The world is not stock either
Changes to Dereth
Every change to the world, newest first, with the reason. Each one is also posted to #patch-notes-content in Discord the moment it goes live. Experience comes in at half the retail rate everywhere — the level cap is 500 and enlightenment is meant to be repeated, so the climb is the game and the shortcuts around it are the first things to go.
The features that are always on — the currencies, the bank, personal dungeons, enlightenment on our terms — are on the front page. This page is for what changed, and when.
17 September 2026
The website is at aelrynth.com
https://aelrynth.com - the front page, the changes log, commands, weenies, properties, spells, the leaderboards, the launcher download and the server's source, all under the server's own name with a proper certificate. The temporary address (the bare IP) redirects there.
Why: a server should have an address you can remember and a lock in the browser bar.
Unchanged: the game address for the launcher - 144.217.84.148, port 9020 - though aelrynth.com works there too now if you prefer typing a name.
17 September 2026
The name is Aelrynth
Aetherium lasted a day - it turned out to be taken. The server is Aelrynth, from Aerlinthe, the island north of Dereth, respelled so it is ours. Everything said about the rename this morning still holds: nothing about your characters, accounts, bank or progress changes; the book in your pack is the *Aelrynth Codex*; the launcher is AelrynthLauncher and an existing install renames its server entry by itself; the world shows the new name at character select after the next restart.
Why: a name should be ours alone, findable, and sound like it came out of the game. Aelrynth does all three.
The website is still at https://aelrynth.com/ with the launcher at /downloads/ and the server's source at /source/.
Unchanged: the game address (144.217.84.148:9020), your launcher settings and dat folder, the Discord, every command.
17 September 2026
Aeshnidae is now Aelrynth
The server has a new name: Aelrynth. Nothing about your characters, your accounts, your bank or your progress changes - only what the server is called. The world will show the new name at character select after the next restart; the book in your pack is now the *Aelrynth Codex*; the launcher is now AelrynthLauncher, and an existing install renames its server entry by itself the next time it starts.
Why: Aeshnidae was a name that needed explaining. Aelrynth doesn't.
The website has moved. It is now at https://aelrynth.com/ , with everything that was on the old site - the changes log, the command reference, the weenie and property lists, and the leaderboards - plus the launcher download. The old GitHub address no longer works, and neither does the old source-code link: the source of the running server, which the AGPL licence entitles you to, is now at https://aelrynth.com/source/ - browsable, as a tarball, or git clone https://aelrynth.com/source/.git.
Unchanged: the game address (144.217.84.148:9020), your launcher settings and dat folder (they keep their old folder names on purpose, so nothing moves), the Discord, and every command.
16 September 2026
Correction: it is the passup an enlightened character receives that is scaled, not what they pass up
The earlier note today had it backwards, and so did the server for a couple of hours. The rule is: an enlightened patron receives experience from their vassals by their own level - nothing until 40, 20% from 40, 40% from 80, 60% from 100, and the full amount from 120. What any character passes up to their own patron is untouched, enlightened or not, and everyone further up the tree is scaled by their own level, not by anyone below them.
Why: the point was always to stop an enlightened character speeding through the early levels on their vassals' experience. The climb back is the price of enlightenment. Between 13:41 and 13:55 today the server scaled the wrong side - an enlightened vassal's passup to their patron - and that is now undone; anything an enlightened character passed up in that window was reduced and is not recoverable, but it is fourteen minutes on a Wednesday afternoon.
patron's level after enlightenment share of vassals' passup received 1 - 39 0% 40 - 79 20% 80 - 99 40% 100 - 119 60% 120+ 100%
/enlighten shows your current percentage, and you are told what was kept when a delivery is scaled.
Unchanged: everything about passup for characters who have not enlightened; what vassals generate; loyalty and leadership.
16 September 2026
After enlightenment, allegiance passup comes back with your level
An enlightened character now passes experience up to their patron by level: nothing until 40, then 20% from 40, 40% from 80, 60% from 100, and the full amount again from 120. Everything else about passup - loyalty, leadership, the retail formula - is exactly as it was. Characters who have never enlightened are not affected at all.
