News

What changed, and why. The list of changes under each post is generated from the same files the game is seeded from, so it cannot quietly disagree with what you are playing. The reasoning is written by a person, because nothing can generate that.

Seasonal events, and Hallowe'en

October 02, 2026 · 20:51

Holidays now come round by themselves every year, starting with Hallowe'en from 17 to 31 October.

Events

  • Holidays now come round on the same dates every year. While one is on, a fight won or a node worked can turn up its keepsake
  • The chance grows with how long the task took, so the quickest kill is no better a source than any other. Nothing is found at a bench
  • While an event is on, the Here tab says so
  • The reference has a Seasonal events page with each event's dates and how often it turns up its keepsake

Hallowe'en

  • From 17 to 31 October every year, carved turnips turn up while you fight or work, about one an hour
  • A carved turnip is a keepsake: nothing uses it, selling all your vendor trash leaves it alone, and it is the same every year

Boss records, and what a level opens

October 02, 2026 · 15:26

Profiles now keep a record of how each boss was fought, and a level gained says what it opened.

Bosses

  • A profile shows, under each boss, the longest run of kills against it and the fewest rounds a kill has taken. Records start today
  • A run is kills in a row against one boss. It ends at a loss, a flight, setting out on a walk, or more than two minutes between one kill and the next fight
  • A boss is marked as one among a profile's kills and on the leaderboards, as it is in the reference

Levels

  • A level gained says what it opened: places and gear for combat, recipes for a trade or alchemy, nodes for gathering, and enchants and what you can break for enchanting

A chat tab on phones, and a Find box in the reference

October 01, 2026 · 10:26

On a phone, the world chat is now a tab of its own, and the reference has a Find box.

Chat

  • On a phone, the world chat is a tab beside Here, Character and Travel, in place of the bottom of the page
  • The chat fills the screen under the status bar, so your task stays in view while you talk
  • The Chat tab lights up and shows how many lines other players have said since you last looked
  • A new line from another player glows briefly as it arrives
  • Lines from other players no longer leave a blank line under themselves

Tabs

  • Travel and Chat no longer have an empty strip under the tab

Finding things

  • The reference and its make, gather and enchant pages have a Find box
  • What you type in a Find box is kept while you walk to another page and back, until you close the app
  • Each crafting station has its own Find box
  • Find boxes have a button to clear them

Vendor and bank

  • A stack has Sell one and Sell all at the vendor, Store one and Store all from your bag, and Take one and Take all from the vault, as the queue has Remove one and Remove all. One of something has Sell, Store or Take
  • Sell all, Store all and Take all move the whole stack, however big
  • The vendor shows what is enchanted on a piece you could sell
  • Item names at the vendor and the auction house open their page in the reference
  • The bank says Stored and Took, as its buttons do

Combat level

  • Gear, monsters, the map, the arena and the reference say combat rather than level, as the status bar does
  • A door on the map shows the combat it needs only when you do not have it

Level-ups, total level and a head start

September 30, 2026 · 21:38

Levels now say when they go up, every tenth is announced, and new characters start with two potions.

Levels

  • Every level gained is now said on the line that earned it, picked out in colour
  • Every tenth level in a skill is announced in the world chat
  • The skills tab and every profile show total level, every skill added together
  • The status bar says combat beside the number, since that is the level it shows

New characters

  • A new character starts with two minor healing potions as well as the 100 coins

Deaths on profiles and the leaderboards

September 30, 2026 · 09:43

Deaths are now counted on profiles and the leaderboards, and a death to a boss is announced in the world chat.

Deaths

  • Every death is now counted, including a duel lost. Deaths before today were not
  • A player's profile shows how many times they have died
  • The leaderboards have a board for deaths
  • When a boss kills somebody, the world chat says so. A death while still weakened by the last one is not announced

Travelling takes time, and contracts pay more

September 29, 2026 · 17:39

Travelling now takes time, and contracts pay more.

Travel

  • Clicking a place on the map sets you travelling there. Each road takes 15 seconds
  • While you travel, your route is drawn on the map and a marker walks along it
  • You arrive when the walk is done. Until then you are still where you set out from
  • Stop leaves you at the last place you passed
  • Nothing can be started and no building can be used while you are on the road, including the one you just left
  • Arena challenges lapse when you set out
  • The notification when your queue runs dry says where you arrived

Contracts

  • A contract pays 100% of what its kills paid, up from 50%
  • A new contract on something near your level asks for 20 kills, up from 15
  • If notifications are on, you are told when a contract is done. It can be turned off on the account page

Changes to signing up, profiles and leaving

September 28, 2026 · 22:43

Some changes to signing up, player profiles and leaving.

Signing up

  • After signing up, follow the link in the email to confirm your address, then sign in

Profiles and leaderboards

  • A player's profile shows their levels rather than their experience
  • The leaderboards and the kill counts on a profile are updated once an hour

Leaving

  • The account page says what is kept after you leave and for how long

Changes to trading, mail, characters and signing in

September 28, 2026 · 20:55

Some changes to the auction house, the mail, characters and signing in.

Auction house

  • Your characters cannot buy each other's lots. Lots listed by your other characters no longer appear on the market
  • The recent average price counts every item sold, so one item sold at an unusual price moves it less than a large lot
  • The price filled in when you sell is never below what a vendor would pay

Mail

  • A mailbox holds 200 letters. A letter to a full mailbox is refused until its owner throws some away
  • One character can send another up to 10 letters a day

Characters

  • An account can make up to 3 new characters a day
  • A character can keep up to 10 loadouts

Signing in

  • The account page has Sign out everywhere else, which signs out every other device and leaves this one signed in
  • A device stays signed in until it has gone 30 days without being used, however long ago you signed in on it

One chat room for the whole world, and news in it

September 28, 2026 · 16:03

Chat is now one room for the whole world, and it tells the world's news.

Chat

  • There is one chat room for everybody, wherever they are standing, in place of a room for each zone
  • Each line shows the place it was said in, after the speaker's name
  • The last 50 lines said anywhere are there when you arrive
  • Your own line appears as soon as you press Say
  • The list of who is here still shows who is in your zone, and now names it
  • Muting works as before

News in chat

  • Chat tells everybody when a player finds a ring or a necklace, kills a boss for the first time, reaches level 99 in a skill, or reaches 99 in every skill
  • It also tells the result of every duel fought in the arena
  • Muting a player hides the news about them too, including duels they fought

What happened

  • The list of what happened keeps a week of your tasks. After more than a week away it starts empty, though everything those tasks earned is still yours

Notifications while you are away from a computer

September 28, 2026 · 10:00

Some changes to notifications.

Notifications

  • A game page left open on a computer no longer holds back your notifications once nobody has touched it for ten minutes
  • When your queue runs out while you are away, the notice arrives two minutes later, and not at all if you have queued something since
  • Letters, sales and challenges still arrive straight away

A tidier task queue

September 26, 2026 · 23:21

Some improvements to the task queue and the history under it.

Queue

  • Identical tasks queued one after another are shown as one line with a count, such as Fighting a goblin ×49. The count goes down as each one starts
  • Each line has Remove one and Remove all. A single task still has Remove
  • A finished task shows its result sooner once its countdown reaches zero

What happened

  • When a queued task cannot start, such as a craft whose materials have run out, it is skipped along with the identical tasks directly behind it, and they appear as one line saying how many and why
  • Only fights open to show their log. Everything else is a single line

Interface

  • Pages in the world are quicker to draw, the bank most of all

Notifications, an installable game, and a new look

September 26, 2026 · 19:23

The game can now tell you when something happens while you are away, can be installed as an app, and has a new look.

