What’s new in Embershire
Every update to the game, newest first.
Version 0.11.0
The world
- You can now walk into a lot more of the world's buildings, and their shopkeepers, bank booths, altar and workshops are inside: Highmarket's Ledger Hall, both banks, Coldhammer's Blades, a town house on the Scar lane, the Temple of Aurel and the palace; Wendmouth's chandlery, general stores, fishmonger, cottages, warehouses and smokehouse; Emberport's, Tollhaven's and Brinkwall's shops, banks, houses and the keep. They keep their own look from outside and open up when you step in.
- Sister Clemence, the altar of Aurel and Queen Isolde now stand inside the temple and the palace, and Magister Orrin works at his desk in the Ledger Hall.
- Some buildings hide secret rooms. The Ledger Hall's audit room opens to a brass lever, Wendmouth's smugglers' store room to an iron lever once you are on the smugglers' trail, and a hidden stair behind a lever in an Emberport house leads down to the Still Cellar. The temple has a hidden vestry for priests of The Threefold Rite, and the Queen's chamber opens once you have fed her.
- Some doors need a key. The Ledger Hall's strongroom wants Orrin's brass key and that you have taken up his alibi, and Brinkwall's barrow-keepers' lodge is locked until you take the key the barrow wights carry.
Fixes
- Enterable buildings no longer lose their towers, columns and domes: the palace, temple and Ledger Hall look the same from outside, and the roof lifts away when you step in.
Version 0.10.1
The world
- Embershire now has its own address: embershire.com.
Version 0.10.0
The world
- The game is now called Embershire. Your character, progress and settings are unchanged.
Version 0.9.1
Fixes
- The boat that takes you off Firstlight Isle now floats on the water instead of looking sunk, and the quay, oasis and surf fishing spots sit on the water surface too.
- The camera no longer hops as you walk along a jetty.
- Salt pans and the hay bales at the figurehead drop now sit on the water instead of half under it.
- Hen houses, market stalls, net racks, fort gates, cave entrances and barrow mounds no longer float above sloping ground.
- On a phone held upright, the first-steps checklist now sits along the bottom of the view, folded to its title and current step, so it no longer covers your character and what they say. Tap the arrow to open the full list.
- Goblins, trolls and other stooped or crouching characters no longer tip their heads over backwards or sink into the ground as time passes.
Version 0.9.0
The world
- Emberport's rum-still has moved underground, into the Still Cellar: climb down the hatch on the cobbles beside the harbour house where it used to stand. Mustering, the race against Teague's crew and the pay are unchanged, and you can still climb up to cut cane in the jungle without leaving the crew. The cellar is lit, so no torch is needed.
- Woodcutting now takes some exploring: the big groves by the towns have been thinned or moved. We know some of you trained there, so here is plainly what changed.
- Oakmere's oak grove has 12 oaks instead of 59, and Wendwood's and the Eastwend Wood's oak groves have about 15 each instead of 66 and 45. The rest are ordinary trees now, so the woods look the same.
- Weepwoods no longer stand at the bank's door: the ones within about 25 steps of the Brinkwall, Wendmouth and Coldford banks are ordinary trees now. New weepwoods lean over the Scarfall pool south of Brinkwall, and the Wendwood brook still has its two long rows.
- Kindleholt keeps 12 redcrowns for the Mother Hearth (it had 56), and Tollhaven's two redcrown woods 6 each. New redcrown stands grow on the high Kestrel Downs, the Chalkwell hills north of the walls, the lower slopes of Greyscree Pass and the Eastwend Wood's north-east edge; the Scour's groves are now the biggest.
- Greyscree Pass's 18 gravewoods are one glade of 8 on the west scree, and two fell trolls (level 55) have moved in. Highmarket's palace park keeps one gravewood.
- Leywood grows outside the Woodwardens' Lodge at last: by the Star ley stone in the deep Scour, where the ice floes come ashore on the Skarr Isles, and out on the Glasswaste North. Two emberboles stand on the cooled lava by the Emberwell in the deep Scour.
