June 29, 2026 Natch Potes

The last closed beta patch, demonstrated in game rather than read. The new stance window, the spell upgrade system, new druid and shaman heal lines, and Promise Renewal going to 5,000 healing for 802 mana.

June 30, 2026
Episode21

The last patch of the closed beta, and I call it a doozy. Rather than reading it I keep dropping into the game to show things: the new stance window, the spell upgrade system, the new druid and shaman heal lines. The headline is Promise Renewal, which now heals for 5,000 and costs 802 mana, a number I set up as a guessing game because it is so far past what anyone would guess.

Patch notes Spell upgrades Stance window New heal lines Last closed beta patch
Promise RenewalHeals 5,000, costs 802 mana
Spell upgrades affectMana, cast, recovery, reuse, duration
Duration gainAround 6 seconds a rank
New druid lineBudding Heal from level 4
Rogue combo poisonsFrom level 23

The Stance and Invocation Window

Demonstrated rather than described.

  • Newly learned stances appear automatically rather than needing to be hunted down.
  • Right click a button to hide it, and again to unhide. Necessary once the bar fills up.
  • It resizes, up to a size I describe as unusable, and can show button text along the bottom.
  • The colours are configurable under Options, Interface, Colors, UI: the lasso outline and the button highlight are separate settings.
  • I filed a bug about text readability while recording.

I pipe the patch notes into my own Discord so I am notified the moment they go public.

Do Not Bind Your Stances

My advice, against the patch note.

  • Every stance and invocation is now bindable, and so is the stance toggle bar.
  • I recommend against using it. I change stance between almost every spell, and a key bound near a spellcast risks switching when you did not want to.
  • You can also just sit in recovery and defensive all day and be fine, which is the honest baseline.
  • Manual switching is what I do, and I say the optimal play is to stance between casts if you can manage it.

Spell Upgrades, Phase One

Motes into spells, same as items.

  • Inspect the spell, right click and hold, add motes. The interaction is the same as upgrading gear.
  • It affects mana cost, cast time, recovery, reuse and duration. Damage and healing scaling are not in yet.
  • Spell motes work differently from item currency. Rank one motes are usable here, and you can drop ten in at once.
  • A rank four heal against its unupgraded twin showed 0.1 off recovery, 0.3 off cast and about 20 mana saved.
  • Duration is roughly six seconds a rank, one extra tick per upgrade, though it does not hold for every spell.
  • Item procs do not benefit. A proc from an item defaults to the base spell regardless of your upgrades.

Promise Renewal Now Costs 802 Mana

The change I spend the longest on.

  • One second cast, heals for 5,000, and the mana cost went to 802. I ask the audience to guess before revealing it, having previously cast it for around 400 with my reductions.
  • That is five to seven casts on my mana pool. My last Innoruuk D0 kill took roughly 15.
  • Rank 10 brings it back to about where it was, so the upgrade path solves it eventually.
  • The problem is when you get it. Level 39, on a first playthrough, with none of that gear or mana, is where it will feel worst.
  • 5,000 does not even full heal me. My warrior build sits around 6,300 hit points.
  • The cast time is not the issue. With reduction it comes down to 0.65 and was near instant before.
  • The Sky clicky was nerfed alongside it. The cleric Necklace of Resolution goes to a five minute reuse.

Druids Get a New Heal Line

Heal over time with a burst on expiry.

  • Budding Heal from level four, then Sprouting, Flowering, Blooming and Blossoming up the line.
  • Budding runs 11 every six seconds for 24 seconds, then bursts for 18 at the end.
  • It scales hard. I read the line out: 30 and 100, 60 and 197, 90 and 200, 120 and 390, 150 and 450.
  • I think it might make druids playable for content they could not carry before.
  • Their other option is Forest Renewal at 671, which is where the comparison sits.

Worth knowing: you can scribe spells from any class in your combination, not just your primary. I point this out in passing.

Shamans Get the Same Line, With Downsides

Which is the recurring complaint.

  • Snail's Healing, Slug's Healing and Sloth's Healing added, plus Nonchalance, running to levels 42 and 44.
  • Rancor is renamed Impassivity: 60 over time for 24 seconds, and it slows your attack speed.
  • Snail's Healing is the same 60 with a 90 percent snare. I demonstrate it, dropping from 39 velocity to 10.
  • A bard would probably override the snare with run speed, which is the only workaround I can see.
  • The cleric version is better on the numbers that matter. Side by side it heals 20 more and casts in 1.3 rather than 1.9, against 175 mana to the shaman's 139. I call that unfair.

