August 18, 2026

Mistmoore Castle gets the full revamp treatment: guaranteed named spawns, a guaranteed drop on every one of them, and rare status for the mote rates. The charm nerfs in Plane of Sky are the ones to read if you run a charm build, and grouping finally pays an experience bonus.

August 18, 2026

Mistmoore Castle is the headline and it is a proper revamp, not a placeholder pass. Underneath it are two things worth more than they look: charmed pets in Plane of Sky have been tuned down, which lands directly on the build I have been running up there, and grouping now pays an experience bonus, which has been a live complaint since launch. A good patch overall, and the plan is to spend the next stretch levelling an Enchanter in the revamped castle.

Patch Notes Mistmoore Plane of Sky UI Scaling
Patch dateAugust 18, 2026
Downtime3 hours from 06:00 PDT
HeadlineMistmoore Castle revamped
UI scaling0.75x to 4.00x in 0.25 steps

Source: EQL Update Notes, 8/18/2026.

Mistmoore Castle Revamped

The third dungeon pass in three patches.

  • Named NPCs are guaranteed spawns. No placeholder cycle to work through.
  • Every named has a guaranteed drop, a common or rare item with stat bonuses. Some are old favourites, many are new, and some carry new effects you can either use as they are or turn into exaltations.
  • All named are now flagged as rare creatures, which vastly increases their chance of dropping motes of potential. That is the part that changes how worthwhile a clear is.
  • The castle residents are less aggressive in daylight and will not react from extreme range any more.
  • At night they still show their true forms, and the notes are explicit that it stays a harrowing trip after dark.
  • If you know Mistmoore, you know you can train yourself very quickly, so daylight aggression being toned down matters more than it reads.
  • Enchanter is the class I would take in, on the strength of the large trains the zone produces. Mine is at 25 and that is where it is going next.

This is the third dungeon in three patches. Launch cleared placeholders out of The Hole, Lower Guk, Nagafen's Lair, Splitpaw, the Warrens and Mistmoore; August 4 did Upper Guk's named; this goes further than either.

The Charm Nerfs

Read these if you run a charm build.

  • The wasps and bees of Plane of Sky do less damage while charmed. The notes phrase it as their stingers being filed down.
  • Shimmering Meteors are tuned down while charmed in the same way.
  • Murderbee is easier in solo instances, which is a separate change and a welcome one.
  • Non-raid boss NPCs cannot cast charm if they already have a pet.
  • NPCs no longer keep attacking each other after charm fades, and getting charmed then shrunk by the pet scaling option is fixed.
  • Murderbee could be face tanked, all three at once, with a charmed pet. That is what is being tuned, and it took everything the build had even before the nerf.

This lands on the build. I spent the two days before this patch in Plane of Sky trying to unlock the rest of my classes ahead of the change, because it is all still doable without charm, just a slog. I said in Crushing Some Bones that I expected charm to get nerfed; it did not happen in the first patch, and it has started happening here.

Group Experience, Finally

One line, and it settles an argument.

  • Grouping now gives a small experience bonus, which the notes describe as the intended behaviour rather than a new feature.
  • It has been a live complaint since launch, with people comparing per kill experience in a group against soloing.
  • The kill rate was always the better argument, since a group kills far faster and banks far more motes. A bonus on top removes the debate.

Fractional UI Scaling

And a dozen fixes behind it.

  • UI scaling now runs 0.75x to 4.00x in 0.25 increments, rather than whole steps.
  • The cursor scales separately, with its own factor in Options.
  • You can use the operating system cursor instead of the in-game one, via a new toggle.
  • Scaling now applies before character select, so the loading screen scales too, and the server selection screen has it as well.
  • Windows keep their relative position and stay on screen when you resize or rescale, and context menus are kept fully on screen including the spell list on an empty gem.
  • Font scaling uses dynamic re-rasterisation, and the map window is more compatible with scaling generally.
  • A fresh install now detects a scaling value and uses it automatically.
  • Spell search in the Actions window covers many more fields, and a new Options toggle opens the Actions window on the Spells tab instead of the spellbook.
  • A batch of new maps arrived for the Maps window.

Spells and AAs

Shadowknights and Necromancers get a new lifetap.