- Old-growth trees: seven ancient trees stand alone in far places, an old oak, weepwood, redcrown, gravewood or leywood. One gives two logs a chop and a little more XP than its kind, but takes 45 to 60 minutes to grow back once it falls, and no sapling sprouts from it. They don't show on the map until you have found one; the Brine Cliffs, the Kestrel Downs and Sunward Gate are a start.
- The best gathering spots now have to be found. Rocks, trees, fishing spots and trapping grounds that need level 40 or more no longer show on the world map or the minimap until you have been near them (within about 8 to 15 tiles). Everything below level 40, and every bank, shop, altar, dungeon and town, still shows as before. If you already had the level for a spot in a region you had explored, it stays on your map. You can still gather anywhere; only the icons are hidden.
- Mining's rich rocks have moved, so the best ore takes a walk, a fight or a quest to reach. To be clear about it: if you mined verdite or star-iron beside the Delvers' Hall bank chest, that spot is gone.
- The Delvers' Hall is now a safe floor of cobalt and coal with its bank chest. Its verdite and its star-iron seam are down in the new Lower Seam, below Brokk's seam in the Hollin Deeps' gold gallery, behind a gate that opens once you have finished "The Deep Seam". Tomb scarabs as big as shields have bred down there, and it is a long walk back to a bank.
- The Hollin Deeps' coal is split into two galleries of three, the second past the gold gallery, and two of the gold gallery's five rocks are now at the far gallery's dead end. Wyrmlings from the Wyrmhollow have dug into the gold gallery and attack on sight.
- Oakmere's quarry is a place to learn again: copper, tin and one iron rock by the furnace, slate and clay a little further up the north road, and a new copper-and-tin outcrop by the mill. Its coal and one of its iron rocks are gone; coal now starts out on the Barrowdown, at Eastwend, on Greyscree Pass and in the Hollin Deeps.
- Brinkwall's coal has moved from beside the road to the far south-west edge of the Barrowdown, among the skeletons and barrow ogres.
- The Old Quarry Deeps' cobalt and verdite are now silver and gold, which fit a dungeon of spiders and crawlers.
- Rimeshore's verdite has moved to the far south-east corner of the fjord, past the wolves and away from the braziers, so bring furs. Its cobalt stays by the bears.
- The moved coal and verdite now have a fight beside them. Two barrow wights (level 32) guard Brinkwall's coal on the far edge of the Barrowdown, and two rime howlers (level 52) den by Rimeshore's verdite. Both attack on sight. The skeletons, barrow ogres and rime wolves are as peaceful as before, so "Barrow Ogres", the Bane ley stone, the Barrowdown tunnel, the Rimewalk and the Greyscree Road are unchanged.
- If you had found the old verdite or star-iron spots in the Hollin Deeps or Rimeshore, their new places have to be found again before they show on your map.
- Coldford's river has three fishing spots instead of seven. Two of the others are now up the Wend on Eastwend Wood's lake, by the canoe station, and two are down the Scarfall on the west shore of Brinkwall's pool, below the barrows.
- The Anglers' Lodge no longer has a deposit box by the deep water: bank your catch across town. One of its two deep-sea spots has moved out to the end of the north strand, outside the harbour walls, where anyone can fish it.
- Sunderray are no longer caught off the longship's jetty. They are now off the Skarr Isles' north-east point, past the lifting yard, out in the cold among the frost wights. The spot is now called Ray water; if you had found the old one, your map shows the new one.
- Two of Rimeshore's four fjord seals now haul out on the far (west) shore of the fjord, round its head past the ice trolls.
- Glasscliff's four salt pans now share one crust: twenty rakes between them, with another rake's worth forming every 18 seconds, and when it runs out all four are dry. Two lone salt pans have appeared on the Glasswaste West beach, each with a crust of its own.
- Rich veins move. Most gold, cobalt, verdite and star-iron sites now run dry after a seam of ore (about 15 to 30 ores a rock) and, a few minutes later, open again at one of two other spots in the same region, always behind the same gates and about as far from a bank and as dangerous as the first. Nobody's pick is ever cut off: a rock you are mining keeps its ore until it is out. The map shows a vein only where it is now, and only once you have found that spot, so a vein that moves somewhere you haven't been has to be found again. Coal, the Delvers' Hall floor, the Crafters' Guildhall's gold and the Hollin Deeps' galleries stay where they are.
