Since the October 9, 2026 combat upgrade; updated October 11, 2026 at 9:01 a.m. EDT
Release Date
2026-10-11
NWSync Hash
d887eb8f5837da8eced4091fd9b6302125236fbd
These notes cover fixes and balance changes since the October 9 combat upgrade. Changes may reach the live server at different times; the next release date has not been confirmed.
Free rebuild token: All existing players will receive one free rebuild token.
You recover stamina faster. Base recovery rises from 1 to 10 stamina per 30 seconds, before Might and other bonuses. You receive recovery every six seconds. Maximum stamina and ability costs are unchanged.
Stamina refunds from weapon abilities can no longer exceed the stamina spent, including on discounted attacks and attacks that hit several times. Double Shot's once-per-use critical-hit refund now works even when the target resists all of the damage.
Tanks can hold enemy attention more reliably. Bastion, Defensive, Immovable, Iron Wall, Sentinel, and Warden Wall now double the threat generated by damage. A guarding beast gains 50% more threat from damage. These bonuses do not increase damage dealt.
Provoke, Anger, Guarding Roar, and Evasive Challenge now put you ahead of the current threat leader when you are behind. Using them while already ahead does not keep adding extra threat or force enemies to stay on you.
Enemies switch targets more reliably when someone else takes the threat lead. They no longer keep chasing dead, hidden, or unavailable targets.
Threat now reflects damage dealt and HP actually healed. Healing someone at full health no longer draws enemy attention. Beast support only gains its extra threat when it heals or removes an effect.
Guardian and Ward threat bonuses against a particular enemy now apply correctly without interfering with your other threat bonuses.
Weapon abilities now benefit from their physical or Force ability accuracy bonuses. Focus Stim I and II correctly add 5 and 8 percentage points of accuracy.
Shadow Step now teleports you correctly while you are already attacking in melee, and still stuns the target on arrival.
Blazing Spikes can coexist with Cyclone Stance and other stances. Toggling it or changing stance no longer cancels the other effect.
Entering Stealth now ends Rest and the sitting animation. Rest recovery no longer continues while you are hidden.
Serene Focus and other FP or stamina recovery abilities work correctly on supported DM-controlled creatures.
Droid companions once again gain HP from their Vitality, and HP equipment upgrades correctly increase their maximum HP.
Bleed and Toxin still deal damage based on the target's maximum HP, but now have damage caps that grow with your attributes. This keeps their damage in check against bosses with very high HP.
Bleed deals 4% of the target's maximum HP per tick, up to 20 damage plus twice your higher Might or Perception modifier. Negative modifiers do not reduce this cap. Bleed bonuses and the target's damage reduction apply afterward.
Toxin deals 6% of the target's maximum HP per tick, up to 30 damage plus three times your Agility modifier. Negative modifiers do not reduce this cap. The target's damage reduction applies afterward.
Bleed, including Bleed from Piercing Toss, and Fragmentation now correctly appear as physical damage in the combat log.
Healing from lifesteal, drains, and defeating enemies now has the following limits. Healing bonuses count toward these limits:
Recovery source
Maximum recovery
Drain abilities, including Force Drain and Soul Strike
15% of your maximum HP per use, even when hitting multiple targets or dealing damage in several stages
Passive lifesteal, including capstone perks
6% of your maximum HP per hit, with all passive sources sharing this limit
Critical-hit healing with its own cooldown, such as Vampiric Fury
A separate limit of 12% of your maximum HP per hit
Passive lifesteal and cooldown-based critical healing combined
24% of your maximum HP in any six-second period
Healing from defeating enemies
12% of your maximum HP in any six-second period
Healing from damage still cannot exceed 50% of the damage you deal. Damage beyond an enemy's remaining HP and hits on invulnerable targets do not grant extra healing. Healing beyond your maximum HP does not use up your allowance. Combat Readiness no longer boosts Force Drain or Soul Strike healing twice.
Observing enemies with Combat Analyzer no longer takes combat XP away from your other skills. Actively using Mimicry techniques still shares XP normally.
Observation grants 5% of the kill XP appropriate for your Mimicry rank, rounded down, up to 30 XP per creature before normal penalties. Character and area XP bonuses do not increase it. Trivial enemies, repeated observations, and maximum-rank Mimicry grant no extra observation XP.
Mimicry XP from using a technique, observing, and learning during the same kill now appears in one message.