Why: the consensus is that enlightenment should be hard, the way it was on retail, and that instanced dungeons should scale with it (they do: +5% per enlightenment). But an enlightened character at level 5 kills what a level-275 kills, and every one of those kills was a full passup to a patron who had done nothing new - the climb back is meant to be the price, and the passup was quietly refunding it.
level after enlightenment passup 1 - 39 0% [100%] 40 - 79 20% [100%] 80 - 99 40% [100%] 100 - 119 60% [100%] 120+ 100%
/enlighten shows your current percentage. The bands are a server setting, so they can move if the numbers turn out wrong.
Unchanged: passup for anyone who has not enlightened; the experience the enlightened character earns for themselves; what enlightenment costs and keeps.
16 September 2026
Leaderboards: movers, and the allegiances
Two new boards: Largest allegiances (every character sworn to a monarch, the monarch included) and Allegiance experience (what an allegiance's members have passed up the tree over their lives). An allegiance shows under its name once the monarch has given it one, and under the monarch's name until then.
And movement: the server now keeps a snapshot of every board on the hour, so /top movers shows who gained the most on each board over the last day (/top movers kills 7d for a week, on one board), and the website's Leaderboards page has a Movers section with the same, under the boards. Someone new to a board in that time counts from zero and is marked new.
Why: a board says who is ahead; the movers say who is moving, which is the more interesting question on most days. The staff also read them: a gain the game cannot give in a day is looked into.
Unchanged: the boards themselves, how anything is earned, and who is on them - staff characters still are not.
16 September 2026
Leaderboards: seventeen of them, in game and on the website
/top shows every board and who leads it; /top kills (or any board) shows the top ten; /top me shows where you stand on all of them. The same boards are in the Codex and on the website's Leaderboards page, and the server rebuilds them every five minutes.
Why: a server this size runs on knowing who is ahead. You could already see your own numbers; now you can see everyone's.
level enlightenment xp radiance resonance luminance (what is banked, per account) radiance-earned radiance-spent resonance-earned resonance-spent luminance-earned luminance-spent kills deaths pk mastery auras
The earned and spent boards started counting today - nothing from before 16 September is in them. The two banked boards belong to the account rather than a character, so they show one row per account under its most recent character. Ties share a rank; a zero is not a row.
Unchanged: nothing about how anything is earned. The boards only read.
16 September 2026
Resonance now buys something: auras
Resonance - the 10 you earn for every quest you finish - has had nothing to spend it on. Now it buys auras: nine small, permanent conveniences, bought rank by rank with /aura buy <name> from your account's banked Resonance. /aura lists them with your rank and the next price; /aura <name> says what one does. They are per character, they never wear off, and they survive enlightenment - the Font takes your luminance auras, not these.
Why: a currency you earn and cannot spend is a score, not a currency. Auras are the quest reward: small power and quality of life, the kind of thing you notice every session and never have to think about again. Nothing here raises damage, skills or crits - that is what mastery and Radiance are for.
Aura each rank max Lasting Enchantments beneficial spell duration +20% 3 Frugal Mana items burn mana 5 rating slower (5 = -20%) 5 Charmed Hands imbue success +5% 3 Generous Stones mana from stones +5 rating 5 Keen Salvager salvage units and value +25% 4 Strong Back carrying capacity +20% 5 Deep Rest vitals regenerate twice as fast, lying down 2 Thrifty Caster a burning spell component survives, 10% 5 Steady Quiver an arrow, bolt or dart is not spent, 10% 5
Rank 1 of anything costs 100 Resonance (ten quests), rank 2 costs 200, rank 3 costs 300, and so on. Everything in the table comes to 10,000 - a long-term goal, not a wall. The retail augmentation gems and luminance auras that touch the same numbers still work, and add to these.
Unchanged: what pays Resonance (10 per quest; a kill task once, when it completes), /b pay for sending it, and every luminance aura and augmentation gem. Nothing you already have is affected, and nothing is refunded - buy what you will use.