Skills
- Prospect: right-click a gold, cobalt, verdite or star-iron rock and choose Prospect to read its seam. A live vein tells you how rich it still is (at Mining 70, about how many ores are left); a spent one tells you which way the vein ran (at Mining 70, roughly how far) and points the guide arrow at its new spot until you get there.
- Glint veins: now and then (1 ore in 50) a rock glints instead of emptying, and sparkles for a few seconds for everyone nearby. The next ore anyone mines from it is a rich pocket: two ores and double XP, and the rock stays for one more ore. Miss it and the glint fades and the rock empties as usual. Slate and gem rocks don't glint.
- The quarries' stone has uses at last. Build a sandstone planter (Building 22), a basalt hearth (35), a granite altar (55) or an obsidian altar (72) in your homestead, and grind rock salt into three sea salt with a pestle and mortar (Cooking 20) for Glasscliff's cures.
- Woodcutting and Mining rates are being rebalanced so they follow the gathering curve. Every tree and rock now has a hardness: the better the tree or rock, the harder it is to chop or mine, so a log or ore takes more swings. Until now a gravewood fell as easily as an oak, and the top trees gave four to six times the XP an hour they should.
- To be honest about it: gathering is now much slower at the top. At the level that unlocks it, each tree now gives roughly the XP an hour the curve sets (about 14,000 an hour for weepwood at 30, 20,000 for redcrown at 45, 28,000 for gravewood at 60, 62,000 for emberbole at 90), down from 47,000, 86,000, 150,000 and 300,000. You also get fewer logs an hour, so expect log prices to rise.
- Levels count for a little less than before, so a tree you have long outgrown no longer stays the best XP for ever, while a better axe or pickaxe still gives the same big boost.
- The early game stays gentle: ordinary trees are now a little quicker to chop than before, and copper and tin are unchanged. Oaks are slower (about 10,000 XP an hour at 15), so at first ordinary trees are the quicker XP and oaks the better logs.
- Coal is harder to mine (about 270 an hour at Mining 30 rather than 580), and sandstone, rock salt, granite and basalt take longer to come back, so the desert quarries and Emberport's basalt pay about the curve rather than half as much again.
- Iron rocks take longer to come back (18 to 27 seconds rather than 9 to 15). Iron is still the quick, cheap XP from 15 to about 40, but it is no longer the fastest Mining XP all the way to 95, and a busy iron spot now has to be shared.
- Peat bogs follow the same chance as rocks, so cutting peat is a little slower at first (about 19,700 XP an hour at Mining 44 on the Greywash, down from about 23,000).
- Saplings from felled trees are a find again: still 1 felling in 10 for oaks and weepwoods, but 1 in 20 for redcrowns, 1 in 30 for gravewoods and 1 in 50 for emberboles.
- Every crop's seed can now be found, so the herb run goes all the way to Starthorn (Farming 85). Merriwether in Tollhaven sells nasturtium and woad seed, and Brannoch in Kindleholt sells bruiseroot seed.
- The Scour's wild herbs now and then shed the seed of the herb you pick: 1 pick in 20 at an ash-herb tangle, 1 in 12 at an emberbloom thicket. That is the way to Ironthistle, Avensedge, Kingsvetch and Emberbloom seed.
- Monsters in far places carry the rarer seeds: downs ogres (Ironthistle), mire-hounds (Avensedge), Ashfallen knights (Kingsvetch), ember vipers (Emberbloom), fenwights (Candlewort), the Wyrmhollow's moss wyrm and the tomb guardians (Lanternmoss), caldera drakes (Delverwort) and frost wights (Starthorn); jungle cats (watermelon), lava imps (emberpepper), bog giants and the Drowned Bishop (silverreed), and the Greywash's grave robbers (white lily).
- Nest dust, for Aurel's balm (Apothecary 81), now drops from Scar crows and hill hawks, so the balm can be brewed at last.