Notifications

  • The game can notify you when your queue runs out or you die, when a letter arrives, when something you listed sells, and when somebody challenges you in the arena
  • Turn them on or off for each device from the Notifications section of your account page
  • Choose which of the four you want in the same place. All four are ticked to begin with, and the choice covers every device
  • Nothing is sent about the character you are playing while you have it on screen
  • Letters and challenges from players you have muted are never announced
  • On an iPhone or iPad, add Embershard to your Home Screen, open it from there, and turn them on in it
  • Signing out stops notifications to that device until you sign in on it again

App

  • Embershard can be installed as an app from Chrome or Edge, or added to the Home Screen on an iPhone or iPad
  • A new icon, in the browser tab and wherever the game is installed
  • A game left open in a background tab no longer redraws itself each time a task finishes, which saves battery. It catches up when you come back

Interface

  • Here, Character and Travel look like tabs, and switching between them no longer makes the top of the page jump
  • The dark buttons press in when clicked, and stay pressed until the game answers
  • The chat is framed like the map, and headings have new dividers
  • The page has a paper texture, the task, skill and health bars look cut into it, and corrupted places look mildewed
  • Text boxes, checkboxes and scrollbars match the page
  • A fight, loadout or challenge you opened stays open when a task finishes
  • To save a loadout, press Save what I am wearing and give it a name. The box closes once saved
  • Gear shows the level needed to wear it next to its stats

Reference

  • Items in your bag, your bank and what you are wearing open their page in the reference, and so do monsters where you stand
  • At the crafting stations, each recipe and its ingredients open their page in the reference, as do the ingredients at the enchanting bench

A new map, and walking anywhere on it

September 24, 2026 · 20:05

The map has been redrawn, and you can now walk anywhere on it in one click.

Map

  • Every place on the map has its own mark: towns, camps, woods, fens, water, mountains, the volcano, gates, castles, fields, barrows, roads and burned ground
  • Dungeons have their own marks for each room, and are drawn on darker ground
  • A place with a way into a dungeon carries a dark seal with an arrow showing whether it leads down or up
  • A few major places are drawn larger
  • Corrupted ground is shaded grey on the map
  • The whole map has a border, a compass rose and a title. Woods, fens, mountains and other open ground spread past their own point
  • The public world map has a key to the marks
  • Places no longer shift on the map when you arrive, or when a way down appears under them. Where you stand is shown by the orange ring
  • The empty space under the whole map is gone

Travel

  • Click any place on the map you can reach and you walk straight there, rather than one road at a time
  • The way there can only pass through places your level lets you enter
  • Dungeons are still entered from the place their door is on

Coins from monsters

September 23, 2026 · 12:34

The coins a monster drops have changed across the whole game.

Coins

  • What a monster drops in coins now follows its health and its level, rather than a fixed amount set per monster
  • Harder monsters and bosses pay more coins an hour to a player geared to fight them. Fighting far below your level no longer pays well
  • Monsters at the very start of the game drop a few more coins. Monsters between levels 8 and 40 drop fewer coins
  • Trophies drop as often as before, but sell for a price set by the monster's new coin drop. Contract rewards follow the same coins

The Grain Pits and the Still-room

September 23, 2026 · 11:56

Two more bosses have been added in the castle south of Cindergate, each in a room of its own, and each drops a new piece of jewellery.

New bosses

  • The Grain Pits — a room below Gallowfield, for combat 77. The Reeve walks the rows, and fights melee
  • The Still-room — a room below Cinderward, for combat 85. The Stillwife is at the stills, and fights magic

New jewellery

  • The Reeve's keys — a necklace for level 77, from the Reeve at 1 in 1,000
  • The Stillwife's ring — a ring for level 84, from the Stillwife at 1 in 1,000

The Undermere and the Webcrown

September 23, 2026 · 10:49

Two new bosses have been added, each in a room of its own, and each drops a new piece of jewellery.

New bosses

  • The Undermere — a room below Hollowmarsh, for combat 44. The Drowned Fowler waits at the bottom, and fights ranged
  • The Webcrown — a room up in the Wraithwood's canopy, for combat 62. The Old Spinner is at the middle of it, and fights ranged

New jewellery

  • The Fowler's lanyard — a necklace for level 40, from the Drowned Fowler at 1 in 1,000
  • The Spinner's band — a ring for level 62, from the Old Spinner at 1 in 1,000. It breaks into a wyrd shard

Account

  • Change your address or your password on the Account page. A new password signs out every other device
  • An address mistyped at sign-up can be corrected from the page that waits for the confirmation link

Longer letters, and Reply

September 23, 2026 · 07:12

Some improvements to the mailbox.

Mailbox

  • Letters can be 280 characters, up from 140
  • The box you write in is three lines tall, and line breaks are kept
  • Every letter has a Reply button, which fills in who it is to and puts you in the letter

Loadouts, and the arena

September 22, 2026 · 17:13

Loadouts have been added. A loadout is what you are wearing, saved under a name, and it can be equipped in just one click at any bank door. Save your sets from the Worn screen; the arena has a door of its own.

The arena is now open! Visit The Tiltyard to challenge other players to one versus one combat. Anyone else in the arena can be challenged. Select the loadout you want to fight in, name a wager, and if they accept, the fight is on. Nobody knows what the other is wearing until the first swing. The loser dies. The winner takes the pot. Whoever flees is written down as a coward.

Remember to take advantage of the combat triangle:

melee > ranged > magic > melee

Loadouts

  • Save what you are wearing as a named loadout, from the Worn screen, anywhere
  • Wear a loadout in one click at any bank door. It moves gear between the shelves and your body and never touches your bag

The arena

  • The Tiltyard — a new zone between Silvenwood and Lanternfell, with a bank door and a mailbox. The west is a loop now
  • Challenge anyone else standing in it, naming a loadout and a wager. Both of you are dressed at the moment the challenge is accepted, and neither sees what the other named until then
  • A duel is fought by the ordinary rules, from the health you have, with the potions you carry. Both of you drink, both weapons drain
  • The loser dies as a monster would kill them. The winner takes the pot less the house's 5%. Fleeing forfeits the pot and is written down as fleeing
  • No experience is paid for a duel. You cannot challenge a character on your own account, and a challenge lapses after two minutes

Status bar

  • Challenges waiting on you burn as a count beside the crossed swords, with the challengers' names on hover

Leaderboards

  • Two new boards: contracts finished, and duels won

Profiles

  • Two new sections: how many contracts a character has finished, and every duel they have fought — who against, for how much, and who won or fled

Character

  • The Worn screen's regen line says what it counts: 14 hp / min, not 14 / min

Reference

  • How duels work, beside How combat works

Elixirs

September 18, 2026 · 08:15

Spare enchanting dust finally has somewhere to go: the apothecary. Two kinds of elixir, each at three rungs, and every rung takes its own band's dust. The health an armour enchant used to carry measured as nothing on its own, so it has moved into the bottle.

Alchemy

  • Six new bottles: a vitality and a mending elixir, at three rungs each, brewed from a herb and ten of a band's enchanting dust
  • A vitality elixir is +30% to your maximum health for as long as it lasts. A mending elixir is +300% to your regen
  • A higher rung lasts longer — ten, fifteen and twenty minutes. The strength is the same at every rung
  • Drinking another of a kind refreshes it rather than adding to it. Dying ends every elixir you had running; fleeing does not

Enchanting

  • Armour enchants add armour and nothing else. They no longer add health

Character

  • The Worn screen shows your regen, per minute, under Health. It burns with a sign when a debuff or an elixir has moved it
  • A profile shows a character's stats as worn, with no debuff or elixir on them, in the same order as the Worn screen

Status bar

  • Every running effect sits on one line as its name and its clock. Hover one for what it does
  • Coins read short — 6.7k, 1.1m — with the full amount on hover. Everywhere else still shows every digit

Drop rates read as fractions

September 17, 2026 · 07:43

Drop rates on the reference are fractions now, which is the form you can actually hold in your head. Rounding to a percentage had also been overstating the rarest drops by as much as double.