16 September 2026
The Aelrynth Codex: a book in your pack with all your numbers in it
Every character now carries the *Aelrynth Codex* - an ordinary book whose pages are rewritten every time you open it: your bank balances, your skill mastery and what the next points cost, your auras, your quest bonus, your enlightenment progress, and the leaderboards. Open it from your pack, or type /codex; /codex bank opens it at a section. It cannot be dropped, traded, sold or lost on death.
Why: the numbers that matter most here lived in chat lines you had to ask for one at a time. A book is something the retail client already knows how to open and page through, so everyone gets it with nothing to install.
Unchanged: every command the pages summarise still works exactly as before - the book is a view of the same numbers, not a replacement for /b, /x, /aura or /qb.
16 September 2026
Enlightenment: the aura check looks at each aura, and tells you which one is missing
(Live since 13 September; the note is late.) The Font of Enlightenment used to add up your luminance aura credits and want exactly 65. Fully bought auras add up to 80, so a character who had bought *everything* was refused - and one who was short got a number, not a name. The Font now checks each aura against the threshold it actually asks for, and if you are short it names the auras: "Missing: Damage, Healing."
Why: Buying every aura is the requirement. Being refused for having done so was a bug, and "you have 62 of 65" never told anyone what to go and buy.
Thresholds (what the Font asks for, per aura):
All Skills 10 of 10 Surge Chance 5 of 5 Damage 5 of 10 Damage Reduction 5 of 10 Crit Damage 5 of 10 Crit Reduction 5 of 10 Item Mana Usage 5 of 5 Item Mana Gain 5 of 5 Healing 5 of 5 Skilled Craft 5 of 5 Skilled Spec 5 of 5
Unchanged: the level requirement, the Celestial Hand Master requirement, and what enlightenment does to your character. The four ratings that go to 10 still only need 5 - that is retail's own rule, not ours.
15 September 2026
Two new reference pages: every weenie property, every ACE command
Two additions to the site, in the menu beside the weenie list.
Properties lists all 964 properties the server can hang on a weenie - every creature, item, portal and NPC in Dereth is built out of these. Each says what it does, which table it lives in, the number that identifies it, and whether it shows up when you appraise something, is sent to your client at login, or is only ever held in memory. 234 are marked *unread*: ACE defines them but never looks at them, so they are retail leftovers that do nothing at all.
ACE commands lists all 321 commands the server knows, grouped by who may run them - 14 are open to anyone, the rest are staff. Each says what it does and where it works, which matters more than it sounds: only 111 can be run from the server console, and the rest need a character standing in the world.
Why: ACE ships no documentation for either of these. Knowing which properties do nothing saves real time, and until now the only way to find out was to read the source.
One caveat worth stating plainly: the command descriptions are ACE's own, taken from the code. The property descriptions are ours - the enums carry names and numbers and almost no explanation - so treat that page as a good map rather than gospel, and check the source before leaning on an obscure one.
Both pages are the whole list with a search box over it, so your browser's own find works across all of it.
Unchanged: nothing in the game. These are reference pages.
15 September 2026
The site works on a phone now
On a phone the menu at the top of the site used to vanish completely - no Join, no Commands, no Weenies, nothing. The only way to reach a page was to type its address. Every page now has a menu button in the top right with every link in it.
The weenie list got the same attention. Each result is two lines - name and level, with the wcid and type beneath - instead of four columns fighting over the width of a phone. Sorting is a row of buttons you can actually hit with a thumb: wcid, Name, Type, Level. Tap one to sort by it, tap it again to turn it around. Before this, name only ran A to Z, wcid only ran lowest-first and level only ran highest-first; there was no way to ask for the other direction. On a desktop the column headings do the same job.
Searches are links now. Filter the list and the address bar keeps it, so a view of the list is something you can paste in here:
weenies.html?q=olthoi&cat=creature&sort=level&dir=desc
Why: the weenie list is one of the more useful things on the site, and on a phone it was neither reachable nor readable.