- Fly fishing now follows the gathering curve. To be honest about it: at Coldford it is much slower than before (about 18,000 XP an hour at Fishing 30, down from 37,000, and about 21,000 at 40, down from 48,000). Trout and salmon bite less often, and better fishing levels help a little less.
- Ironjaw sharks now come into the Anglers' deep water only at high tide. The tide turns every 6 minutes, and at low tide the deep water gives spearfish only. While the tide is in, the sharks bite a little more often than they used to, and a raw ironjaw is worth 240 coins (it was 200). Over a whole hour the Lodge pays less XP than Skarrvik's ice holes but more coins, so the best XP and the best coins are different spots from Fishing 76 (about 35,000 XP and 58,000 coins an hour at 76).
- A cobalt, starsteel or wyrmbone harpoon now speeds up only the catches from Fishing 55 (cinder eels, sharks, slickeels and sunderray). Bluestripe and spearfish bite as they do on a plain harpoon, so Tollhaven's bay pays about the curve at 50 to 60 and less after (about 34,000 XP an hour at 75, down from 75,000).
- Frostcod, fjord char and frostgill bite less often: Rimeshore's fjord holes and Skarrvik's ice holes are a short walk from a bank, and paid half as much again as the curve. Expect about 35,000 XP an hour at the fjord at 65 (was 47,000).
- Lanternfish and ashback crabs bite more often, so the trips into Bleakfen and the Tarrak Caldera pay their way: about 42,000 XP an hour for lanternfish at 82 (was 34,000) and 37,000 for ashback crabs at 85 (was 25,000).
- Far water now brings up rare finds with your catch: at the murky water, the oasis, the glow pools, the ember vents, the cinder pool and the sunderray grounds, 1 catch in 400 also brings up an oyster (prise it open with a knife for a pearl), 1 in 1,500 a barnacled casket (10 to 60 coins, and now and then an uncut gem), and 1 in 5,000 a trophy fish. Mount a trophy fish on your homestead hall's shelf wall (Building 40, two oak planks); take it down and it comes off whole. Spots near a bank never give them.
- Trapping from level 45 to 70 now follows the gathering curve: jungle parrots, snow hares, fjord seals, snow foxes, ember geckos, dusk-moths, ash skinks and cinderfinches take up to three times as long to wander back after a catch. That is between a third and two-thirds of the XP an hour they gave (the fjord seals paid three times the curve, four tiles from a bank). The Scour's grounds still pay a little more for the risk. Levels 1 to 44 are unchanged.
- Sunderray now rise only in a squall. Squalls blow over the Skarr Isles for 3 minutes in every 8, never more than 9 minutes apart, with rain while they last. In a squall the ray water pays about what it did; between squalls nothing bites, so it is a trip to time rather than a spot to sit at all day.
- Anyone within about 20 steps of a spot or a trapping ground is told when its window opens or closes ("A squall comes in off the sea…", "The tide is coming in…", "Dusk falls, and the dusk-moths come out…"). Hover over the spot or the creature to see how long until the next change; examining it says so too.
- After dark, from dusk to dawn, the glow pools of Bleakfen bring up their rare finds (oysters, caskets and trophy fish) twice as often.
- Some creatures now keep hours: dusk-moths and dune jerboas come out from dusk to dawn, glare-moths by day, and fjord seals from dawn till dusk. Out of their hours they stay in their roosts and burrows and walk past your traps.
- Snow foxes on the Skarr Isles and the cinderfinches of the Tarrak Caldera must now be tracked. Five sets of prints run across each ground: inspect the first, and an arrow points you on to the next. At the end of the trail the creature comes out of its den for a couple of minutes, and walks only into the traps of those who followed its trail. If it springs your trap it bolts, and you start again. A trail somebody has just uncovered can be followed by anyone else too, for half the XP. The deep Scour's cinderfinches still stand where they always have.
- Slickeel and lanternfish bite slightly less often, so Candlemire's black water and Bleakfen's glow pools are never both the best XP and the best coins at the same level.
- Oyster pearls have a use: set one in silver at a furnace for a pearl ring (Crafting 24, with a ring mould) or a pearl necklace (Crafting 30, with a necklace mould).