Rogue Combination Poisons

The change I am most pleased about.

  • From level 23 rogues get combination utility poisons. A rogue can only carry one utility poison, so combining two effects into one is a real gain.
  • The combinations listed: slow for spells and melee, dispel and mana drain, dispel and interrupt, mana drain and slow, slow and interrupt, snare and slow, root and snare.
  • Stunning poison drops to level 14, and concussive poison gets a higher proc chance.
  • A new poison at 18, Clumsiness, which slows caster cast times.
  • Rogue was one of my first to 50 and I intend to level another off the back of this.

Ogre Faction Is Fixed, So I Am Staying Iksar

The change that settled my launch plan.

  • Lizard tails now drop from the lizard men in the Temple of Cazic Thule, and the bartender in Oggok accepts them for ogre faction.
  • The old method was absurd. Forge something, bake it, turn it in, and someone had calculated it would take months of forging daily on cooldown.
  • The point of starting as an ogre was to skip that grind, and with a reasonable path now available there is no longer a reason to.
  • So I stay Iksar, despite having wanted the ogre stats and stun immunity.
  • It gives Cazic Thule a reason to exist, which is how I put it: now there is a reason to go there.

Plane of Sky Repairs

All of it visible in the Sky run.

  • Mobs in the sky instance no longer flee, which I say will be obvious to anyone who watches my Sky video.
  • Wind runes now drop in solo sky, which unblocks the quest items.
  • Essence carriers no longer spawn on island one in the solo instance, and their timer drops to 60 seconds.
  • Enemy placement adjusted on island three.
  • Fiery Avenger can now be done in sky, and open world assist ranges were lowered in a hotfix.

Solo Play Gets Easier

One line with outsized effect.

  • NPCs no longer proc mez, fear or charm when you are solo.
  • Beastlord warders are now beastlords as well as warriors, which gives them snare and heals rather than nothing.
  • Pure melee can toggle off Unyielding and pure casters can toggle off Channeler's Cast.
  • Killing the trash in Fear now lowers the chance of Cazic Thule calling for aid, so clearing before the pull actually matters now.
  • Neriak social aggro ranges reduced, twice, in this patch and the hotfix before it.
  • The Journeyman's Boots drop rate was fixed. I note JBoots matter less for the speed than for soaking procs and partial dispels.

The Charge System, and a Bug Found Live

Two grumbles.

  • Instance charges get two fixes: no more negative charges from a group invite at zero, and no lockout from a failed invite.
  • I do not like the system at all. Over-complicated, and it does not feel right to me.
  • An Iksar forge and supply vendor was added, and I cannot buy from them. I am dubious to the vendor faction.
  • I report it on camera, mid patch notes video, which I find funny.

UI and Fixes

The tail of the list.

  • Augmentations in the swap window are now correctly labelled exaltations.
  • The group window can expand upwards via a context menu toggle.
  • Black screen flicker at character select fixed, along with spell gem swapping and duplicate memorise messages.
  • Loadout key ring tabs now refresh when switching tabs after loading.
  • Enchant Clay and Enchant Steel drop to level 7 and 21.
  • Pets no longer equip a shield alongside a two-handed weapon.
  • From the earlier hotfix: Blood Draw does its damage, Spiritual Light returns endurance, and a loot lockout bug was breaking things.
YouTube Generated Transcript