The reference

  • Every drop rate is now written as a fraction — 1 in 400, 1 in 2,000 — rather than as a percentage
  • Rare drops were rounded to one decimal place and read as more likely than they are. Orwen's reliquary said 0.1% and is 1 in 2,000
  • On an item's page, what drops it is laid out like what a monster drops: the name on the left, the rate on the right

What an hour pays

September 16, 2026 · 15:08

Combat was paying about twenty times what crafting paid, hour for hour, and the gap grew with every rung. Kills pay less now, the trades pay more, recipes unlock at the level their gear is worn, and there is one more rung of gear to make. Nobody's levels have moved.

Experience

  • A kill pays two thirds of what it did. Every monster, at every level
  • Gathering, crafting, breaking down and enchanting pay two and a half times what they did. Every node, every recipe, every enchant
  • Nothing you have already earned has changed. Levels and XP are exactly where they were; only what the next hour pays has moved

Crafting

  • Every recipe is now unlocked at the level its gear can be worn — boots at that level, then the head two levels on, the chest two more, and the weapon two more. They used to sit eight levels higher
  • Forgesteel, wardhide and shroudsilk are made at 82 to 88 rather than 90 to 96
  • A new rung above them: magmasteel, kilnhide and lavasilk, worn at 92 and made at 92 to 98

Gathering

  • Magmasteel is mined on The Sulphur Steps, lavasilk grows in Reekhollow and scorchwood is cut in Slagreach, all at level 92
  • Kilnhide comes off what lives above the Kiln's mouth, and the monsters there give up the new materials instead of the old ones
  • Iron, wool and oak are worked at level 5 rather than 10; blacksteel, gossamer and bogwood at 15 rather than 20

The world

  • The Ashen Waste asks for level 32, Emberfall 42, The Gallowsway and Cairnfell 52, and The Ashen Bailey 72 — so every material can be reached by the level that wears its gear

The volcano and the Keep

  • Everything from Reekhollow up, the Kiln-Tender, Mereth and Orwen included, is harder: more health, a harder hit, and more armour. It is built to be fought in the new rung
  • Their purses grew with the fights, so an hour there pays what it did

What falls off things

  • Every rung of the ladder now drops a weapon, a helm, a chest and boots in every style — 96 new pieces, each off a monster of its own kind. They are four fifths of the crafted piece, never better
  • Every piece of dropped gear is 1 in 400 exactly, everywhere. A few had been 1 in 300
  • The Goblin sling and the Ashen staff are a touch weaker, so that what you make is always better than what you find
  • Every ring and necklace is 1 in 1000, whoever drops it. Hollowtusk's tooth, Aelfwin's torc, the Tender's chain and Mereth's vigil were 1 in 400
  • Orwen's reliquary is 1 in 2000

Four new places on the road south

September 15, 2026 · 13:39

Four new places hang off the road south, between Gloamfen and The Ashen Waste, for levels 8 to 41. Three things to fight in each, and nothing to gather.

A monster now says what it fights as wherever it is listed, so choosing one no longer means looking it up first. The map has been redrawn to make room, and most places south of Greenglade have shifted apart — the roads and the places are unchanged, they are only drawn further from each other.

The auction house now holds the coins from a sale until you come and collect them, and the status bar says when there is something waiting. Every settlement with a bank door has a mailbox.

The new places

  • Wainslough, off Gloamfen — level 8
  • Blackford, off Blackmire — level 20
  • Witherfold, off Cindergate — level 31
  • Sootmarch, off The Ashen Waste — level 38
  • Three monsters in each: one melee, one ranged, one magic, and a trophy off every one
  • Nothing to gather in any of them. They are somewhere to fight rather than somewhere to work

Contracts

  • Boards below level 50 now have more than one thing to post in every style. Some had only one, and posted it again every time

Monsters

  • A monster says what it fights as on the zone page, on the reference index and on a zone's page — not only on its own page

The auction house

  • Coins from a sold lot no longer go straight into your purse. They wait at the auction house until you collect them
  • A new Sold section lists what has sold, for how much, and what the house took, with one button to collect it all
  • Everything sold before today was paid at the time and is not owed

Mail

  • A mailbox in every settlement with a bank door: Silvenwood, Aldenfield, Candlemere, Lastlight and the four camps, alongside Lucerna and Ironspire

The status bar

  • Unread mail is an envelope and a number
  • Burns with the coins waiting for you at the auction house, wherever you are standing

Times

  • Chat, the mailbox, sold lots and the task history now show times in your own time zone, and the day dividers in chat follow it. Your browser reports the zone; nothing to set

The map

  • Redrawn. Most places below Greenglade have moved apart, and the road west now descends instead of running level
  • Nothing moved in the world itself: the same roads join the same places

The volcano and the Keep

September 14, 2026 · 19:09

The road west out of Emberfall goes up. Three zones of it, a camp at the foot, and a volcano at the top with four floors inside it.

Grimhold's door is open as well. Two floors, two bosses, and the last of them is the hardest fight in the game.

Nothing new is craftable up there. Everything above level 85 is dressed by what falls off things, and the best of it is a necklace at 1 in 951.

West of Emberfall

  • Slagreach, The Sulphur Steps and Reekhollow — the ground rising toward a live volcano, levels 86 to 92
  • Wickmere, a camp on the near side of it: a tavern, a vendor and a bank door
  • Mustergrave at level 79, a barracks below Cinderward, and what the necromancer has raised out of it

The Kiln

  • Four floors inside Reekhollow, and you climb up into them rather than down: the bellows, the throat, the drift and the heart
  • Levels 92 to 99, ending at the Heartforge colossus and the Magma shade
  • The Kiln-Tender stands in the bellows at level 93

The Keep

  • Grimhold's door was shut from the other side, and is not shut any longer
  • The hall at level 95 and the spire at 99
  • Mereth the Unsleeping keeps the hall. Orwen the Unburied is at the top of the spire

What falls off them

  • A helm for each style off the level 86 monsters, at 1 in 381
  • The Tender's chain, a necklace, at 1 in 381
  • Mereth's vigil, a ring, at 1 in 381
  • Orwen's reliquary, a necklace, at 1 in 951 — the strongest piece of jewellery in the game
  • There is no new crafted rung. The ladder still ends at forgesteel, wardhide and shroudsilk

Alchemy

  • Fumewort tonic, brewed at alchemy 99, healing 490
  • Fumewort grows in Reekhollow, worked at farming 92

Enchanting

  • Superior protection gives +20% armour and health, up from 15%
  • Superior drain heals 4% of your maximum health on a killing blow, up from 3%

Balance

  • The Wolf fights as melee. It had been shooting at you
  • The Glade poacher, level 4 in Greenglade, carries the ranged gear the wolf used to. Wolf pelts drop as often as they did
  • The Siegebloom tonic sold for 396 coins and cost 394 to brew. It is worth 73 now, in line with the rest of the ladder
  • The castle's road has been redrawn to make room for the mountain west of it. Nothing about it has moved apart from where it is drawn

Fixed

  • Tallowhearth asks for level 71 rather than 74, so everyone who can stand in Hallowgate can reach its board

The reference

  • A boss is marked as one in the index, not only on its own page

Work posted at the tavern

September 13, 2026 · 08:09

Taverns have something to do in them now. Walk into one and it posts three notices: kill so many of something, come back, get paid.

Three new camps carry boards into country that had none, and each is somewhere to wake up as well.

New characters start rather better off: a purse that covers a first set of gear, a vendor at every workbench, and a page that says where to go and what to make.

