House Storage & Pet Control Update
Applied 13 September 2026. Requires the client patch (new gump art). Three new House Storage furnitures, a large pass over pet control, a rebuilt craft menu, and one crafting change for blacksmiths. Each entry links to the page that covers it in full.
House Storage ↑ top
Three new furnitures go on sale at the Vault of Eren — the Artisan's Strongbox and the Alchemistic Shelf for 40 Eren Coins, the Jewelry Case for 35. They are the answer to a house full of bags: each one swallows a whole category of crafting stock by the hundred thousand, and your craft menu can work straight out of them. Full article: House Storage.
| Furniture | Holds |
|---|---|
| Artisan's Strongbox | Ingots, boards, granite, leather, cloth, crafting supplies, and crafting and gathering tools |
| Alchemistic Shelf | Reagents, potions, kegs, bottles, blank scrolls and maps, Magical Essence and the matching tools |
| Jewelry Case | Luck jewelry and the six gems it is set with |
Each has to be secured in a house and you may place one of each kind per house. Drop a container or a commodity deed on one and it unpacks, so a run's worth of ore or a chest of reagents goes in with a single drag. The Use House Storage toggle in the craft menu then lets a craft draw its materials out of the furniture instead of your backpack, from anywhere in the house. One detail worth knowing before you go looking in the wrong place: when a crafting mastery refunds a craft's materials, they go back into the storage furniture, not into your pack.
Pet control ↑ top
The longest list in this release. Pets should now do what you told them, in the order you told them, and stop queueing up behind each other. All of it is documented on the new Tamer's Guide.
Safety and ownership
- A pet never attacks its master, even when you hit it by accident, and "all kill" aimed at yourself is refused outright.
- Pet friends can only order Follow, Stay and Stop. Come, guard, kill, drop, friend, release and transfer stay with the owner.
- A refused friend or unfriend no longer leaves the pet stuck in that order.
- Staff have better tools for recovering lost and deleted pets, on top of the 14-day pet recovery window.
Combat and casting
- A pet attacked while on "all follow me" now fights back properly, spells included. It used to swing its fists until the next "all kill".
- Casting pets (dragons, nightmares and the rest) only pick spells they can actually pay for, and retry half a second after a refused cast instead of standing there.
- They no longer fire a leftover spell at their next target after "all follow me", "all stay" or "all stop".
- A pet's dispel now lands on the summon it was cast at, and pets never dispel their own master's summons.
- Melee pets set to Medium or Long fight range now close to melee reach instead of stopping short of the target.
Commands and orders
- "All stop" during a fight and "all guard me" mid-fight now behave: the pet goes back to following, and guard drops its old target.
- "All kill" is obeyed on targets up to 30 tiles away, and animal pets chase a distant target instead of twitching on the spot.
- "Drop" on an unbonded pet is refused with a message instead of parking the pet forever.
- Ordering a pet onto something it cannot harm is refused with a message.
- Pet names match whole words only. A pet called Rexy no longer answers to "Rex come".
Movement and navigation
- Pets walk around a character standing in their path or on their target, on dungeon floors and outdoors alike, instead of lining up behind them.
- A staying pet walks back to its post around obstacles, stops fidgeting on uneven ground, and renaming it no longer moves the post.
- Better pathing up stairs, ramps and bridges.
- Pathfinding no longer plans a route through locked doors or house doors the pet cannot open.
- Pets no longer walk toward a master who is far out of reach.
Release and loyalty
- Releasing a pet works fully on both paths now: the pet goes wild, gets its 3-day timer, and a bonded pet drops its pack for you.
- A pet that abandons you at 0% loyalty truly goes wild.
Monsters and NPCs
- Provoked creatures walk to their target and fight it.
- Fleeing creatures actually run and recover instead of standing still, and vendors go back to business once their attacker is gone.
- Creatures entering guard stance keep war mode.
The craft menu and other windows ↑ top
A pass over the game's windows, and a new kind of button to go with it: a proper toggle switch now stands wherever a setting is simply on or off. It carries its own caption, the pressed frame shows you the state your click will give you, and a setting that cannot apply right now is greyed out with a tooltip saying why instead of quietly disappearing.
The craft menu got the most of it:
- A new options bar under the crafting box collects all five toggles in two rows: Use House Storage, Highlight Skill Gain, Enforce Exceptional Tool, Craft for Quest and Use Essence. All five are on every craft menu now, greyed with a reason where they do not apply, so you always know a setting exists.
- The resource bar at the bottom is compact and reads in three columns: the material selector on the left (the reagent grid for Alchemy and Inscription), your tool, essence and the other materials in the middle, and Recycle, Repair Item and Make Last on the right.
- Essence appears on every craft menu, greyed where the recipe rolls no magic, rather than only on the menus that happened to show it. Bottles, blank scrolls and blank maps moved out of their per-skill corners into the same middle stack.
- With Use House Storage on, every material counter reads the storage furniture first, and a Required Materials row turns brown when the storage is paying for it. One glance tells you what comes out of the box and what out of your backpack.
Elsewhere: the Help menu's optional system messages (skill gain chances, skill mastery, taming and barding details) are toggles now, in a tidy grid; the house menu plate was resized so its six entries stop overlapping; and the storage furniture windows carry a tooltip on every button, icon and row, so an unlabelled diamond finally tells you what it does.
Blacksmithy: Smelt Item is now Recycle ↑ top
The craft menu's Smelt Item button is gone. Recycle does its job and more: the same ingots back, no ore skill gate on the higher metals any more, and an identified magic item pays Magical Essence on top. It reaches items within two tiles as well as your backpack, so a pile on the floor next to the forge works. Macros that pressed Smelt now land on Recycle. Details on Blacksmithy.
Also new in the wiki ↑ top
- Every house has its own page now. Click a name on the Houses list for its plot size, deed and upgrade prices, the secures, lockdowns, vendors, co-owners, friends and bans at each stage, and screenshots of all three stages inside and out, with the east-facing variants and the stable module where a house has them. The sidebar keeps the list collapsed until you are on one of those pages.
- Tamer's Guide: every pet order and what it actually does, standing orders, Strict Orders, friends and transfers, both pet windows, resurrection, release and recovery.
- The four crafting mastery pages now spell out what plain iron, leather and wood can still roll from a Fortune. Gilding and the essence drop need a colored tier, but the crafting rare has no material requirement at all.
- The PvP overview's skill facts moved onto the skill pages that own them: the Mining damage bonus on hammer picks and war axes, the Fletching bow bonus, the Carpentry staff bonus, Arms Lore's half of the disarm move, Meditation's share of the Reactive Armor pool, and the insta-hit penalty on Magery.