Hello and welcome to some EverQuest Legends patch notes for June 29th, 2026. There’s some hot fixes we’re going to talk about up above uh or in the other channel. I I’ve I’ve got it so that I bring in the patch notes into my Discord, so I uh don’t have to worry about uh them not being public. I can get notified right away. So, uh uh we got a patch today. Uh it’s a doozy. It’s a doozy. I’m not going to lie. Uh but uh we’re going to go through it and uh I’ll help rationalize it for you. So, and I do have the game up so we can pop in and out. All right. New stance invocation window automatically shows all new learned stances. Hide any stance or goion by right clicking the button to click hide. Right. So, let me let me show you guys what this actually looks like. Right. Uh here, let’s get rid of all this. And all right, so here is the new window. I made it large for uh for purposes here, but you can like make it up to like 200 and it’s just like, oh my gosh, I don’t even know what’s going on. Pretty big. Um, you know, I did submit a bug report already or a comment about the text readability, but you can see here it’s it’s kind of, you know, it’s better than this. Uh, but, you know, it shows like recovery and version. So, you can see everything right up in here. And uh let’s see. The invocations are over here. If I go like right here, you can also have it show the text on the bottom. Uh but I don’t think the button size. There we go. It worked. So you can see I’m in arcane mastery and defense stance. So defense is right here. Eva, mage hunter, whatnot. I’m on shadow knight shaman necro. So it’s pretty nice. You can right click on it. You can hide it. Uh I can unhide it. So it works pretty well, right? All right. So that’s how that works and what it looks like. Uh you can unhide it and not hide it, right? So we talked about that. Uh you can highlight the overlay color. Uh you can lasso outline color and you can change the button highlight and that. So if you look at this right, it looks it’s hard to sell like it’s got this highlight color. I don’t know how you do that. Um, where is that value? Go back here. Um, oh, you know where that’s going to probably be? That’s probably going to be in like options, interface, colors. And then we get all these colors here, right? And then we’re probably going to want to go to UI. And then we have the stance colors. So, uh, stance button lass.o. You can see the green around these, right? And then you see the blue around those. So we got the highlight. Let me see here. Stance. There we go. Blue. Right. So let’s uh we just click that or change color. You can pick a color and stuff like that. I’m not going to do anything that right now. But that’s how it works. Uh pretty cool. Each uh invocation stance is bindable. So, I guess you can bind a key. Uh, stance toggle bar is also a bindable here. All right. So, you can assign keys to those. I found that to not really be the [laughter] best way to do it. Uh, cuz like I’m moving things really quick when I’m changing stances. I am like you could sit in recovery and defensive all day long and you’re fine. But I feel like it’s it’s in your best interest to uh stand stance between every single spell if you can. uh which and then binding that to a button on your spellcast is also kind of detrimental because you might get locked into the wrong one or change when you don’t want to change. So I find manually doing it the the smartest way to do it. But you can do it however you want. It doesn’t matter me. Spell upgrade system implementation. So you can now upgrade spells with modes. Not all of the features are in. This going to be more into the pre-order beta, but upgrading spells through inspecting spells, rightclick, hold, and adding modes, similar to upgrading items. I’ll show this here in just a minute. Removes mana cost, cast recovery time, uh reuse time, durations right now, right? So later on, it’s going to do, you know, HP and stuff like that, things that change hit points, like there’s no damage increase or anything like that. Um, so let’s look at that right now. Uh, so we come in here now. Um, this is one of the new heals. Um, spoiler, uh, that’s going to be mentioned down below. This is a shaman spell. Uh, you can see here, uh, I already I already upgraded it to rank four. So, you can see it was identical to stoicism. I didn’t upgrade stoicism so I could demonstrate this a little bit easier. Right? So the mana costs were the same, the durations were the same. Everything was the same on these two spells except when I upgraded to four, right? It goes down to, you know, 0.1 off the recovery. What is it.3 off the cast time and uh let’s say 20 mana off the uh the mana cost, right? The range stayed the same. Now, this is the new uh heal. We’ll talk about that more in a second when we go over the new heals for druids, enchantments, but like that. And then I also upgraded Puma right here. And there is another one. I upgraded level six. Here we go. Yeah, I got Drain Soul up to level six. Drain soul is the best Drain Soul is the best heal in the game right now. I’m going to tell you that right now. Uh for a million different reasons, but uh the secret is that it is really good. But you can see here Puma goes up to a two-minute duration. Uh someone in Discord