Unchanged: what is in the list, and everything the server does. This is the website only.
14 September 2026
Skills and Bank windows, for the OpenAC client
Two new in-game windows, drawn by the server: Aelrynth - Skills shows every skill you hold with its base, current, the Radiance points bought into it and what the next point costs - rows you can afford are green - with Raise +1 / Raise +5 buttons. Aelrynth - Bank is /b as a window: each currency with what is banked and what you are carrying, an Amount box, a Pay-to box, and Deposit / Withdraw / Deposit all / Pay / Refresh. Every button does exactly what the typed command does; a blank amount means all of it. They open by themselves when you log in and update as you play.
Why: the numbers that matter most here - what a raise costs, what you have banked - lived in chat lines you had to ask for. Now they are on screen.
Only in the OpenAC client, which is what these windows are built for; the retail client cannot draw a window it was not shipped with, so on it nothing changes. OpenAC for Aelrynth is still being set up for players - when it is ready you will hear about it here. /hud on|off|sync are the switches, if you are testing it with us.
Unchanged: costs, balances, every /x, /raise and /b command. The windows are a view of the same numbers.
14 September 2026
Mastery and enlightenment now look like something
/raise plays the augmentation burst and chime you know from spending experience at an augmentation gem, and on your first mastery point and every tenth after it, the fireworks - the same ones the game plays when a skill reaches its ceiling.
Enlightening at the Font is now a ceremony: the Font lights up, the world goes white for you alone with the chant, the burst hits your character where everyone can see it, then the fireworks, and the light lifts.
Why: these are the two biggest things a character does here, and until today both happened in a chat line. The effects are retail's own - nothing to download - and they mean what they always meant: permanent power, and a milestone.
Unchanged: costs, requirements, what either of them does to your character. If the white-out ever sticks (it should not), relog and tell staff.
14 September 2026
Three fixes from a fairness pass
Fellowship shares now earn Radiance. The rule has always been that every point of experience you receive lands as Radiance, including your share of a fellow's kill - but the share was being counted for the killer only, and at 75% at that. From now on everyone in the fellowship earns Radiance on their share, exactly as the front page said.
Kill tasks and timers no longer count as quests. Resonance is paid per quest completed; it was also paying 10 per kill while a kill task was running, and again for pickup timers. The Quest Bonus counted every stamp in your quest log - kill-task counters, portal timers, stipend flags - as a solved quest. Both now ignore those and count the quests; a kill task pays Resonance once, on the kill that completes it. Your Quest Bonus will recompute the next time you log in, and may come down a little; the multiplier's ceiling (2.0x) is unchanged.
Skill mastery costs the same for every skill. A mastery point was priced from the skill's advancement class at the moment you bought it, so buying while trained and specializing afterwards came out cheaper than the other way round. One price now, for trained and specialized alike - the trained curve continued, which is the curve /x has always shown. Specialized mastery got about 12% cheaper as a result; nothing else moved.
Why: a pass over the server looking for ways to get ahead without playing. None of these was being abused; all of them could have been.
14 September 2026
Movement is now validated, not just watched
Since Saturday the server has been checking every position your client reports against your real top speed and against the world's geometry, and only writing down what it saw. As of today the speed check is enforced: a move the server cannot accept is refused and you are put back where you were. The geometry check still only logs.
Why: teleport plugins work by writing a position into the client and trusting the server to believe it. Two days of watching showed honest play never trips the speed check - not once - so enforcing it costs nobody anything except the people it was built for.
What you might notice: nothing, unless your connection stalls for more than a couple of seconds mid-run, in which case you may get pulled back a few steps. If that happens to you repeatedly, tell staff - the tolerance is a setting.
Unchanged: no one is kicked for it; the geometry check is still log-only.
14 September 2026
Sending Radiance and Resonance is free
/b pay no longer takes a cut. Send 5,000,000 Radiance and 5,000,000 arrives; until now 2% of every transfer was destroyed in transit.