  • Lifebite is new, a lifetap at level 10 for Shadowknights and level 8 for Necromancers. It is on the autogrant list for both and stocked at the appropriate vendors.
  • Lifespike is already a strong lifetap, so having it at 5 makes the early Shadowknight levels considerably easier.
  • Lifespike moves from 8 to 5 for Shadowknights.
  • Targeted area lull spells such as Harmony now work on NPCs you have not engaged. That is the split pull working the way you always assumed it did, and I ran into exactly this using Harmony on the Warrior, Bard and Druid run.
  • Mounts from AAs only grant mount speed when you are a valid class for the AA.
  • Contact procs like Vampiric Embrace now range check properly against NPCs with large hit boxes.
  • The Stop Action keybind no longer fires a 5 to 10 second recovery cooldown when a Bard is in the loadout.

Gameplay Fixes

One of these is fixed for the second time.

  • Cleave not working with one-handed blunt weapons is listed as fixed. It was also listed as fixed in the August 4 notes.
  • Beastlord Warders got a substantial melee increase.
  • Raid invites failing in certain circumstances is fixed.
  • Non-attackable NPCs can no longer multiclass, and corpses no longer keep walking after death.
  • Classic two-handed blunt animations are restored.
  • Riposting no longer grants skillups in skills you have not used.
  • Stun messaging is clearer, distinguishing becoming immune from already being immune. The message is all that changed: I still get stunned constantly at full stun immunity, because these are spell stuns, and anything with a stun casts it on cooldown. A Spiroc Lord holds me for ten seconds and he is a Ranger.
  • Fear and charm in Plane of Fear and beyond got toned down, in the notes' own words, from being unable to approach the game again for 24 hours.
  • Two audio fixes: zone music no longer skips tracks when environmental sounds are disabled, and a track can resume without first coming to a full stop.

Zones and Population

Weather, walls and respawns.

  • Snow no longer overwrites a zone's precipitation type, so rain falls again. The notes say praise Karana and I am inclined to agree.
  • Rain is no longer too small to see.
  • Wild animals are friendly to Kerran, the way they already were to Rangers and Druids.
  • Runnyeye monsters stop patrolling through walls.
  • Seplawishinl Bladeblight in the Ocean of Tears has a considerably shorter respawn.
  • High level named in Kedge Keep no longer take excessively long to respawn.

Items and Quests

Illusions split into two kinds.

  • Player illusions can no longer be used as pet illusions. Guise of the Deceiver and Amulet of Necropotence get a Conversion button instead, turning them into a pet illusion version.
  • Bloodmoon gains Improved Vampirism III as a focus effect, which raises lifetap damage. Together with Lifebite that is a real if modest Shadowknight buff.
  • The four Steed AAs summon bridles rather than the mount directly.
  • Copper Band gets +1 AC, and Armor Ornamentation Tokens work when made from cloth armour.
  • Player pets stop equipping secondary-only items while holding a two-hander.
  • The Soldier's Brooch quest in Rathe Mountains now lets you choose your reward.
  • Potential of the Void tasks are handed out on entering a raid instance, and the others are cleared from your task list at the same time.

What to Act On

  1. Go to Mistmoore. Guaranteed named, guaranteed drops, and rare status for the mote rate.
  2. Clear it in daylight if you would rather not be swarmed on sight.
  3. Re-check your charm damage in Plane of Sky before planning a run around it.
  4. Group if you were on the fence. The bonus is in.
  5. Shadowknights and Necromancers, pick up Lifebite at 10 and 8 respectively.
  6. Set your UI scale properly now that it moves in quarter steps.
  7. Convert an illusion item if you were using one on a pet.
YouTube Generated Transcript