said it looks to be about 6 seconds per rank right now. So, uh, not not too bad there. And that seems to go for these two also, right? Like, uh, well, no, it’s not 6 seconds between those, so I don’t know what the difference is there. Uh, but Puma was 6 seconds per uh, duration. So, you get an extra tick per upgrade. Um, which is interesting. And then, like, if you want to upgrade the spells, like, let me go here. Now, they changed it so the the currencies work different on spells than they do on other things, right? So, I have uh, I’m going to grab this. This is a rank one, so it’s only worth one point. So, I put in there. It’s adds two to it, right? Uh, normally you can’t use rank one spells or rank one moes on things, but you can just throw them all in there, right? I don’t know if you can do multiple, right? Let’s take 10 out. Throw them on there. Yeah. So, I can drop 10 on there. Boom. It’s already up to 16. Uh, let’s grab two more. One and two. This will bring it to rank five, right? So that’s when we should see the change right there. So it goes down to8 78 cast time and uh 212 duration I believe is a 206 duration before. So it gained 6 seconds, right? So that’s how that works. Hopefully that uh helps you there. Uh see here now we went over that. So this is uh I did yeah the spell breed system. All right. So, that’s how it works. Uh, there’s a second part to this patch that’ll probably come out. This is the last patch of the closed beta. Uh, and this is going to probably be into the next beta, right? Uh, so let’s see here. Fix the zone crash. Uh, so looks like they’ve adjusted some rogue poison. So, stunning rogue poison has been down to 14. Concussive rogue poison is increased chance to proc. And the rogues get a new poison starting at 18. Clumsiness slows the cast time of casters. That is kind of cool. All right. And then at 23, rogues begin gaining the following combination of utility poisons. So, as you if you don’t know, a rogue can only have one utility poison, but they can have as many of the other kinds of poisons, right? utility is like a stun, uh a slow, uh they’re all right here, right? A a root, a snare, a slow. So, these are all combinations uh that you can get from now on. So, right here, the slow for spells and uh melee, right? That’s a pretty strong utility right there. Dispel and mana drain. Dispel and interrupt. Mana drain and slow. uh slow and interrupt, right? So, there’s some cool little options there. Uh there’s a snare and a slow, a root and a snare. So, you get some options. Uh it kind of adds a little bit more uh more variety to the the rogue. I I really enjoyed rogue. This was like my uh one of my first classes, 26 uh 50, [laughter] not 60. And I really enjoyed it. So, this one was uh this was definitely nice. This will be nice to that that class. I’m definitely going to level up another rogue uh when we uh play that. So, that’s definitely going to be fun there. And then, let’s see here. Essence carriers or forge down to 60 seconds. Uh essence carriers in the solo instance of sky should no longer spawn on island one. Uh you’ll see when my sky video comes out, you’ll see the the terrible nightmare that that was. Wind runes should now drop in solo sky. um adjusted the placement of enemies on uh island 3. All right. I don’t know how what that means, but hopefully it makes it easier. Uh mobs in the instance of playing sky should no longer flee. That is fantastic cuz the mobs are like literally running. You’ll see in my video it’s just absolutely terrible. Uh necklace of resolution now is a 5minute reuse. Now this is the uh the PR clicky necklace that clerics got from Plane of Sky. Pretty big nerf there if you ask me. But uh we’ll just wait and see. Uh lizard tales now drop from lizard man in the temple of Kazakthul, right? So now we have a reason to go to Kazakh because the bartender in Aglock will now accept these and you give them to him for faction with the ogres. Now, uh, if you’ve been reading any of my comments in in my on my videos and stuff, the replying people, I was going to go ogre. With this change, I am no longer going to go ogre. I’m going to continue with XR. Uh, because ogre was like you had to like forge something. It was like the most insanely way to gain faction. You had to like forge something, bake it, and then turn it into a guy. And it took, you know, it like someone calculated time. If you forged every day on like on cooldown, it’ be like months to finish. Uh so that’s great. So we’re no longer going ogre. Uh the extra stats and the stun immunity was kind of the other thing I wanted, but um I’m I think I’m going to just stay stick with XR. Fix the pets equipping shield with a two-handed weapon and removed visibility weapons when they’re unequipped. Visibility of the weapons when they’re unequipped. Uh, see MPC NPCs will no longer proc me fear charm when solo adjusted social aggro ranges in the Gina. Yeah, that was I don’t know if that video is out yet, but uh that one hilarious. Fix the drop rates on Dresnella Dresa. Uh she drops J boots, I believe. So uh we will be hitting that on live to get J boots, right? It’s not as necessary for the speed as much as a junk buff to, you know, absorb those procs, uh, partial dispels and stuff like that, right? So, Moosh and Nina