Why: the fee was there as a sink, but Radiance already has one that matters - skill mastery destroys everything you spend on it. Taxing a gift to a friend on top of that only made the currency worse at the one thing a currency is for.
Unchanged: the 100,000 minimum per transfer, and that Radiance and Resonance are the only things /b pay moves - pyreals, luminance and keys still change hands in person.
12 September 2026
New: /x <skill> - what mastery costs, and how far you can go
Type /x melee defense (or /cost melee defense) and you get the price of the next +1, +5 and +10 mastery points in that skill, your Radiance balance, and how many points it buys from where you stand - plus the exact /raise line to do it.
Melee Defense (Specialized) - 412 now, 3 of it from mastery next +1 : 473,945,060 Radiance next +5 : 2,773,248,037 next +10 : 6,823,593,882 you have : 1,203,000,000 Radiance - enough for 2 more point(s) (985,189,596) /raise melee defense 2 to buy
Skill names with spaces work as-is. /mastery still lists everything you hold; /check <skill> still breaks down where every point of a skill comes from.
Also fixed: /b pay now handles two-word character names - /b pay Dargoth Hera rad 5m works.
12 September 2026
Radiance Now Mirrors Experience, and Buys Skill Mastery
Radiance is now 1:1 with experience. Every point of experience you earn - from a kill, a quest, or your share of a fellowship's - lands as a point of Radiance too. It keeps coming at the level cap, where experience stops. Balances earned under the old rate have been multiplied by 500 so nothing you had is worth less.
Skill mastery now costs Radiance, on the retail curve. Raising a skill past its retail cap is priced as if the retail table simply hadn't stopped: the first mastery point costs what rank 209 would have (331 million, trained), and each point after is 1.0787x the one before - the same climb you already know from raising any skill. One mastery rank is one skill point.
What that adds up to, per skill:
+1 331M total 331M +10 654M total 4.8B +30 3.0B total 34B about a fifth of a climb to 275 +50 13.5B total 168B about one whole climb to 275
So +50 in a skill is a level-275 character's worth of play. The curve is its own ceiling.
Bank commands, simplified. /b d on its own now deposits everything - all pyreals, luminance and keys in one go. Leave the amount off any deposit or withdrawal and it means all of it: /b d lk, /b w p. Transfers now need at least 100,000, since a single kill pays thousands.
Unchanged: Resonance is still 10 per quest. Mastery you already hold keeps its ranks. /mastery, /raise and /check work as before, in Radiance.
Why: experience and Radiance were two numbers for one thing. Now they're one number, and mastery is priced on the curve players already understand.
12 September 2026
Experience Transfers Removed
/xp and /xpsend are gone. Unassigned experience can no longer be sent to another character - it's yours, and it stays yours.
This closes the last way experience could act as a currency. Radiance and Resonance are the currencies now: earned by kills and quests, banked to your account, sent with /bank pay.
What this doesn't change: your experience is untouched, and spending it on skills works exactly as before. Skill mastery (/raise) still costs unassigned experience for now.
Why: an economy only holds if currency enters it by being earned. Transferable experience meant one person could quietly play as six.
10 September 2026
Two New Currencies: Radiance and Resonance
Experience is no longer something you can trade. In its place are two currencies you earn by playing, and only by playing.
Radiance comes from monster kills. It's scaled by what the monster is worth and your share of the damage — a monster worth 10,000 experience pays 10 Radiance for a solo kill — and it's announced in chat as it lands. Pets count for their owner. Killing players pays nothing.
Resonance comes from completing quests, and repeatable quests pay every time — 10 per completion.
Neither is an item. Both go straight into your account's bank balance, shared by every character you own, so there's nothing to carry, deposit, or lose. They're the currency the server's economy is being built around; nothing sells for them yet, so what you earn now, you keep.
/bank your balances /bank pay Aeshna radiance 5000 send 5,000 Radiance to Aeshna (2% fee, 100 minimum) /earned what you've earned in the last 5, 10, 30 and 60 minutes, and per hour /bank autolum on send earned luminance straight to the bank, past your cap
Why: an economy only holds if currency enters it by being earned. Tradeable experience meant one person could quietly play as six; Radiance and Resonance can't be created any other way than a kill or a quest.