Hello and welcome to the match post for August 18th, 2026 for EverQuest Legends. So, let’s see here. Update notification. All servers will come down Tuesday, uh, August 18th, 2026 at 6:00 a.m. Uh, I believe that is 8:00 a.m. Central. Down time is 3 hours. So I guess I should sleep in tomorrow. So they released these a day early. Uh so hopefully these are pretty good. Uh More Castle revamp. More Castle has received a major update. In addition to the named NPCs being guaranteed spawns, they will all have guaranteed loot of a common or rare item with stat bonuses. While some of these items are familiar to explorers of the castle in the years past, many are brand new. Some include exciting new effects ready for you to enjoy as they are uh turned into exultations. Exultations. There we go. So, uh maybe some new uh new spell effects. Maybe there’s a new clicky. I don’t know. But uh hopefully it’s good. All named enemies in the zone now have been designed as rare creatures, vastly increasing their chances of dropping modes of potential. That is very nice. [music] Uh, additionally, the residents of the main castle are now somewhat less aggressive and will not react to your presence uh, from extreme ranges during [music] daytime. Explore the castle at night, however, and you’ll be a harrowing affair once the castle denisonens have shown their true forms. Now, >> [music] >> um if you know anything about Misborn, if you’ve been there at all, [laughter] uh you can uh you can train yourself pretty quick. So, this will be pretty interesting to see how it plays out. Now, I’ve leveled up to an enchanter to about 25. So, we’re going to we’re going to be doing that. uh in the next uh legendary adventure uh Anorat there. So that’ll be fun. Uh fractional UI scaling and [music] cursor scaling. The UI scaling system now supports UI scaling in.25 increments ranging from 75x to 4x. Cursor now has its own scaling factor in game. a new toggle exists in [music] game to use the operating sister system cursor instead of the in-game cursor. Now I use Cashios so I get this really cool big big one as I as I just like jiggle it over and over again. So it’s hopeull hopefully works as good. Uh group experience bonus grouping will now have a small experience bonus. All right. Game play increase the melee combat potential of the beast lord warders substantially. Uh sounds pretty nice. I just got the sky weapons for beast lord. Uh ones with slow and ones with pet heal. Definitely be interesting to to uh see how you know a beast lord plays eventually. fixed an issue where raid invites would fail in certain circumstances. Non-attackable NPCs should no longer multiccast or multiclass. Addressed an issue where NPC corpses could continue walking even after they’ve died. Restored the original classic two-handed blunt animation to the game. You will no longer gain skill-ups from skills you haven’t been used. You haven’t been used when reposting. Uh, this is gaining hand to hand. Well, repost. I believe that’s the fix there. Creatures in Plane of Fear and Beyond should no longer fear or charm you so hard you’re unable to approach the game again for 24 hours. Fixed four players getting charmed and then shrunk by the pet scaling option game. addressed an issue where NPCs would attack each other after the charm fades. Interesting. Fixed a bug where cleave wasn’t working with one-handed blunt. Updated the message that appears while being stunned to clarify that you’re now immune and that you are currently immune on subsequent subsequent I can’t see the word hits. Now I get stunned non-stop. Uh even with the full 100% stun immunity. Like it’s spell stuns. It’s constant spell stuns. Like if they got a spell, if a mob’s got a stun, it casts it. I don’t know why. Spirro lords stuns me for like 10 minutes and he 10 minutes 10 seconds, but he’s uh he’s a ranger so I don’t get it. Fixed an issue where specific music tracks would skip over music tracks if environmental sounds were disabled. Fixed an issue where music needed to completely come to a stop before being able to resume the same track. The same track will be available to resume on this sub in the same sequence without having to fully have the track come to a stop. All right. uh targeted area of effect spells such as harmony can now affect NPCs you have not engaged in combat. Right? So these these have like AoE’s to them, right? And typically [music] the AoE’s don’t hit things if you’re not engaged, right? So hopefully that fixes that. I I kind of noticed that when I was playing with the with the bar uh the druid harmony in one of the playthroughs, but it’s very interesting. mounts that are obtained from AAS will not only grant the mount speed you when you are a valid class for using that AA. All right. Is that Do you get a free mount? [laughter] Hold on here. Do you get a free mount if you level Oh, okay. Wait, hold on. That might be like you get a mount, right? But then you you get like slow mount speed, right? I’m just thinking like I don’t I don’t really want to spend 100k on a mount. I mean, if I have if I have to level a shadow knight to like 10 [music] to get five AAS, you know, that’s a different story. Uh, see, you fixed an issue where long 5 to 10 seconds recovery cool down would fire if you used the stop action keybind with bard is one of your classes. Yeah, seen that before. fixed an issue where range check on contact procs such as vampiric embrace would not properly would not work properly on NPCs with large hitboxes. Life spike spell should be moved to level from level eight to level five for shadow knights. A new life tab spell life bite has been added at level 10 for shadow knights and level eight for necromancers. This new spell has been added to the auto grant list