- Fishing spots of level 40 and up (the oasis, the deep sea, the fjord and ice holes, the cinder pool, the black water, the glow pools, the ember vents and the sunderray water) are now shoals that move. A shoal gives 20 to 50 catches, shared by everyone fishing it, then runs dry: you are told "The shoal has moved on.", the water goes still (an ice hole freezes over), and a few minutes later the fish rise again at another spot close by, which anyone near hears about. The other spots of the same water keep biting meanwhile; the deep water off the Lodge and the north strand, and the lone glow pool, move on within seconds instead. Now and then (1 move in 40) a shoal comes back teeming: for a minute the water sparkles, every bite is twice as likely and nothing is used up. Fishing alone you lose very little; a crowd empties a spot quickly. Spots below level 40 stay where they are, and a squall or the tide still decides when the sunderray and the ironjaws bite.
- Fen fungus, sparkmouse fangs, wine of Ruvash and thornberries can be found at last: bog giants and mire-hounds carry fen fungus, the hollow crawlers in the Hollin Deeps carry sparkmouse fangs, Scour deserters and bandits carry wine of Ruvash, and the Kestrel Downs ogres carry thornberries. The greater energy draught, the Trapper's tonic, the marksman's draught and Ruvash's brew can now be brewed, and emberpepper and silverreed can be protected.
Quests
- A new quest, "A Deserter at the Scar" (Captain Oda Brand, Brinkwall; after "Barrow Ogres" and "Squire of the Anvil"): a knight of the Order has come back over the Scar with the Anvil cut off his coat, and he has a story about the knights who rode north when the star fell. It ends in a choice: hand him over to the Order for the sentry's lantern (the widest light in the game), or let him go for his signet ring and his purse. Both pay the same XP, quest points and coins. 2 quest points (75 in all, across 46 quests).
Light and Shadow
- Your choices now lean you to the Light or the Shadow. "A Deserter at the Scar" is the first quest that asks you to choose, and it warns you before the choice is final. Leaning one way gives you 5% more accuracy and damage against the other side's creatures (undead, wyrms and Mournfen's blood-drinkers for the Light; the Order's knights, temple guardians and Spire sentinels for the Shadow), and 10% at a stronger lean. Town guards and players are not affected.
- The Quests tab shows your Light and Shadow standing, the bonus it gives, and a title: "of the Light" or "of the Shadow", and stronger ones later. Keep both sides even and you are the Keeper's Friend.
- Captain Oda Brand greets you by your side and remembers what you chose about the deserter, but she serves you the same either way.
- Changed your mind? Sister Clemence at the Temple of Aurel in Highmarket can clear your standing with a rite: 50,000 coins the first time, more each time after, once a day. What you chose is still remembered, and you keep anything you were given.
Social
- New in Settings, Chat: Others' tipsy chatter. Switch it off to hide the hiccups and shanties other tipsy players sing; what they type still shows.
Fixes
- The world map now calls the Skarr Isles' trapping ground "snow foxes", not "snow foxs".
- Grove, gleam, shade, wyrm and fortune wisps (Trapping 58 to 89) now appear in the world, so leysilk can be found again. Look for wisps on the Kestrel Downs, the Brine Cliffs and the Glasswaste North, and for the rarer ones in the Tarrak Caldera's jungle, on the Skarr Isles' tundra, in Bleakfen and in the deep Scour.
- The deep Scour now gives trappers their extra trap, as the shallow Scour always has.
- Wendmouth's diary perk that makes fish come in pairs now works for sprats and herring caught off the quay too.
- Frostgill comes only from Skarrvik's ice holes again. Rimeshore's three ice holes are now fjord holes, giving frostcod and fjord char like the others on its fjord.
- Starfall: star-iron now comes only from a tier 4 or 5 star, and only to miners with Mining 85, as with star-iron rocks. A star now lands anywhere in its region rather than at the same spot each time, so you will have to look for it: the news and Ilsa name only the region.
- Star-iron ore's examine text no longer says nobody can smelt it: a smith at Smithing 85 smelts it into starsteel.