Contracts

  • Every tavern posts three notices — one melee, one ranged, one magic — naming a monster and a number
  • You carry one at a time, and the three on a board stand until you finish one
  • A board carries work from the zones within three steps of it, so harder notices are posted further out
  • It asks for 15 kills of something at your own level, or 50 of something further below it
  • It pays half of the coins those kills already paid, on top of the coins themselves
  • Every fifth contract you finish pays double
  • Any kill counts, and it counts from the moment you take the work
  • Hand in at any tavern. Abandoning one costs nothing but your streak
  • Contracts pay coins and no experience, in any skill
  • Bosses are not posted

Three new camps

  • Rushlight, east of Gloamfen — the first tavern below level 20 that is not Lucerna
  • Lanternfell, north of Cairnfell
  • Tallowhearth, inside the castle walls off The Ashen Bailey
  • A tavern, a vendor and a bank door at each. No workbench: a camp outfits, it does not make
  • Their vendors sell the first-rung potion, like every other vendor. Everything stronger is still brewed
  • Every zone in the game is now within reach of a board, and of somewhere to wake up

Starting out

  • A new character wakes with 100 coins, which covers the workbench fees for a first set of gear and a potion with it
  • The zone page says where to gather and where to make a first weapon, and stops saying it once there is one in hand
  • A place with nothing to fight and nothing to dig points at the nearest place that has some, up to level 10

Vendors

  • Ironspire, Silvenwood, Aldenfield and Candlemere have one now, so every workbench has somewhere beside it to buy potions and sell what you have no use for

The reference

  • How contracts work, beside How combat works, with every number the game pays out by
  • Materials say what one is worth rather than what a gather pays, and the page says how the two meet

Balance

  • Monsters no longer drop healing potions. Potions are bought or brewed

Fixed

  • Standing in the tavern you already wake at offered to claim it, and said doing so would cost you it
  • The vendor trash section had a trophy's price wrong. One is worth a little more than the monster's coins average, and drops on one kill in five

Something worth selling

September 11, 2026 · 19:10

Every monster now drops one worthless thing, and worthless is the point: a trophy is not an ingredient, not a reagent, and not something to wear. It is there to be sold.

A vendor will take the lot in one press.

Vendor trash

  • Every monster now drops one thing nothing in the game wants, on about one kill in five
  • A trophy sells for a little more than the monster's coins average, and drops on one kill in five — so coins from fighting are up about a quarter everywhere
  • Sixty-four of them, one per monster — a goblin ear, a badger claw, a sheared hinge-pin
  • They stack, so a bagful of one kind costs a single inventory slot
  • They go in the bank and they can be listed on the auction house, like anything else
  • The goblin ear is the goblin's trophy now: it falls less often than it did, and is worth 5 coins instead of 3
  • Nothing else that drops has changed, and no drop rate has moved

At a vendor

  • Sell all vendor trash, at the foot of the list of what they will buy, with the count and what it is worth

Bosses

  • The Iron Fletcher was paying an ordinary level 80 monster's coins. Its purse is 490–914, up from 192–365
  • Its trophy, the Fletcher's iron thimble, is worth 878 coins

The reference

  • A Vendor trash section on the index, cheapest first
  • A monster's page lists its trophy and how often it drops, beside its loot table
  • A trophy's page says which monster gives it up

Enchanting

September 10, 2026 · 15:08

Enchanting is in, and it has two halves that work in opposite directions: breaking gear down earns the level, and working an enchant into something spends it.

Breaking gear down no longer gives back ore, hide, cloth, wood or herbs. It gives back dust, essence and shards, and those are what enchanting spends. Which of the three tiers you get is decided by the level of the piece you broke.

Nothing in your bag or your bank has changed. Materials you have already recovered are still materials.

Enchanting

  • Enchanting is in: twelve enchants across three tiers, at enchanting 8 to 96
  • Lesser, Greater and Superior protection add 5%, 10% and 15% to a piece's armour and health
  • Lesser, Greater and Superior drain heal 1%, 2% and 3% of your maximum health on the blow that kills something
  • The drain heals the same amount whether you are full or nearly dead, never past full, and never on the blow that kills you
  • Enchants go on weapons, helms, chest pieces and boots; rings and necklaces take none
  • Working an enchant into a piece binds it to you: it can no longer be sold on the auction house
  • A vendor still buys a bound piece, at its ordinary price, and the enchant is lost with it
  • Replacing an enchant is allowed and does not return the old one's reagents
  • Enchanting is done at the bench in Candlemere; breaking things down can still be done anywhere

Breaking down

  • Breaking gear down now returns enchanting reagents instead of a share of the materials it was made from
  • Crafted gear returns dust, gear that dropped off a monster returns essence, and rings and necklaces return shards
  • Which of the three tiers you get is decided by the level of the item you broke
  • A break returns one to three of a single reagent
  • Breaking something down now pays a share of what its recipe pays to make it, so a greatsword is worth more to take apart than boots
  • Every piece of gear can now be broken down; a few drop-only pieces could not before
  • What a break returns always fits, so nothing is lost to a full bag any more

New places

  • Candlemere, north of Lucerna — the enchanting bench and a bank door, no tavern and nothing to fight

New items

  • Nine reagents: chalk, murk and gloom dust; guttering, umbral and sundered essence; pale, riven and wyrd shards

Elsewhere

  • The bag, the vault and the worn screen say what has been worked into a piece
  • The reference has a page for the enchanting ladder, and a reagent's page says which enchants want it
  • The queue control is hidden in towns where there is nothing to queue

What a thing is worth

September 03, 2026 · 20:30

Vendor prices and workbench fees on the first three rungs have been brought onto the rule the rest of the ladder follows: a piece of gear sells for a flat rate per point of stat, and the workbench charges half of that.

Rung two has gone up, rung three has come down, and rung one is unchanged. Nothing about fighting, gathering or crafting XP has moved.

Vendor prices

  • Gear of the same rung now sells for the same price whichever trade made it
  • Rung two gear sells for roughly three times what it did
  • Rung three gear sells for roughly a third less than it did
  • Rungs four and up are unchanged, apart from a few coins of rounding
  • Rung one is unchanged
  • Boss jewellery keeps its premium and is unchanged

Workbench fees

  • The fee is now half what the piece sells for, at every rung above the first
  • Rung two fees are roughly half again what they were
  • Rung three fees for boots and helms are lower; chest and weapon fees are higher
  • Rung one fees are unchanged

Breaking down

  • Wallow plate now breaks down into four blacksteel ore instead of five, matching the stalker's jerkin and the shaman's wrap

A tidier place to shop, and to read

September 01, 2026 · 17:40

Some improvements to the auction house, to crafting stations, to profiles, and to the reference — the last of which had been alphabetising the ore ladder, which is no ladder at all.

Crafting stations had grown to forty recipes apiece, in one unbroken column from the first rung to the tenth. There is a box to search that now, and a checkbox to put what your trade cannot reach yet out of sight.

The auction house

  • You can now choose how many items to buy from a lot, rather than having to buy all of it
  • Buying asks you to confirm, and the confirmation says the quantity and the total price
  • Your own listings are now in a section of their own, separate from what other players are selling
  • The recent average price now sits on its own line under each lot

Profiles

  • A player's profile now shows what they are wearing, above their stats

The reference

  • Weapons and armour are now grouped by melee, ranged and magic, so each list is one ladder climbing
  • Materials are now in tier order instead of alphabetical, lowest tier first
  • Everything you can make and Everything you can gather are now linked at the top of the page

Crafting stations

  • A box at the top of the workbench narrows the list to what you type
  • A checkbox hides recipes your trade cannot reach yet, and remembers the choice

Everywhere

  • The navigation is in the same order and uses the same words on every screen
  • News is permanently in the navigation, as well as burning in the status bar when there is something new

The castle south of Cindergate

August 28, 2026 · 08:00

Cindergate was always a gate to somewhere. A gate with no wall left either side of it, and something still bothering to keep it shut. South-east of it, across the fields it used to feed, there is a fortress — and the fortress is still standing.

