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