a fine steel weapon is probably better.
- Combat innate buffs proc at half the skill level, so Vampiric Embrace at rank 10 procs at 5. I do not understand the reasoning.
- Out of combat regeneration from stances and invocations always applies, active or not, as long as you have access to it. I noticed while away that it does not show on the inventory screen, which I would like fixed.
UI and Display
Mostly small, mostly welcome.
- Buff effects and tooltips now show the upgrade level, and chat uses upgraded spell names with a suffix.
- The spell display window shows resistance debuffs for detrimental spells.
- Healing crits show up in logs again, after a missing flag suppressed them.
- A toggle filter for beneficial bard songs makes symphonic auras less bulky.
- Stance and invocation hot bar buttons use matching icons, and the bar saves properly.
- The intermittent target error on clickies and rituals is fixed.
- Assorted repairs to spell particle opacity, AA caps display, the difficulty button menu, log colours and the default UI resolution.
YouTube Generated Transcript
Hello and welcome to the EverQuest Legends beta notch post for July 7th, 2026. I’m only two days late. I was out of town. So uh today we’re going to talk about the patch notes and what’s going on with uh EverQuest Legends. So instances uh all instances should be working properly now, right? So, uh there was an issue when they uh moved over to the new uh new infrastructure for the servers. There was some issues. Uh and it looks like they fixed a lot of them today. So, today’s patch addresses several issues preventing instances from spinning up in game and displaying errors on attempting to enter. These include, but are not limited to removed errant charges check for DZ invites. Two multiplayer raid instances. When you leave a personal instance, you will now be placed in a the safe coordinates in a zone. Leaving in an instance will put you in the base zone. Difficulty zero. A personal instance charge is now consumed upon successful entry into the zone. Fixed replay timers occurring on adding a group member to a personal instant zone. And players can now enter instances of the zone they are in regardless of the difficulty or pick zone. All right. General SP spell tiering phase two pet upgrades. So now you can upgrade your pet. So, if you upgrade your summon pet spell to uh rank one, two, three, four, or 10, you should gain uh 6% HP per level, one base damage, five skill points. Enabled pet inventory for charmed NPCs. Charmed NPC or pet charm pets will now equip from the pet inventory slots, and those items are removed when charm breaks. Oh my gosh. Uh this is big if you don’t know. Uh before charmed pets did not have any kind of bonus. Now they do. So you can fully kit out a charmed pet and uh theoretically it’s going to be a little bit stronger. Uh charmed pets now report their inventory of player given items. Placeholder text. Placeholder text. Very important right there. Uh spell upgrades. Spell upgrades now have their damage and healing bonuses. Uh, spellb blade quick buff symphonic aura now trigger upgraded spells and songs. Spell upgrade duration effects now work on lols. Added rounding to spell upgrade duration calculations to help with scaling of small values two or three ticks. Max level crowd control medicine and charm increased by spare a spell tier 10% chance per spell tier to not consume reagents that require re uh for spells that require reagents. They’re skipped completely at tier 10. So your summon like say let’s take invoke dead uh which is the level like 40 something uh necromancer pet uh rank 10 of this is going to get what 60% extra damage is 10% extra bonus and uh 50 25 skill points [laughter] table math in my head right now while trying to do other things. Uh, so and it will no longer cost the bone ship. And you don’t even have to carry the bone ship. That’s a free inventory slot. Free inventory slot. Feel feel that free inventory slot in your bag now. Um, everybody’s getting one. All right. Summoned items now summon items tier to the spell of the item if it is upgradeable. Summoned dagger X is now sum summoned dagger plus 10. Now, I have no idea on earth why someone would upgrade summon dagger to summon dagger 10, but you know, if you do, you’re still going to be disappointed because it’s still temporary and you’re going to have to summon it again. So, uh that’s I don’t I don’t I you could get a fine steel weapon. It’s probably better than that. Uh combat innate buffs are proc cast one half the skill level. So, if I upgrade a vampiric embrace to 10, I’m going to proc five, which is uh interesting. Don’t understand why it’s that way, but uh it is what it is. All right. Instances removed errant charge check for DZ invites to multiplayer raids. I could have swore I already read that. All right. Well, it’s in there twice, so we’ll skip it. [laughter] Added the following class Aas. Note that the AAS themselves have no effect, just visibility and explanation to pre-existing passive bonuses. All right, so innate divine healing. Clerics by default get div uh innate crit chance when healing, right? Uh or they heal more. I don’t know exactly what this one says, but uh they clerics heal more. warrior. They have innate crit kind of shows it there. I think uh this is ranged crit or something like that. And then normal crit for uh Zerker. And I don’t know what the innate sneakiness means, but uh uh these are just there. Uh they they’re not new AAs. They’re just the passive abilities that were there that just show that what you