now drop his key. Uh, see here, spells reduce the usability of the following usable level of the following enchanter spells. Enchant clay and enchant steel to 7 and 21 respectively. Added a new line of healing to the druid class. This line starts with budding heal at level four. Provides a heal over time uh effect followed by a large burst of healing when it expires. Right. So, budding heal, sprouting heel, flowering heel, blooming heel, blossoming heal, ephesence heal. And now, uh I think we can show those. I don’t actually have those. Let me see here. Uh there’s druid, right? So, let’s click this type heal. sort by cost. Right. So, budding heal. I’m going to buy these and I’ll put them in my spell book. Right. Uh, flowering heel, blooming heel, blossoming. I I don’t say I saw I don’t think I saw that one. There we go. All right. Now, we got those. And then you can me spells from other class. You can you can scribe spells from other classes, right? Like if you didn’t know to today, now you know, right? You can go buy everybody’s spells from whatever class combo you’re playing. All right. Now, we go here. We go this. We go to druid. Right. And then we just type up heal there. And we kind of can pull this down. Right. I guess it’s right here. There we go. And sort by type. There we go. All right. Budding heal. 11 seconds every 6 seconds for 24 seconds. then heals for 18. Not too bad. Uh 30, 100, 60, 197, 90, 200, 120, 390, and 150, 4, uh 50. Right? So, it’s going to heal me for heal me over time, and then a big heal at the end. Right? So, that’s pretty nice. Nice little change there. Uh it might make druids uh playable in some cases for uh some of this stuff. Uh otherwise their best heal I believe is forest renewal right 671 I think this is the same as crags uh and then super heal right you pick your poison right between 1.96 cast or a 2.4 forecast, right? Like negligible, right? And then shaman’s got a new spell, snails healing, siligs healing, uh sloths healing, they all scenario for 100% and then nonchalants got added, which is a another heal over time. Now, these are identical spells. If we go to shaman here, uh are they going to pop up? Yeah. So, duration heals, right? Uh they’re all the same thing. Don’t don’t get me wrong when I say this. Um Rancor got renamed. Uh it is now called impassitivity, but it’s a 60 overtime uh for 24 seconds and it slows your attack speed. Now the same thing gives you um 60 overtime, but then this one snails healing gives you a snare. Uh and it is a 100 uh like 90% snare, right? So, if we look here, my I’m at like 39 velocity, right? And if I slug heal myself, I’m at 10 velocity. Now, if I was playing a bard right now, I’d probably it probably not even do anything because the bard speed is uh going to probably o override the snare. But, uh it is something to know. And those those lines of spells go all the way up to here to 42 and 44. and they’re identical as we saw earlier between the two um stuff like that. Uh let’s see here. Shaman ring core was renamed to positivity. Beast lord pets are now themselves beast lords in addition to being warriors instead of berserkers and were warriors, right? So beast lord pets are now warriors beast lords. So that gives them the ability to snare and heal and not suck, right? So that’s kind of where that comes in. uh reduce the mana cost of cleric’s duration heals celestial remedy uh health and healing, right? So like those ones reduce the mana cost. Now this is probably let’s let’s pull up slugs healing, right? This is our this is the one I upgraded, right? Actually stoism cuz I didn’t upgrade the the shaman one yet. I mean the cleric one. So here’s cleric and then we go to duration heals. All right. So, these are the two that are like going to be on the same same thing, right? The cleric one heals for 20 more. Uh, it uses uh a little bit faster cast time. That’s 1.3 versus 1.9. And 1.75 or 175 mana over 139. So, I’m not 100 not 100%. It’s probably because I’m not playing the class. The mana is a little long, but you can see there uh the cleric one’s slightly better than the uh the the shaman one, which is unfair in my opinion. All right. Uh let’s see here. Reduce the mana cost of those promise renewal has a 1 second cast time, increased mana cost, and heals for 5,000. Now, let’s take a guess. I want you to guess. What do you think the cost of promised renewal is? uh baseline. Think about it, right? So, it was about 400 600 before, you know, um I think it was like it cost me 400 to cast it before with all my reductions. Think about it. All right, your answer is probably wrong because it’s 915 802 [laughter] 802 mana to cast this spell now. Um which effectively with my current mana pool, I’m going to cast it what, five times, maybe six times, maybe seven if I’m lucky. My last kill uh for uh in my cleric build was I think 15 cast of promise renewal to kill interok d0 maybe maybe less. So um yeah that’s a massive uh change. [laughter] It’s a massive change. Uh definitely making me rethink how I uh would I pick. Now, if I upgrade this spell, obviously the spell mana and stuff is going to go down. At rank 10, it comes it it ends up being about where it was before. Uh, but it still hits for 5,000. Uh, so it’s it’s a pretty strong heal, don’t get me wrong. It’s