Purchased attributes are restored correctly when you log in after a crash, keeping your spent AP and racial bonuses intact.
Handing in quest items, or letting a hand-in expire, no longer leaves you stuck as busy and unable to use abilities such as Slam.
Force weapon enhancements have been replaced. Enhancements and random blueprint bonuses no longer turn your entire weapon's damage into Force damage. You can still do this with Imbuement Stance.
Affected weapons return to physical damage while keeping their damage bonuses and other properties. Your learned Force enhancement recipes, books, researched blueprints, and research in progress change to the matching DMG enhancement recipes. Shops also sell the replacements.
Affected older weapons now use the correct attributes for accuracy and damage. Their other bonuses, damage elements, and appearance are preserved.
These repairs also apply to affected items in banks, markets, property storage, and droid equipment. The Force enhancement replacements include Quest Contract rewards and deliveries.
Intermediate equipment recipes now cost more than the preceding tier. The 220 affected armor, accessory, shield, weapon, and droid equipment recipes require 50% more of their original materials, rounded up, plus an extra material suited to the equipment.
Item examine windows now show weight, including unidentified items and market, storage, and contract previews.
Cosmetic Datapads now have readable descriptions instead of blank text or an error.
The default NWN Craft Skills dialogue is disabled again.
Capstone quest givers have been moved to new locations.
Czerka Weapons Testing Facility enemies, including wardens and rare enemies, no longer appear inside scenery. Enemy numbers, rarity, and respawn times are unchanged.
The Veles vending machine again sells Czerka Soda, Packaged pickle, Hot Chips, and Czerky Jerky(tm).
Ressa and Varko Jellin's Veles outfitter stall again opens the original accessory shop, including cigarettes, cigars, instruments, umbrellas, and other props.
You can approach and sit on the front benches around Mart's statue and the Veles starport bus shelter more reliably.
The Veles Sheriff office and jail doors start locked and use the existing reusable Czerka ID Codes - Level 2 keycard again.
The Trade Concourse warehouse's Smuggler-key entrance closes five seconds after opening and locks when closed. The return teleporter remains available.
Talking to the Anchorhead Droid Merchant no longer makes her perform sit-ups.
The Jawa Ninja now has a readable English description.
The armor appearance editor updates its choices when you change equipment, fixing crashes and unresponsive controls.
Changes to exposed hands and biceps now show correctly through affected outfits. The muscular bicep option is available again for supported species and outfits.
Dark hair presets and reflective armor dyes regain their intended brightness. Helmet 53 has smoother dye boundaries, especially with black dye.
Fixed a dropped-item coloring error involving skin, hair, and tattoo colors.
The appearance editor closes safely when a DM controls a creature whose appearance cannot be edited.
Wrist Rocket I–III regain their original firing animation, rocket, and explosion.
Force Burst, Force Judgment, and Radiant Lance have updated effects. Force Burst and Radiant Lance III visuals now match the marked damage area even when the target moves.
DMs can once again see the Shout label and supported character descriptors.
DM character inspection now shows portraits, HP, FP, stamina, alignment, credits, descriptions, and available RP XP. Skills and perks are easier to search, a new Effects tab shows active effects and their remaining time, and character notes have more writing space.
Dungeon enemies and quest stories have been revised, with matching changes to loot. Your existing quest progress carries over.
Dantooine enclave: Malfunctioning training droids replace the hostile Jedi students and instructors. They look, sound, and fight like droids and are immune to trauma. Dialogue and journal entries now ask you to contain dangerous training droids.
Korriban tombs: Hostile relic raiders replace the academy students. Dialogue and journal entries now focus on stopping tomb looters.
Saber loot replaced: Training sabers, training saberstaves, lightsabers, and saberstaves no longer come from regular enemy drops, chests, or stealing. You obtain them through their dedicated progression and crafting. The affected drops, including those in the medical wing, are replaced with cowls, sashes, and vambraces of the same reward tier.
Existing affected drops change too. The affected sabers you already own become matching nonweapon rewards, with quantities preserved. This includes items in storage, markets, contracts, and droid equipment. Player-crafted and custom sabers outside the affected drops are untouched.
Check your market listings and droids. Listings for converted items are removed from sale so you can set a new price. Converted items equipped on droids move to their inventory.
Your quest progress is preserved. Kill progress carries over to the replacement enemies, including for characters who are offline. Access keys, required kill counts, and quest rewards are unchanged.