get, right? I thought it was something new when I first saw it cuz I was reading on my phone. Game play. Lock doors in Nina will now search bags for keys instead of requiring them be held on the cursor. [applause] Perfect. Ah, I love it. Dren [laughter] Drellna uh will no longer rapidly proc harm touch. Zombies in Misty Thicket should no longer appear should now appear slightly more zombie-like. uh trade skill vendors and new civil I can’t read and I can’t talk today the best city in the game right here the expedition are now the the vendors are on the proper expan uh faction right you couldn’t if you if you weren’t an exar you couldn’t deal with them all it’s like even if you were like a race changed you couldn’t deal with them but now you can uh while in the plane of sky you can now summon normal non-scaled pets. Doing the quest for the bashers of Gro will now increase your standing with the Gro merchants. Uh buff effects on players and pets with upgraded levels now persist across zone and camping items removed lowle item uh haste cap. So standard haze applies. So you can uh now be a 40% hasted uh level uh 10. [laughter] So, congrats to uh that. That is a really good change. Honestly, it makes leveling the second time through a little bit better when you have great gear. Various wind rooms from the plane of sky now be held in currency, which is fantastic. I had no idea why they weren’t in currency. Uh I don’t know, but uh it’s good. The golden key is uh in crescent key and Nina is no longer temporary. Perfect. Skills and disciplines improve the taunt success rates and most notably when fighting raid mobs. Cleave and bash are no longer on shared timers. This is a huge huge buff to warriors. Uh if you don’t see it, you’re [laughter] you’re crazy because it is a pretty good buff. Um it’s going to be even better in the future. I can tell you that. I’m not going to tell you why, but I from what I understand it’ll be even better in the future. Uh, blood draw venom should now correctly do more damage than blood siphon venom. Uh, paralytic poison now correctly triggers weakening strike instead of hobbling strike. Spells. The following spells can now only be cast on group members, your pet or yourself. Scale of the Wolf, Boon of the Gau, Spirit of the Puma, impassivity, stoicism, nonchalants, snails healing, tortoise healing, slugs healing. Stoicism and slugs healing have both had their heals per tick increased from 160 to 200. And we’re going to take a moment here to talk about that spell in particular. Uh, these spells right here, right here. All these, for some reason, this is this this irks me. I’m going to probably do a whole video on this if it goes to release like this. For some reason, these spells all have a negative effect. And as far as I know, they do not go away even if you upgrade these all to rank 10. And this kind of irks me considering all the other things that are in here. Like druid spells have no negative effect. Cleric spells are like double positive effects, but for some reason the shaman spells, which either do a 90% snare, or a 20% um slow, which ends up being more than a 20% slow because it takes your it lowers your base damage, negating your your haste. Um, and it doesn’t make sense. Like, if I upgrade these spells to rank 10, uh, I should I should one get the benefit of no negative effects. If I upgrade any of the items in the game with negative effects, by the time they get to rank 10, they have no negative effects anymore, right? Like the bone clayed claymore, it’s like negative8 agility, right? You upgrade that to uh, rank 10, it’s got no negative agility on it anymore, right? And I feel like if and now if I’m wrong, someone tell me tell me otherwise because I feel like this is would be a really nice change for somebody that’s investing in the stoicism or slug healing line of spells to really, you know, remove those bone those things, right? Cuz slugs healing is 100% worthless to me no matter what. Like no matter what, I will never snare myself and then have to click off cliff click off a buff to get rid of it, right? Uh I will never do that to myself. I will I will take stoicism 100% of the time for the the the melee slow, but even then that doesn’t even feel great because it doesn’t even slow correctly because it slows like it takes you it takes me from like 165 haste to 70% ace, right? It it’s it’s not fun. And I encourage anybody who agrees with me to let me know because I’m I’ve desperately been trying to uh get this this changed. Uh and uh to no avail. But like I could see the rank ring zero, ring one, you know, these these these are lower level ranks. I can skip past them pretty quick with Moes. Rank 10 should have no negative effects. The druid crap has no negative effects. I think now I think to make it fair, if you don’t want to remove the negative effects on the shaman heels, I think that the druid effect since it’s a bloom, right? It’s like blooming you with flowers and junk, right? It should blind you. It should blind you for the entire duration of the spell until it’s uh until the end. [laughter] See right here even says the bloom heals more effective visual effect right you should be 100% blind it should be like a nightmare in plane of fear you should not see anything on your screen at all until this while this tick is ticking right I think that would be fair I think that would be fair all right so uh enough of ranting of expect another video if this if [laughter] it goes if it goes live like that I am going to do a whole dedicated video to stoicism I mean, uh, the