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