11 September 2026
Personal Dungeons Are Live — starting with the Egg Orchard
Walk into the Egg Orchard and you get your own private copy of it — nobody else's spawns, nobody else's competition. Every character gets their own, which also means fellowship members are in separate copies — this one is solo by design.
Your copy gets harder — and richer — as you enlighten. Each enlightenment makes the monsters in your copy 5% tougher (skills, health and damage) and the kills 5% more rewarding (experience and luminance). Ten enlightenments is +50% on both. The copy is set when you enter, so enlightening mid-run doesn't change the dungeon under you — the next copy you open is the harder one.
Type /instance inside to see which copy you're in and its difficulty tier:
Dungeon Difficulty: Enlightenment Tier 3 Monsters: +15% skills, health and damage Rewards: +15% experience and luminance
Deaths inside a copy cost no items and no coins. A copy is destroyed when it empties, so a corpse left in one could not be recovered any other way.
This is new and marked experimental. If something looks wrong — an empty room, someone else in your copy, a dungeon that doesn't refresh — /instance says what the server thinks is happening; post that output in #suggestions.
11 September 2026
Free XP Sources Removed
Three ways of getting experience without earning it are gone. In each case the NPC now politely refuses the item — you keep it, nothing is taken.
Casino — Wheel of Knowledge closed. The High-Stakes Gamesmasters (Aluvian, Gharu'ndim and Sho) no longer accept Ancient Empyrean or Ancient Falatacot Trinkets. The wheel paid up to a full level per spin at any level, which is a lottery whose prizes grew with you.
Writ of Apology — no longer handed out. The Royal Guard's apology greeting stays, but there's no Writ with it. Experience Orders are no longer honored by the Guard and are no longer stocked by the Royal Quartermaster. A Writ already in your pack still buys the Quartermaster's other wares.
Experience Certificate — gone. Marid no longer sells it, and the Agents of the Arcanum and Agent Dravos no longer honor it. One certificate was one full level, off a vendor. Marid's other certificates — Luminance, spells, and the three Resets — are unchanged.
Why: with the cap at 500 and enlightenment meant to be repeated, the climb is the game. These were the shortcuts around it.
11 September 2026
Tusk & Pincer Turn-ins — XP Reduced
The Tusker tusk turn-ins at Brighteyes, the Tailor and the Brood Matron Pincer turn-in at the Olthoi Hunter now award 25% of their previous experience.
Why: These were the largest single XP payouts on the server — one Snow Tusker Leader Tusk was 95 million on its own. With the level cap at 500 and enlightenment meant to be repeated, a handful of turn-ins shouldn't be able to skip the climb.
New values (previous in brackets):
Female Tusker Tusk 25,000 (100,000) Male Tusker Tusk 50,000 (200,000) Tusker Crimsonback Tusk 87,500 (350,000) Goldenback Tusker Tusk 125,000 (500,000) Tusker Redeemer Tusk 187,500 (750,000) Tusker Liberator Tusk 212,500 (850,000) Tusker Slave Tusk 250,000 (1,000,000) Tusker Guard Tusk 625,000 (2,500,000) Armored Tusker Tusk 875,000 (3,500,000) Silver Tusker Tusk 1,250,000 (5,000,000) Plated Tusker Tusk 1,625,000 (6,500,000) Rampager Tusk 2,000,000 (8,000,000) Assailer Tusk 2,750,000 (11,000,000) Devastator Tusk 5,500,000 (22,000,000) Snow Tusker Leader Tusk 23,750,000 (95,000,000) Brood Matron Pincer 3,750,000 (15,000,000)
Unchanged: the Sharp Tusker Slave Tusk hand-in at the Ivory Crafters, the Prodigal Tusker's Token, and the Tusker Skull Helm / Bone Sword / Paw Wand hand-ins at Jilna Fullgood.