- The world map no longer gives away places you haven't been: until you have charted a region, its shops, people, gathering spots and services don't show in the map's key counts, its search or its pulse rings, and high-level spots you haven't found stay out of all of them too. Region and town names can still be searched.
- A gathering spot you have found is now remembered by where it is, so changes to the world can no longer make your map show a grove or seam you never visited. Your found spots carry over; if we can't be sure which spot an old one meant, you get back the spots of that kind in that region you already had the level for, as when discovery first came in.
- The Homestead Teleport spell no longer tells homestead owners they don't have one. It isn't built yet, and now says so: it arrives with a later Building update.
- While the first-steps checklist is open, it no longer takes away the arrow that points along a tracking trail. The checklist's own arrow comes back once the trail is done.
- The world map no longer draws boat and charter routes out to places you haven't been, which gave away where their docks are. A route's line now shows once you have charted the regions at both its ends.
- The world map's drawn ground no longer gives away high-level spots you haven't found: until you find one, its rocks show as plain grey dots without the ore's colour and its trees as ordinary trees. Once found, the ground shows them in colour.
- Logging in no longer stalls for several seconds on slower phones and computers: the game used to draw a picture of every item in the game at once just after you logged in, and now draws each one the first time you see it.
Version 0.8.0
Magic
- The Westerlea Teleport spell (Magic 45) now works: it takes you to the Tollhaven Hearth.
- The Chalkwell Teleport spell (Magic 37) now works too: it takes you to the Chalkwell Hearth.
Quests
- Brokk's lamp, for "The Silent Seam", now drops only from hollow crawlers in the Hollin Deeps, not from ones elsewhere.
The world
- The rolling hills are now part of the world itself rather than just something drawn, so they look slightly more stepped, and the game and the screen agree on where the ground rises. Bogs and lava are now flat.
- Qesh's dune ridge shortcut is open (Agility 58): cross the rock ridge north of the dunes outside Qesh's west gate to the Braemoor side of the Sunward Gate's palisade, and walk round the toll.
- Wendmouth's guild quarter has a loom (Weave six balls of wool into a bolt of cloth, Crafting 20) and a second tanner, Gannet. A Harbourmaster's board on the dock posts three crew calls a day: work your passage on a posted route, answer the bosun, and the crossing pays half as much Seafaring XP again (once a route a day).
- Candlemire's candle circle needs keeping: light the six tall candles round the hearth green (Firemaking 60, a candle each) and they burn for everyone for a while. Light the whole ring in one go for Warden Vesk's bonus.
- Emberport has a mango patch above the vents. Rosalind sells Tarrak mango seeds (Farming 58); the trees are slow, never sicken and give fruit to eat.
- Emberport's rum-still: muster with Captain Teague on the jetty (any level) and a crew of 1 to 5 keeps the still by the warehouse going against a barrel quota, racing Teague's own crew. Fuel it with logs, feed it sugarcane cut from the wild cane in the jungle east of town, and tend it (Cooking 60). A crew that tends at least three times is paid Still tokens, and a win pays Emberport rum too; Teague's Rum Stall sells rum and grog for tokens.
- Two new quests: "Smoke on the Mere" (Goodwife Rowan, Oakmere; Firemaking 10, Cooking 5) and "The Order's Tithe of Iron" (Armourer Hesk, Chalkwell; Smithing 50), which opens her locked upper racks of cobalt and verdite plate. They are worth 3 quest points (73 in all, across 45 quests).
Skills
- Fur hoods, coats, mittens and boots can now be sewn at Crafting 30 to 44 from snow hare, snow fox and seal pelts, with a needle and thread.
- Blubber can be rendered into six candles with a ball of wool (Crafting 20).
- Ranger-Captain Marr gives ranged contracts from Ranged 40: shoot a set number of Downs ogres or fell trolls with a bow or crossbow and she pays you in arrows, from steel up to verdite.
Combat
- The Shieldwall drills are listed on the muster (Defence 20 and a shield), and the muster teleport takes you to Sergeant Bryce.