Seven places, from the ploughland outside to the keep at the middle: Gallowfield, Rotwater, Hallowgate, The Ashen Bailey, Cinderward and Grimhold, with The Grinning Teeth off to one side where the portcullis came down and stayed down.

They ask for level 65 at the field's edge and 82 at the keep door, and what lives in them runs from 66 to 85. Every one holds a melee, a ranged and a magic fighter, so no route through is the easy one.

The archer in the gatehouse

Something roosts above the fallen portcullis and shoots at what comes near. The Iron Fletcher is the fourth boss in the game and the first that fights at range — the three before it were melee, melee and magic, which had quietly made one answer good against all of them.

It drops a ring, and it drops it about once in a thousand kills.

Two more rungs, and the ladder is finished

Gear at 72 and 82, every slot in every trade, same as it has always been done. These are the last two: recipes climb ten crafting levels a rung, so the one above would want a crafting level that does not exist.

That is deliberate rather than a wall. What comes after is meant to be found rather than made.

Something to gather in a place with no fields

A castle has no seam and no forest. It has everything somebody carried in and left instead — so you work the fields and the reeds outside the walls, and the broken gate, the burnt siege engines, the hangings and the forge once you are inside them.

Alchemy gets a rung too. Siegebloom tonic heals 435, and it grows in the physic garden, which is the one thing a castle certainly had and nobody has weeded since.

The door at the bottom of the keep

Grimhold is unbreached, and the door at the foot of the stair is shut from the other side. It stays shut for now.

New

  • Seven places south-east of Cindergate: fields, a moat, a gatehouse, two baileys and a keep
  • Twenty-one monsters, levels 66 to 85
  • The Grinning Teeth, hanging off the gatehouse, and the ranged boss in it
  • Two rungs of gear for every trade, worn at 72 and 82
  • Siegebloom tonic, and the physic garden it grows in
  • A ring off the boss, the rarest thing in the game

Balance

  • The balance report has a line for alchemy, which it never had

Running away, and going for good

August 27, 2026 · 09:22

Leaving a fight now clears the queue. A fight is decided the moment it starts, and the log reveals it while the clock runs — so leaving one and letting the rest of the queue carry on meant reading the outcome and stepping out of every fight you were going to lose. Death is the only real consequence the game has, and that made it optional.

Dying has always cancelled everything still queued; that is what makes a long queue a bet worth making. Running away costs the same thing. You keep your life, your loot and your unspent potions, and you lose the queue.

And it leaves you shaken — the same weakness dying applies, for two minutes instead of eight. Fleeing again restarts that clock rather than deepening it. Stopping a gather or a craft leaves no mark; it costs you the work and nothing else.

There is one button for this now instead of two. It says Flee in a fight and Stop anywhere else, and both take the queue with them. Removing something from the queue that has not started is unchanged and still costs nothing.

Separately: dying twice in quick succession no longer stacks the penalty. It restarts it. You wake with 1 hp and no queue, so a second death was an easy thing to walk into, and two debuffs at once made it much harder to walk back out.

Your account has a page

At /account: the characters on it, who you have muted, and the way out. It replaces the old character-select screen, which had been the account page in all but name and had no way back into the game from it.

A character can be retired on its own, which frees the slot and releases the name. Retiring the one you are playing hands you the other. It is refused while that character has something running.

An account can be deleted. Your characters, their levels, everything they carry and everything in the bank go, and your name and email address are both released.

What other people can see stays, with your name off it. Things you sold keep their prices, what you said in a room stays in that room, and letters you sent stay in the inboxes they reached — all of it as a departed player. None of it is only yours to remove: a price is what the market did, and half a conversation is somebody else's half.

Both take a confirmation, and deleting an account takes your password as well.

Banning takes down what was said

An account that is banned now has everything it ever wrote hidden — every room, every inbox, at once. Lifting a ban brings it all back.

Finding one thing

The bank and the auction house have a box at the top. Type `silv` and you are left with the silverleaf and the silverleaf draughts; empty it and everything comes back. It survives a task finishing, so you can filter your bank with a craft queue running and it will still be filtering when the queue lands.

And a smaller one

An account that signs up and never follows the confirmation link is now deleted after 7 days, and its address goes back into circulation — so an address is no longer held for ever by somebody who never arrived. The link in the letter says so, and so does the page you wait on.

And the Rusted dagger is now the Goblin sling. It has always been a ranged weapon — it falls off the goblin, which fights ranged — but nothing about the name said so, and what a weapon counts as decides which side of the triangle you attack from. Same item, same numbers, in the same place in your bag.

Combat

  • Leaving a fight clears the rest of the queue, exactly as dying does
  • Leaving a fight leaves you shaken: -20% to every stat for 2 minutes
  • One button where there were two — it reads Flee in a fight, Stop elsewhere, and both clear
  • A second death no longer deepens the first debuff; it restarts its clock

Your account

  • A page of your own at /account: your characters, who you have muted, and the way out
  • A character can be retired on its own, which frees the slot and the name
  • An account can be deleted, which releases the name and the email address

Moderation

  • Banning an account hides everything it ever said, in every room and every inbox

Elsewhere

  • A box at the top of the bank and the auction house narrows the list to what you type
  • An account that is never confirmed is deleted after 7 days, and its address freed
  • The Rusted dagger is now the Goblin sling — it was always a ranged weapon, whatever it was called

Reference

  • How combat works has a section on fleeing

The bottles in the bar

August 26, 2026 · 12:09

The status bar counts your potions. A flask and a number, beside the rest of what it tells you, on every page in the world rather than only in the bag.

It falls as they are drunk. A fight decides when to drink the moment it starts, but the log reveals those rounds as the clock runs — so the count now follows the log rather than the decision, and the bottles leave your bag one at a time as each drink is read out. Flee, and anything the log never got to is still yours, which matches what fleeing has always cost: the rounds you were shown, and nothing after them.

Other rooms keep up now. Standing at the bank while a craft finishes shows the new item on the shelf; the vendor and the auction house do the same. They used to wait for you to reload the page.

Interface

  • The status bar shows how many potions you are carrying, wherever you are standing
  • The count falls as potions are drunk mid-fight, and the bag empties with it
  • Fleeing gives back any bottle the log never poured
  • The bank, the vendor and the auction house update when a task finishes

West of Lastlight

August 24, 2026 · 10:20

There is content above level 50. Five places west of Lastlight, asking for 50 to 64 and running to level 67 at the bottom of the barrows. They are corrupted ground, so Lastlight now has the blight on three sides of it.

Gear goes two rungs further, worn at 52 and 62, with everything behind it — ore, hides, cobweb thread, wood, herbs and the nodes to gather them from. Every trade gets the same rungs, worth the same, as always.

The boss is a magic fighter. Both bosses before this one were melee, which had quietly made magic the answer to every boss in the game. It drops the second necklace there has ever been — the first was Hollowtusk's tooth, forty-seven levels below it.

Elsewhere: a button at the foot of your bag breaks down everything you have the enchanting level for, in one click.

New

  • Five places west of Lastlight: a haunted wood, a gallows road, and the barrows with two floors under them
  • Two more rungs of gear for every trade, worn at 52 and 62, with the materials, nodes and recipes behind them
  • Two more healing potions
  • A boss at the bottom of the barrows, and the second necklace in the game

Interface

  • A button at the foot of the bag breaks down everything you have the enchanting level for, in one click

How a fight is decided

August 22, 2026 · 08:15

There is a page for how combat works. It has the accuracy and damage formulas written out, what each of the four numbers on an item actually does, and the weapon triangle with the percentage it is worth.