many reasons why it should have no negative effects. Um, the final heal of the druid’s bloom spells now are affected by AA. So, you get the, uh, crit heal on that last tick, right? Like, Jesus, like a whole [\h__\h] another bonus for them. Like, wow, Druid’s getting some more love there. I mean, druid bloom heals now have more appropriate visual effect when they bloom. Shouldn’t blind you. Uh I think I think you a 30 secondond blind would be perfect for the druid. Blooming heal now des uh as a description aggro reports is bloom heals for 300 and not 200. Rain spells will no longer hit NPCs not on the aggro list. Beast lord warders will now have mana allowing them to cast spells. Significantly increase the melee capabilities of beast lord orders. They’re going to have to triple that I think to uh make them viable in my opinion. But uh you know, we’ll see how that goes. Stances and invocations regeneration modifiers from stances invocations always apply even if they’re not active while out of combat as long as you have access to the stance invocation. Now, I I was I was playing on my MacBook Mini or my MacBook Nano. I think that’s what it’s called now. Japan uh while I was away on vacation and uh I saw like you can see the effect. It does not apply to the inventory screen which needs to happen uh to really show that change but it would be uh that’s you know another little minor thing they can fix but uh there we go. Now, I have no idea what these ones meant, right? So, from what I understand, over channel is completely bugged right now and does not work. Uh, and empowering does not work either. So, something went wrong here. I think they’re going to redo that in a hot fix if they have not already done that. I think I saw that on the known issues. Uh, and then they it says reverted arcane mastery to prior values. I have no idea what that means. I don’t like if that’s a buff or a debuff. And that’s the thing I don’t like about some patch notes, right? They don’t give me like the details. Previous value, new value, right? Like I want to see the nitty-gritty. I want to see every dirty little thing. You can put the code there for all I care. I want to see what changed and I want to know why it changed. In all honesty, I I feel like I feel like MMOs should go the step further and fully justify why they changed something. Why why they did this, why they did that, right? I feel like that’s uh something, you know, players should be demanding from uh MMO creators. Uh displays summon pet status in the inventory inventory window tab. So, you can now see your pet stats and stuff. That’s kind of cool. Summon pets will now show their HP, mana, AC regens, and other stats on the pet inventory tab. Pets will now benefit from the following equip bonuses. Uh attack, HP regen, mana regen. Pets should now better show the impact of buffs, mana, HP, and improved HP management when adding removing items from pets, improved HP calculation uh adjustments when entering and exiting charm. Improved colors of the log on screen server text. Fixed missing flag prevented healing crits from showing up in logs. Fixed an issue where client showed incorrect max level for some toggable AAS. Difficulty button menu should now function properly after right clicking on the difficulty button. Uh opacity and spell filtering should now work for uh spell particles. Added a toggle filter in beneficial bard songs to make symphonic auras less bulky. Okay. Fixed client and display alternate ability caps stance invocation bar should now save properly. fixed which default INI for the UI uses for the base resolution of the game window. The message for shielding now goes to the skills filter option window context menu will now function properly such as alpha. All right. Uh, stance invocation ability hot bar buttons in action window. Now use matching icons from the stance bar. Okay. [laughter] Action window stances and vocation highlight boxes no longer need to be rendered when not on the abilities tab. The uh gate ritual now shows your bind location rather your origin location. Buff effects now indicate the upgrade level of the spellcast and spell names. tool tips, display info and window display info window updated various display spell names in the UI to uh in chat to use upgraded spell names of pended uh pended suffix, right? So, you know, the rank spell display window now shows resistant resistance debuffs and uh benefits for detrimental spells. added the upgraded spell title. Begin casting a chat window fixed intermittent. You must select the target to cast your spells for clickies and rituals. All right, so that’s the patch notes. Uh I don’t see anything else here. Let’s see if my network works now. Yeah, it works. So there’s no other no other news, but uh this is the Natch post for July 7th. Uh there will be another patch on Tuesday. So today is Thursday. So we got a few we got a weekend to go. Oh, you know, it’s going to be fun. More patches, more things to go. Uh, we’ll see what happens. But, uh, you know, overall, they fixed a lot of bugs, right? In all honesty, it’s it’s an in development game, uh, in beta. A lot of bug fixes are going to be going. I’m glad everybody’s in the beta now and can get to play uh, and stuff like that. So, it’s uh, definitely uh, definitely pretty interesting. But uh, if you have any questions or comments, leave them down below. If you like my content, like and subscribe and all that cool YouTube engagement stuff. And I say thank you and have a fantastic day.
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