uh it’s just when you get this at level 39, it you you’re not going to really have a good time casting it because it costs so much mana. Uh, fundamentally, that is the the fundamental problem of it. I would say it’s not going to feel good for a level 39 on the first play through. on a level 50 with you know pretty much every single load out maxed out uh you know uh it’s negligible, right? So there’s definitely uh you know some thoughts there um and stuff like that as you as you get your gear maxed out and you have max wisdom and stuff uh you know you’re going to have more mana. Like I have 5,000 mana with this build. Uh, I don’t think my warrior cleric bard has that much mana. Um, since I have a pure caster in my build, so you [sighs] know, your mileage will vary, but uh, it is definitely something. And it’s a 1 second cast time, but with reduction, it’s 65. So, it was like 0.1 before or something like it was like almost instant. So, the the cast time is not really a big deal. Uh, it’s just, you know, 5,000 heal. like I got like I’m at like 6,300 hit points with my uh warrior build. So, I’m not even getting a full heal out of it. So, it’s kind of like feels not so good if you ask me. But, uh you know, it is what it is. Uh so, then we have uh stances. Pure melee. Uh these are bug fixes I think. Can pure melee can toggle off invocation uh unyielding and pure casters can toggle off channeler’s cast. tree skills produced. The following items have been removed. Concoction of flame, concoction of ice, concoction of corrosion. I have no idea what those were, but they were probably out of error. Fixed an issue where you could get negative charges by having a group member invite you to their instance while having zero charges. Um, you will not receive lockouts for failed invite if you gain a charge while your group instance can invite you to it. I have no idea. Um the the charge system is not something I’m a fan of for this instance stuff. Now if you don’t know what that means um right here. So you get like I have two charges right now. I can create two instances but with those two charges, right? I just don’t I I think it’s over complicated. It just it just doesn’t feel right to me. But uh you know whatever. Um see here blah blah. Um, fixed an issue where after loading a loadout, key rings in the store tab would not be updated when you click different tabs. Fixed a black screen flicker when entering the game from a uh character select. Spell upgrades will not affect on items that the spell process upgraded spell. These will default to default base spell. How did spell upgrade information to the inspect window? Fix spell gem swapping and suppressed already memorized spell messages. Exaltations in the augmentation swords will not be correctly labeled as oxultations. Axel exultations. Jeez, I can’t talk. Added a toggle in the group window context menu to allow it to expand upwards instead of downwards. Fixed floating combat text filtering uh for some of those things. and Aluminina Forge has been set up in the uh Exxar land, right? So, like I’m over here in the spell area. But if we go back into the other room here, um you can see here we got a little forge. We got some supplies. Click on him. I [laughter] can’t even buy I can’t even buy from him. What is this nonsense? I’m right now. Here, let me uh All right, I’m I’m going to report that as a bug. I can’t even talk to the vendors in this. What faction are they on? I’m in dubious uh to them. All right, so there there’s a bug obviously. H finding bugs doing a patch note video. Loving it. All right, so that’s it. That’s uh that’s the patch notes um and stuff. Definitely crazy. Now, there was a few hot fixes if we zoom up a little bit here. Yeah, right here. So, hot fix on June 24th. Blood suffen uh blood draw. now work. Fixed uh issue with loot lockouts, uh which was breaking things. Um blood draw now does its damage. Spiritual light now does endurance. These were all things that were in the patch that didn’t work. Uh rank two of those are hidden now for war cry. Uh see here, personal instances now will update the current instance after quitting the instance. Pavarian Berserkers will now get the message about creation to um they fixed a lot of these no trade and u no rent items in the Gina. They renamed some items in the Gina and they remove quest flags on stuff. Uh let’s see here. Uh they reduced the social aggro in Nina. They did it again in this patch. uh killing the stuff in fear will lower the chance of uh Kazakh’s aid. So apparently he wasn’t calling people to uh come aid him. Now he does. So [laughter] uh you have to kill everything to do Kazakth now. Uh slightly lowered the assist range in open world sky. Um you can do the fiery avenger in sky now. That’s the fiery avenger guy. Uh, let’s see here. Fix some faction quest fixes, sol tons of sky fixes. Like it’s no even point reading them and stuff like that. So there there’s a lot of going on. Uh, this is the last batch though. So, uh, the next will be into the pre-order beta, which will, uh, be launching on July 1st, which is Wednesday this week. Hopefully I, uh, uh, get that going. So definitely uh something to see there. But uh uh I’ll see you guys in game. Uh thank you very much for watching and please have a fantastic day.