Two things on it are worth knowing whether or not you read the rest. Your character drinks on their own whenever health falls below half, strongest potion first, during a fight and not only on the way into one. And loot you have no room for is lost — coins always arrive, items need a free slot.

Every number on the page is read from the same setting the game fights with, so it cannot fall out of step.

New

  • A reference page for combat: both rolls, the damage formula, the weapon triangle, how long a fight takes, when a potion is drunk, what a win pays and what dying costs

Interface

  • The reference, leaderboards and map pages set their text at the width the news uses, instead of a narrower one beside full-width lists

The map remembers where you were looking

August 21, 2026 · 08:53

The map was two pages and one of them was a dead end. "See the whole map" led somewhere with no way back to the near view, and since travelling reloads the zone page, a single step threw the whole map away.

It is one map now, on the Travel tab, with a control that swaps between the near view and the whole region and says which it will do. Whichever you were reading is what you get after a step — and after a fight, which is the other half of this: the panel the game pushes when a task finishes was drawing the near map every time, so the whole map kept collapsing under anyone with a queue running. The tab also picked up a name and a single line of instruction; the old page explained roads, regions and caves at length, and a player who finds a door can press it.

Walking no longer throws you to the top of the page. Several steps in a row is the normal way to cross the map, and each one used to send you back up to scroll down again — so a step now leaves the page, and the wide map's sideways position, exactly where you had them. Switching to Here still takes you to the top, which is where the zone's name and description are.

Three things were making the page jump, all of them in the bar pinned to the top. The fight log opened itself a moment after the page had drawn, shoving everything down — and worse, any click shut it again and saved that as your preference. The rooms row came and went as you switched tabs, changing the height of the bar each time. And the lettering arrived after the page did, so everything shuffled once on a slow connection. All three are fixed, and the log now starts from shut once.

A bank slot now holds one kind of item, however many of it you own. Potions and gear used to cost a slot each in storage, so a vault filled up long before it held much.

Nothing changes about what you carry: only raw material stacks in your bag, and potions still cost a slot each there.

Where you are, and what you are looking at

Your character is three screens rather than one long one: Carrying, Worn and Skills, on a row under the Character tab. Worn holds your gear and the numbers it gives you together, since every number you have comes from gear.

Character and Travel now work from inside a building. Pressing them used to walk you out to the zone page, so the bank forgot you had been in it. Standing in a room and looking at your own bag is the point of the change — it is the moment you most want to.

The tavern is a room of its own, with a door in the row beside the bank and the vendor, and space to say what it is for.

Smaller things: headings that repeated the tab you had just pressed are gone, the rooms no longer tell you which town they are in when the bar already has, and the mailbox is at `/mail`.

What the debuff took

The stats screen says what is modifying it. A debuff was applied to your numbers and then reported as though the result were simply what your gear was worth, so dying, walking back and finding everything lower had no explanation anywhere on the page. Each number a live effect has moved now burns, with the size of it beside — `-20%`.

And the debuff reaches your health too. It used to leave the health you can hold alone, which made a stat penalty mean three of the four numbers you have. Dying costs more than it did.

Combat

  • The death debuff takes its percentage off your health as well, not only off what you hit with
  • The Worn screen shows what a debuff has taken, marked on each number it moved

Economy

  • A bank slot holds one kind of item, however many of it you own — potions and gear no longer cost a slot each in storage

Interface

  • The map is one thing with two extents — near, and the whole region — with a control that toggles them and remembers which you chose
  • Travelling no longer throws the whole map away and drops you back on the small one, and neither does a task finishing
  • The fight log stays open if you left it open, instead of shutting on every click and forgetting
  • The row of rooms belongs to Here and shows only there, and gives its space back on the other two tabs
  • The pinned bar stops jumping about while the page loads
  • Taking a step leaves you where you were on the page, and leaves the wide map panned where you had it, instead of throwing you to the top
  • Your character is three screens now — Carrying, Worn and Skills — with your gear and the numbers it gives you on the same one
  • Character and Travel work from inside a building, without walking back out of it first
  • The tavern is a room with a door of its own, beside the bank and the vendor
  • Headings that repeated the tab you had just pressed are gone
  • The mailbox is at /mail

Every room from the top of the page

August 20, 2026 · 21:26

The navigation is on every page now, not just the zone, and it is two rows. Here, Character and Travel across the top; underneath, when there is anything to walk into, the place you are standing and its rooms — Lucerna, Vendor, Bank, Auction, Mailbox.

That replaces the "Back to Lucerna" links at the foot of each building and the "Visit the bank" links buried in the zone panel. Both did what the bar does, only further down the page. The zone names its own tab because there is no word for the screen you were already on: you are in Lucerna, or in Lucerna's bank.

A craft with nowhere to put its output is refused before it starts. Materials and the workbench fee were taken when the work began and the item arrived when it finished, so a full bag at the end meant paying for something nobody received. Buying and withdrawing already refused; crafting does now too. What counts is the room free once the ingredients are out, so it only bites when they come from a stack deep enough to survive being eaten.

Interface

  • Navigation on every page in the world — Here, Character and Travel, with the rooms of the place you are standing in underneath
  • The Back to <town> links are gone: the bar does that job from the top of every page
  • A craft is refused up front when there is nowhere to put what it makes, instead of taking the materials and the fee first

A door where the work is

August 19, 2026 · 15:53

Every city that makes something has a bank door now. Ironspire, Silvenwood and Aldenfield join Lucerna and Lastlight.

The reason is a rule that was already written down and was quietly being broken: the bank is meant to be overflow, never a checkpoint between having materials and using them. Without a door at the forge it was exactly that — mine your ore, walk past Ironspire to a bank, walk back to Ironspire. Now a gathering trip ends where it was already heading.

Five doors in fifteen places is still not everywhere, and none of them is anywhere you fight. How much you can carry still decides how long a trip is; it just no longer decides whether the trip ends with a walk to somewhere you had no other reason to go.

Potions read properly in the fight log. A drink is its own line, in the order it happened, rather than a note stuck on a swing:

> Below 50% health, so you drank Silverleaf draught, healing 165.

The same line appears in the log afterwards, so a queue you walked away from tells you what it drank and when. Older fights read correctly too, whichever way they happened to be stored.

There is a front page, for people who have not signed up, and the world map is public — the same map players use, drawn from the same data, with the level each place asks for. No account needed to walk it.

Smaller things: the Character and Travel tabs used to be called You and Paths. The auction house's two unlabelled boxes now say what they are for. And the bank page was, for about a day, shoving the chat to the bottom of the screen and running its rows off the side — that was a stray tag in the markup, and it is fixed.

Queueing, made less fiddly

A slider now sets how many tasks a click queues, and each button says what it will do — Fight ×20. Ask for more than there is room for and it queues what fits rather than refusing.

Clear queue empties everything waiting and leaves the fight alone. Flee and clear does both.

Elsewhere: news burns in the status bar until read, and chat marks the date above the first message of each day.

New

  • A bank door in Ironspire, Silvenwood and Aldenfield — every city that makes something now has somewhere to put things
  • A front page at embershard.com, and the world map is public: anyone can look at it without an account

Interface

  • A slider sets how many tasks a click queues, up to 50 — the buttons say so: Fight ×20
  • Asking for more than the queue has room for now queues what fits, instead of refusing
  • Clear queue empties everything waiting; Flee and clear also leaves the fight
  • The word news burns in the status bar until you have read it
  • Chat shows the date above the first message of each day
  • Drinking a potion is its own line in the fight log now, saying what it was and what it healed, where it happened
  • The Character and Travel tabs were called You and Paths
  • The auction's two boxes say what they are for: sell this many, for this much each
  • The bank stopped shoving the chat to the bottom of the page and running its rows off the side

Worth picking up

August 18, 2026 · 16:58

Until today, almost nothing that fell off a monster was worth carrying home. Gear you made was better at every level, in every slot, and the whole road south dropped nothing you would wear. Two of the six equipment slots held items with no combat stats at all.

