We will soon be launching a redesign of this blog. If you are following this blog via RSS, you will need to update to:
http://blog.wildshadow.com/rss
Thanks!
We will soon be launching a redesign of this blog. If you are following this blog via RSS, you will need to update to:
http://blog.wildshadow.com/rss
Thanks!
Our web hosting provider decided we were getting too much traffic and shut down the site without warning. I am attempting to resolve the issue but they have been less than helpful so far. More information when it is available.
Sorry about this.
Update: New server is up and running. It will take 24 hours for everyone to switch over.
We recently released build 116 of Realm of the Mad God. The changes include:
We're super excited about the new pets, which are available at the in-game store. Once you've bought a pet item, you shift-click it to summon the pet. The little guy will follow you around the nexus, realms and dungeons, and he will zone with you. A great feature of the new pets is that they are permanent -- the pet item is not consumed when you summon the pet, which means that you can store the item in your vault and summon the pet over and over with other characters on your account. If your character dies, the pet item will remain safe in the vault, ready for use with your next character. You can collect as many pets as you like, and switch between them at any time.
We plan to introduce new pets on an ongoing basis, so watch for them!
Yesterday we pushed build 115 to the production servers. The changes since 114 include:
The new tiered gravestones act as memorials to fallen characters who have maxed out one or more of their stats by drinking stat increase potions. These are among the most difficult items to find.
This gravestone is for a character who had maxed 5 of the 6 stats. The new elite gravestones don't disappear after 60 seconds like the ordinary ones do; they last until Oryx's earthquake destroys the realm.
Over a year ago, the players of Realm of the Mad God came up with the idea of Oryx's wine cellar. The idea gathered strength and became part of the game's lore, an in-joke among long-time players. But as Alex and I considered ways to make the Oryx encounter more challenging, we hit upon the idea of adding the wine cellar as a second level of his chamber. It took a long time but we finally launched it on the testing server the other day.
Upon defeating Oryx in his chamber, a portal to the wine cellar appears. But it is locked, and the only way to unlock it is to use a "wine cellar incantation," a new and very rare item dropped only by Sprite Gods, the toughest monsters in the Realm. Our intent is for there not to be enough incantations to open every wine cellar portal.
The wine cellar itself is a more difficult fight than the chamber that precedes it. The "Oryx" that was just defeated turns out to be a mere simulacrum, and the Oryx the players must face in the wine cellar has twice the health points and hits twice as hard. Likewise, his minions are twice as tough, with new attacks like a confusion-inducing boomerang and a trap toss. But the rewards are improved as well, with increased chances for big drops and entirely new tiers of weapons, armor and class ability items.
As with several of our recent additions, many of the wine cellar's graphics came from players using the pixel editor. Thank you!
We just posted build 114.1 to our testing server. New features include:
This build includes eighteen new animations for lowlands creatures, every single one created by Realm players using the pixel editor. Lots more animations have already been created, and we hope to get them incorporated soon. Thank you, everyone who helped with this.
The sorcerer is our thirteenth class, but only the second wand user (after priest). He wears robes and like every class he can also wear a ring. His ability item is a scepter which shoots chain lightning. The lightning bounces from target to target, hitting up to eight enemies in its most potent form, and the chained blasts can travel up to ten squares. Under the right circumstances it's possible to hit enemies from extreme distances.
We just pushed build 114 to production. The changes since 113 are:
One of the many things Alex did for this build was to work on some very old code to allow players to walk through skinny gaps in walls.
Today Alex and I posted testing build 113.1 of Realm of the Mad God. The changes include:
The new Phoenix Lord hero was created largely by players in the Ideas Forum, like the Oasis Giant that we introduced last week.
The new vault feature is a private space where players can store items. There is a portal from the Nexus leading to the vault, which contains a bunch of chests. Each chest holds 8 items, and the first is available for free. Subsquent chests must be bought with Realm Gold.
We hope you'll try out the new build and tell us what you think of it.
Today we released build 113 of Realm of the Mad God. The changelist is largely the same as our previous testing build, with a couple of new additions.
The Oasis Giant is a new quest boss who populates the previously-empty oases that were found here and there in sandy areas. The Oasis Giant was largely created by the users in Wild Shadow's Ideas Forum.
Purchasable cloths are the other new addition. They work like dyes, in that you buy them and they recolor your character. But the cloths are patterned, and the patterns were created by our users with the Pixel Editor.
Alex and I would like to give a big thank you to everyone who helped build these new features of the Realm!
We've recently posted some new stuff to http://testing.realmofthemadgod.com/. In a few days, if we're happy with it, we'll push it live to the main site. The changes:
Thanks for help us test Realm of the Mad God.

Recent Comments