for both classes. Oh, that’s very nice. That is very nice. Uh that’ll definitely like that’s a life spike is a really really good life tap, right? So that’s going to be nice earlier on for uh Shadow Knight zones and population. The wasps/bees in the plane of sky have had seen their stingers file down while charm. Now I’ve been doing plane of sky for the last two days because of this. I try to unlock the rest of my classes before charm gets uh just it takes longer, right? I can do it without the charm, but like it it’s a schllo. And uh oh my god, I have been doing this for so long. And uh definitely uh going to miss the murder bee. Uh the one the spawn known as murderb should be a bit easier to exterminate in solo instance. This thing does so much DPS. I I actually killed all three of them at once like face tanking them. But man, it was it was everything it took. Everything it took. Uh, shimmering meteors have also had their damage tuned down, while charmed snow longer overwrites the zones precipitation type, preventing rain from falling. Praise Karana. Rain is no longer too small to see. Wild animals should be friendly towards Karen, similar how they react to rangers and druids. Monsters should no longer try to patrol through the walls of Runny Eye. Seplishini white light blade bright in ocean of tears now has considerably shorter respawn time. I have no idea what that NPC is for. Uh definitely going to be interesting to see. Fixed an issue where highle monsters in ced keep were taking excessively long time to respawn. Non raid boss NPCs are now restricted from casting charm if they already have a pet. All right, quests. The soul soldiers brooch quest in math mountains will now allow players to choose their reward. All right, so that sounds like something fun to do. updated the Tor corruptor final turn in to properly grant the quest completion title to some players that do not meet the lower requirements of the quest. Players now given the corresponding potential of the void task when they enter the raid instance. Upon entering the raid instance, all other potential of the void tasks are removed from the task list. I guess to print prevent getting multiple like the bug the other day. Uh corrected an issue allowed player illusions to be used as pet illusions. As a result of this change, we added a conversion button to the guise of deceiver and the amulet of necropotins that allows these items to be turned into the pet illusion version. Blood moon has now now has the focus effect improve vampurism which increases your life tap uh damage. fixed an issue preventing armor ornamentation ornamentation tokens from working when created from cloth armor. Copper band now has a 1A. The unholy steed, holy steed, the abysmal seed, and the valiant steed will now summon bridles, which can be used to summon the mount instead of directly summoning the mount. Interesting. fixed an issue where various animation such as whips and bows were not animating on attack. Players player pets now prevented from equipping secondary only items when they utilize a two-hander in their primary. All right. UI. The search feature for spell inside of actions windows had his data data expanded to be able to search more fields. added UI scaling to the server selection screen. Fixed observed issue with spacing and scaling. Fixed observed issue with where window would not keep relative position and not keep on screen size or rescaling. Adjusted inventory AC and weight labels to not include extra spacing. Scaling now applies before character select. So, the loading screen is also able to scale properly. Fixed layout calculation bug that was causing the action window to produce graphical artifacts when shrinking the window vertically. On fresh installations of EverQuest Legends, a UI scaling is now automatically detected and used. Change the UI font scaling to dynamic rerization. The map window should be more compatible with UI scaling. All context menus will now be fully kept on the screen. Then this includes a spell list, rewrite clip, a limp, right click, and empty gym. The personal is instance window. Now properly shows responding non-responding selections correctly. fixed a display issue with the item inspection window that occurs after viewing the item that is convertible, such as the ganol slayer item. All right, a batch of new maps have arrived for the maps window. Fixed a bug causing [music] control options momentarily duck toggled not load the saved state. added a new options toggle interface general to use the action spells window instead of the spell book for open spell book keybind and the book button on your and the book button on your bar. All right, that’s pretty nice. Uh added a button in the spell book to open the actions window in the spell tab. added the same toggle from the options in the spell book for visibility. Very nice. So, the big thing here is the miss more revamp, right? Uh a buff to shadow knights, whatever that was right here. Blood Blood Moon, right? That’s a that’s going to be pretty nice, I think. I don’t know. I don’t know if it’s going to be enough to push, you know, Shadow Knights up a little bit, but uh definitely pretty nice. Uh looks like a good patch. Um you know, hopefully this revamp is uh is killer. I’m going to spend uh you know, a lot of time here trying to level up my enchanter and uh maybe we’ll maybe try another one, but I feel like enchanter is the one to go here because of the large trains. But we’ll see. We’ll see and maybe we’ll hit up CG uh in a follow-up video. But uh there you go. That is the Notch Pot for August 18th, 2026. Recording it the night before. So if this changes, well, it changed. But [laughter] thank you very much for watching and please have a fantastic day.