Hunting now pays, and it pays in its own currency. There is dropped gear for all three fighting styles across every band of content, and it is worth about 80% of what you could craft for the same level. That is deliberate: a drop should never be a reason to skip a trade. It is there for the fighter who has not levelled one, and for the day the thing you wanted to make is still a few levels off.

Rings are where the real finds are. No trade makes jewellery and none ever will, so rings can be genuinely exciting without making a recipe pointless. There are five new ones, and the two pieces of jewellery already in the game carry accuracy, damage and armour now instead of health alone. The rarest comes off the Herald.

The drop rates were wrong, and badly. A fight takes under half a minute, so a one-in-eight drop is one every few minutes — which is roughly what a couple of monsters were doing. Gear is around 1 in 400 now and rings around 1 in 1000. Finding one should be worth mentioning in Lucerna.

Every trade now unlocks its tier in the same order: boots, then head, then chest, then the weapon. The weapon is the largest jump a tier gives you, so it belongs at the end of one rather than the start, and it now stays useful for about ten levels rather than four. One consequence is that three weapons have gone — the iron greatsword, the boarhide warbow and the woollen greatstaff. Each sat oddly between tiers and was outdone almost immediately; their numbers moved onto their tier's ordinary weapon, which is now the last thing that tier gives you. Nobody owned one.

Better-than-crafted gear off a hard boss is still coming, but it belongs to an endgame that does not exist yet. There is no point in a drop that beats the best set in the game before anyone can assemble the best set in the game.

The zone page is now three tabs

It had grown to nearly seven screens on a phone, so reaching your inventory or the map meant scrolling past everything you can do where you stand. It is split into Here, You and Paths, pinned under the status bar so the tabs are never something you scroll up to find.

Your tab is kept when you travel, and a task finishing no longer throws you back to the first one — if something resolves while you are on another tab, Here carries an ember dot until you look. Chat is untouched on both layouts.

The shops lost their Buy 1 / Buy 5 / Buy 10 rows for a single Buy, which is how every other verb in the game already worked. Sell all, Store all and Take all stay: they are not preset counts, and without them a stack of thirty is thirty clicks.

Somewhere harder, off a road you already know

Hollowmarsh opens east of Blackmire. Blackmire asks for level 20; Hollowmarsh asks for 42, so it is somewhere you are turned away from early and come back to much later.

That is a change in how the world is built rather than just another zone. Until now every step away from Lucerna was a step up in difficulty, which meant new content could only ever go on the end of the road. It no longer has to: a place can be as hard as it likes wherever it sits, and the level on the door does the work. Expect more of these, and not all of them southward — the corruption still comes from the south, but trouble does not have to.

Its three residents run the weapon triangle the opposite way round to Emberfall, so from level 42 to 50 each step now answers a different side of it. Whichever way your gear leans, something at your level is worth the walk. What they drop is what that tier already dropped, at the same odds — another place to hunt it, not a better one.

The maps have been rebuilt. The one on the zone page was drawing the entire region into a phone-width column, with names sitting on top of each other. It now shows the country immediately around you, at the same zoom wherever you stand, with roads running off the edge toward everything it does not draw. The full map keeps its own width and scrolls inside its frame. The road south has been redrawn to bend rather than run in a line, which was the other half of why names collided.

Potions, during the fight

Your character drank on the way into a fight and never again, which is no use in the fight where you actually need one. It drinks whenever health falls below half now, at the round it happens, and the log names the bottle.

It reaches for the strongest potion first. Somebody carrying good potions into a hard fight means to use them, and working up from the weakest would sip a stack of minor potions picked up along the way while something hits you for a hundred. Twenty potions and a boss is now a plan rather than a waste.

Drinking by hand during a fight is gone, and it should have gone sooner. A fight is decided the moment it starts, so a potion drunk while one runs healed a number the result then overwrote — the health went up on screen, the bottle disappeared, and nothing changed. It cost at least one death that we know of. The row says "drunk in the fight" instead.

The health in the top bar now counts down with the log. It used to show what was stored when the page loaded, which during a fight is the health you started on — the number that made the above look like it was working.

New

  • 23 pieces of dropped gear — one for every fighting style across every band of content, weapons included
  • Five rings, and real stats on the two pieces of jewellery that already existed
  • The reference now lists every recipe and every resource node, and potions have a section of their own
  • Hollowmarsh — a dead end east of Blackmire, and the first place that is far harder than the road it leaves
  • Fen wraith, Bog brute and Reed hunter — magic, melee and ranged at levels 43, 46 and 49

Balance

  • Gear drops at roughly 1 in 400 and rings at roughly 1 in 1000; some pieces had been dropping every few minutes
  • Dropped gear is worth about 80% of what you could make for the same level, so crafting still leads
  • Two monsters stopped dropping items that a trade exists to make
  • Every tier of every trade now unlocks in one order: boots, head, chest, weapon
  • A tier's weapon now lasts about ten levels instead of four
  • Fen boots and the Hide jerkin were better than anything craftable at their level, and are not any more

Removed

  • The iron greatsword, boarhide warbow and woollen greatstaff, folded into their tier's ordinary weapon

Interface

  • The zone page is three tabs — Here, You and Paths — pinned under the status bar
  • Your tab is kept as you travel, and a task finishing no longer sends you back to the first one
  • Health, accuracy, damage and armour now lead the You tab
  • One button per verb at the shops: Buy, Sell, Store and Take, rather than Buy 1, Buy 5, Buy 10
  • Sell all, Store all and Take all stay, because thirty ore is thirty clicks without them
  • Your character drinks during a fight now, not only on the way into one — strongest potion first, named in the log at the round it was needed
  • Drinking by hand is no longer offered while a fight is running: it could not help, and the potion was lost
  • The health in the top bar counts down with the fight log instead of showing what it was when the page loaded
  • The map on the zone page shows the country around you rather than the whole region, at the same zoom wherever you stand
  • The whole map scrolls inside its own frame instead of dragging the page sideways

What a kill is worth

August 14, 2026 · 13:34

Every XP value in the game used to be a number somebody picked and wrote next to a thing. That is the root of several problems that kept reappearing in different forms, and it is gone. XP is now derived from work done, in every skill.

Combat pays per point of damage. A kill is worth the monster's health. Kill something with 94 health and you are paid for 94 damage, at level 14 or level 99.

Two things follow. Your XP per hour is now your damage per hour, so every level and every upgrade raises it directly, and being under-geared costs experience rather than just time. And farming things far below you stops paying — a goblin holds 16 health, so it is worth the same small amount whatever your level. You can still one-shot it. Nothing is slowed down and no penalty has been added; it is simply not worth much.

The other skills pay for the material they move. A gather is worth what the node yields. A craft is worth what the recipe consumes, and takes about four and a half seconds per unit of it. Breaking something down pays half of what making it paid.

That fixes some things that were plainly wrong. Crafting XP had been taken from an item's vendor value, so within one tier a sword paid nearly four times what boots paid while wanting six fewer levels — nobody would have made the boots. Disenchanting paid by the item's level, so everything in a tier paid the same and breaking the cheapest thing was always correct. Both are now flat across a tier and climb between tiers.

Fights above level 18 got much shorter. They had been built to a target that was far too long. Most are now eleven to thirteen exchanges instead of twenty to thirty, and although the XP per kill fell with the health, the fights fell further — so the rate went up.