Social
- Grog (Rosalind's Provisions, Emberport) and Emberport rum can be drunk for a small Seafaring boost (+1 and +2). A drink leaves you tipsy for a minute or two (up to five minutes if you keep drinking, never stronger): a tipsy icon shows beside your other effects, and every so often your character hiccups, or sings a line of a sea shanty, in public chat, as if you had said it. It never sends more than one line per 20 to 40 seconds, never when you are muted, and never to whispers, the fellowship or trade. You are sober again after a logout. Switch it off in Settings, Chat, Tipsy chatter.
Version 0.7.0
The world
- Buildings and scenery now have smoother, higher-resolution material textures.
- The legacy flat 2D game view has been retired; GrindHold now requires WebGL 2.
Version 0.6.2
Graphics and devices
- Your character now breathes and shifts naturally while you choose their look.
- Four-legged creatures and birds now use smooth, shared idle and walk clips.
Version 0.6.1
Fixes
- Right-clicking a bank booth (or anything else) with someone standing in front of it now lists both the person's options and the booth's.
- Standing stones, including the one on Firstlight Isle, no longer float above the ground, and the rock walls inside dungeons stand on the floor instead of hanging above it.
- You no longer sink into bridges and jetties as you cross them; you walk on the deck.
- Fountains, tents, war tents, barrow mounds, ruins and cave mouths on a slope now sit on levelled ground instead of hovering on the downhill side, and the city gate's posts reach the ground.
- Bank booths, ranges, ovens, furnaces and the other objects inside buildings now stand on the floor instead of being sunk into it.
- The big ruins in the Sunken Tombs no longer have long poles crossing the whole yard: their fallen beams lean from the wall tops, with rubble scattered across the floor, and the ground round the biggest ones eases out more gently.
- Cliffs now reach the ground instead of hanging above it, thicket bushes sit on the ground, and a row of barrow mounds shares one level instead of stepping between neighbours.
- Small props on steep ground (boulders, crates, barrels, dead trees, bone piles and the like) sit lower on the slope instead of hanging off the downhill side.
- The paving in Skarrvik's lifting yard now lies flat instead of rising in a ridge across the middle, so all eight heft stones and the plinth can be seen from the usual camera.
- Easier to read: the level a locked Devotion buff unlocks at is no longer greyed out with its icon, and names in public chat are a deeper blue.
Graphics and devices
- Every item now has its own picture and ground model: the last 181 older items (the sea and ice fish, cured fish, pies, pelts, feathers, tusks, lanterns, scrolls, ledgers, tokens, pets, quest items and more) no longer show a grey sack.
- The axe or pickaxe in your hand while chopping or mining is the one you're really using, in its own metal, for you and for everyone watching.
- Smoked goggles, wax earplugs, the Flameward shield and the Burnished shield now show on your character.
- Crossbow limbs sit square across the stock in their pictures, plateskirt bands stand out on pale metals, and Corvane's hauberk is black mail.
Version 0.6.0
The world
- The Skyheart grove: three Skyheart trees (Woodcutting 95) now grow in the Woodwardens' Lodge at Kindleholt. Each log has a 1 in 40 chance to fell the tree, and their logs are cut into the Skyheart warbow.
- Three new fishing spots: glow pools in Bleakfen's east fen (lanternfish, Fishing 82), ember vents off the Tarrak Caldera's north beach (ashback crab, 85) and the end of Skarrvik's jetty (sunderray, 91).
- Three new Agility shortcuts: a gap in Highmarket's west wall (28), Chalkwell's crumbling south-west wall (34), and a climb down the Shardfields' glass cliff to the Sunken Tombs (92).
- Wyrms now drop wyrm scales. The sea wyrm always drops a tidewyrm hide, the ash wyrm sometimes and the Cinder Wyrm always drop a nightwyrm hide, and cows, wolves and bears drop sinew for crossbow strings.
- Grove and gleam wisps can now hold leysilk, so leysilk string can be spun at last.
- The Beacon Line has a fifth tier: its last two beacons, far along the Scour's lip, need leywood logs and Firemaking 80. The line's other beacons move along a tier to make room.
