Mortal Online 2's first Era of Refinement patch is live: new parrying, faster bandages, guild heraldry and Halloween walkers

It’s out of testing. Star Vault has pushed Patch 3.1.20.29, the first patch of the Era of Refinement, to Mortal Online 2’s live servers today. It spent a week on the PTR, where it opened on October 14 and hosted a keep siege event last weekend. Star Vault calls it “only the first step” of a new phase with a monthly release schedule focused on improving existing systems, and describes the notes as “this enormous update.” Massively Overpowered noted during the PTR that the changes were so wide-ranging the team didn’t single out any one thing to test.
Combat, per the patch notes:
- Parrying reworked: blocking no longer costs 10 stamina to start. It now drains stamina constantly while held, and you no longer have to re-press block every 2 seconds to keep the parry window.
- No more zero-damage swings: a quick click now charges to almost 50% and releases automatically. Global charge speeds are slightly shorter and release speeds slightly longer.
- Bandages: no hidden cooldown between uses, healing rebalanced for the faster timings, new better bandages as world loot, and getting hit while bandaging now cuts healing by 10% per hit instead of 35%.
- Endurance: stamina regeneration bonus raised to +5% at level 100.
- Adrenaline: half as much gained from taking damage (0.5 per damage), more from parries (10), and Retreat and Steady Hands cost less.
- Archery: a more aggressive “aim punch” when you’re hit while drawing a bow, and mounted archery damage capped at 90% of on-foot damage.
Clade Gifts and skills. Humans swap Southerner for Persistence Hunter (10% fire resistance, 10% less sprint stamina) and Mathematician for Resourceful (+10% chance of extra gathering yield). Thursars get a passive that lets them swing within their Strength requirement at zero stamina, Bloodlust (up to +15% melee damage as health drops below 50%) and Frenzied Charge. Oghmir get Vital Surge, a once-per-long-cooldown instant recovery from mercy mode, and Defiance, which turns stored Adrenaline into up to +9% physical defence. There’s a new primary skill, Mental Fortitude, which reduces incoming magic damage the way Defensive Stance does for physical damage.
Sieges and guilds. Outpost sieges now start after 45 minutes instead of 60 and run in three timed stages (15 minutes to breach the outer gate, 20 to lower the inner gate, 25 plus overtime to raise the flag), and the defender wins if a stage isn’t finished in time. Keeps and strongholds now fly the owning guild’s heraldry, and there are new buildable territory structures with guild flags.
Quality of life and the world. Gathering nodes now give full yield until they’re empty, crafting windows get a “Trash” checkbox for skill training, Relics and Dynamic Events spawn much more often on Wednesdays and Sundays, humanoid loot tables are expanded, patrolling guards now walk between guard towers outside towns, and the AI fixes target most “safe spotting” abuse. And just in time for spooky season, Halloween event walkers have been added to the graveyards, with rare drop tables.
PPR take: This is the patch the Era of Refinement promised: no new continent, just a lot of the friction taken out of fighting, healing and gathering. The parry change alone should make one-versus-many fights feel very different. If Star Vault really keeps to a monthly schedule after this, Mortal Online 2 players are in for a busy winter. Today’s a good day to log in, since it’s Wednesday and Relics and Dynamic Events are boosted.