The honest part

Most XP numbers went down, some of them hard. If you have been farming one spot, that is a real change and it is meant to be: some monsters were paying more than anything built for a character twice their level.

What you get back is a curve that climbs. Every point of it is bought with a level or a piece of gear. There is no target for that number any more, and that is deliberate — rates are supposed to rise, because that is what a level is for. Once there is content all the way to 99 there will be a single dial for how long the whole climb takes, set by playing it rather than guessing.

Potions, and a fifth trade

The one healing potion in the game healed 90, which is most of a new character's health and a fifth of a strong one's. There are five now, and each restores a little over half the health of a character at the level it is meant for, so a potion feels the same at every stage.

A vendor sells the first one, so nobody is ever stuck without a way to heal. The other four are brewed. Alchemy is a new trade, its station is the apothecary in Lastlight, and its herbs grow only in the corrupted zones — Bloodroot in the fen, Gravebloom at the far end of the road. They are gathered with Farming, which already grows things.

Potions are the only thing in the game you use up rather than keep, which is what makes them worth trading. Everything else you buy once.

Potions take up space now

A potion costs an inventory slot, the same as a sword. They used to stack, so any number of them rode along in a single slot, which meant deciding how many to bring was not really a decision. Bags are now 30 slots rather than 20 to take some of the sting out of it.

The bag also draws one row per slot now, so ten daggers are ten rows rather than one row claiming to be ten. It matches how the slot counter has always worked.

Lastlight has a bank door, and it opens onto the same shelves as the one in Lucerna — your storage has always belonged to you rather than to a building, so there is nothing to move and nothing to keep track of. It is a second door, not a second bank. The auction house stays where it is and always will: a market needs everyone in the same room, and storage does not.

If you were carrying more potions than now fit, they have been sorted out for you rather than lost: twenty stay in your bag, as many as fit went to your bank, and anything with nowhere left to go was sold at the vendor price and paid to you in coin.

Two trades have better names

Leatherworking is now Bowyery. Tailoring is now Artificing. Your levels and experience move with them; nothing else about either trade changes.

The old names described the material, which was only ever half the job. A leatherworker made the jerkin and the bow, and a tailor made the robe and the staff — so both names quietly ignored the weapon. Blacksmithing keeps its name, because metal genuinely covers both halves.

Silvenwood and Aldenfield read a little differently for it. There is stave-wood drying under the eaves in the wood now, and the artificers in the fields turn out to have come for the thread.

New

  • Alchemy — a fifth trade, at the apothecary in Lastlight
  • Four healing potions above the vendor's, brewed from herbs
  • Bloodroot, Silverleaf, Emberbloom and Gravebloom — herbs gathered with Farming in the corrupted zones
  • A bank door in Lastlight, opening onto the same shelves as the one in Lucerna
  • Leatherworking is now Bowyery, and Tailoring is now Artificing

Balance

  • Combat XP is now paid per point of damage dealt: a kill is worth the monster's health
  • Gathering XP is the material a node yields
  • Crafting XP is the material a recipe consumes, and a craft takes as long as the material it eats
  • Disenchanting XP is half of what the item cost to make, instead of a flat amount per level
  • Every monster, node and recipe re-derived — most XP values went down
  • Monsters above level 18 had their health cut; those fights were far too long
  • Tier-three nodes gather in 20 seconds instead of 30
  • Potions no longer stack: one costs one inventory slot, like gear
  • Inventory 20 → 30 slots
  • Minor healing potion heals 90 → 60, and costs 25 → 15

Your character is what you are wearing

August 13, 2026 · 11:43

A big day. Four things.

The four stats are gone. Your character is a combat level and whatever you are wearing. Every weapon and every piece of armour now carries four numbers you can read directly — accuracy, damage, armour and health — and monsters are described the same way.

The stats never did what they promised. They were worked out from your level, so everybody had all four in equal measure and no build was possible. What replaces them is gear that actually matters: low-level equipment will not carry you any more, and armour no longer softens a blow, it stops the blow landing. Critical hits are gone; damage is a straight roll up to your maximum.

Armour also has a style now, so the answer to a monster is a matched set rather than a swapped weapon. Every trade makes a head, chest and boots at every rung — previously only smiths made helms and only leatherworkers made boots, which left one style unable to fill four of its six slots.

You can watch the fight. Open the fight log in the status bar and the swings appear one at a time as the bar fills, with both healths draining alongside. Potions are named when they are drunk, which used to happen silently.

Running away is no longer free. Leaving a fight costs the wounds that have already landed, and if those were enough, you die on the way out. The button says Flee. Without this, the log would simply have let you read the outcome and leave before the killing blow.

The map goes south. Four zones past Gloamfen, levels 20 to 50, ending at a second boss. Three new tiers of gear and the materials to make them. And Lastlight, a tavern and a vendor on the road before the gate — the south had got long with nowhere to sleep and nowhere to buy a potion. You can now claim any tavern you stand in as the place you wake.

Removed

  • Strength, dexterity, intellect and vitality — all four
  • Critical hits
  • Armour subtracting damage from a hit that lands

New

  • Every weapon and piece of armour carries accuracy, damage, armour and health
  • Armour has a style, the same three as weapons
  • Heads and boots for every style — all three trades can now dress a whole character
  • A live fight log in the status bar, with both healths draining beside it
  • Potions are named in the log when they are drunk
  • Blackmire, Cindergate, The Ashen Waste and Emberfall — the road south, levels 20 to 50
  • Thirteen monsters up to level 50, and a second boss
  • Three tiers of gear, twelve materials, nine resource nodes
  • Lastlight — a tavern and vendor west of Cindergate
  • Claim any tavern you are standing in, and wake there when you die

Balance

  • Leaving a fight costs the wounds already landed, and can kill you
  • Monsters above about level 3 now carry armour

The weapon triangle, and something under Gloamfen

August 12, 2026 · 13:32

Three things today.

The weapon triangle. Every monster now has a type, and your weapon decides which side you attack from. Strength beats dexterity, dexterity beats intellect, intellect beats strength, worth 12% either way. The fight log tells you when a matchup helped or hurt, and every monster's reference page names its type.

It went in with a hole: everything below level six fought as dexterity, so a new intellect character was penalised everywhere with nowhere else to go. Three new low-level monsters fix that — the early road now has all three matchups on it.

A cave under Gloamfen. The Rotmaw is two rooms and the first place that is not simply somewhere you walk to. It has its own map: step inside and you are looking at the cave rather than the world. Three level 16 trolls, one of each type, and a boss at the bottom with the game's first necklace.

Everything pays less XP. Monsters, nodes, recipes and disenchanting all pay about a fifth of what they did. Getting to 99 was on course to take about seventy hours, which is not the game we want. Your levels are unchanged — what changed is the road ahead, not the ground behind you.

Coins came down too, hardest at the top, where an hour of fighting was paying more than the shops could absorb.

New

  • Weapon triangle — STR beats DEX beats INT beats STR, 12% either way
  • Every monster now has a type, named on its reference page
  • Badger, Corpse candle and Thorn sprite — levels 2 and 3, so the early road has more than one matchup in it
  • The Rotmaw — a cave under Gloamfen in two rooms, wanting combat 12 and 15
  • Mire troll warrior, shaman and stalker — level 16, one of each type
  • Hollowtusk — level 18, the first boss
  • Hollowtusk's tooth — the first necklace in the game, a rare drop from the boss

Balance

  • Every monster pays about a fifth of the XP it used to
  • Every resource node and recipe likewise
  • Coins cut hardest at the top end
  • Queue cap 20 → 50

Every number on these pages is read from the same rows the game runs on, so it cannot drift out of date. Drop chances are exact.