- Ten new quests, worth 19 quest points (59 in all). Novice: Hares in the Cabbages (Farmer Hollis, Hollybrook). Intermediate: Bolts for the Wall (Fletcher Ardo and Captain Oda, Brinkwall) and A Table for the Queen (Cook Pell and Queen Isolde, Highmarket). Experienced: The Deep Seam (Torvi Starhand and Delvemother Ruun, the Hollin Deeps) and Logs for the Line (Beacon-keeper Loy, Brinkwall). Master: The Wyrmwright's Oath (Old Nell, Emberport), The Skyheart Oath (Woodwarden Tyl, Kindleholt, and Ranger-Captain Marr, Tollhaven), The Seventh Rank (Loren Vey, Tollhaven), The Harpooner's Wager (Guildmaster Evander, Tollhaven) and The Wardens' Laurel (Warden Hrodna, Skarrvik, for Bounty 75 and combat 85).
- The Hearthkeeper's mantle and the Mantle of the Realms still need every quest, so now they need the ten new ones too. A mantle you already have is yours to keep.
- Woodwarden Tyl, Ranger-Captain Marr, Loren Vey, Fletcher Ardo, Farmer Hollis and Torvi Starhand now hold a conversation instead of one line, and still tell you what they used to.
- Brokk's seam, in the Hollin Deeps' gold gallery, gives up a sample for The Deep Seam.
- Range-keeper Sedge now stands on the Rangers' Hall's shooting line in Tollhaven.
- Six new quests, worth 11 quest points (70 in all, across 43 quests): The Rimewalk (Old Hallvard, Rimeshore), The Jarl's Stone (Jarl Ysolde, Skarrvik), The Threefold Rite (Sister Clemence, Highmarket), Roots in the Ash (Druid Tamsa, Kindleholt), A Quay for Glasscliff (Salt-wife Irem, Glasscliff, and Captain Odile, Tollhaven) and The Hawk's Mark (Ranger-Captain Marr, Tollhaven). The Hearthkeeper's mantle and the Mantle of the Realms need these too; a mantle you already have is yours to keep.
- Some quests now ask for Strength, Hitpoints or Seafaring before you can start them, such as Strength 35 and Hitpoints 30 for Seven Trials of the Hold and Seafaring 10 for Fog on the Sound. A quest you've already started or finished is not affected.
- The Wardens' Laurel lists its combat level 85 as a requirement, and now also needs Hitpoints 85.
- Skarrvik has a lifting yard north of the Jarl's great hall, with eight heft stones in a row and a plinth, and a ballast hold on the jetty beside Hakon's longship.
- Twelve Rimewalk cairns now stand in the snow around Rimeshore, six by the frozen shrine and six far out.
- The Tollhaven cliffs: a chalk headland outside Tollhaven's south gate, with the Longshot's cliff butts and the hawk's mark.
- The Ashen altar, Ruvash's, stands in the deep Scour at depth 38. Offerings there give 3.5 times the XP to anyone, and half the time Ruvash gives the bone back.
- The Seafarers' Hall opens on Wendmouth's north bank for sailors of Seafaring 60, with Quartermaster Jory Halyard's stores and a chart table to bank at.
- Glasscliff has a quay site on the beach at the foot of the cliff path, and once "A Quay for Glasscliff" is done, the salt packet (Seafaring 65) sails there from Tollhaven and back, and Captain Odile's charters call at Glasscliff's new berth, kept by Packet-master Wenna Dray.
- Druid Tamsa and Captain Odile now hold a conversation instead of one line, and still tell you what they used to.
- Old Hallvard trades furs and lanterns for Rimewalker's tokens once the Rimewalk is open, and tells you how far you have walked it. Jarl Ysolde trades lanterns and the Hauler's yoke for Hold tallies, and tells you which of the yard's stones you can lift.
- Druid Tamsa sells a replacement pair of Druid's secateurs, and Sister Clemence replaces a lost Circlet of the Three.
Skills
- Axes and pickaxes now come in every metal from bronze to wyrmbone, smithed at an anvil. Woodcutting or Mining 6, 11, 21, 31, 41 and 61 lets you use steel to wyrmbone (iron from 1), and each tier gathers faster: a wyrmbone axe or pickaxe lands logs and ore 2.75 times as often as a bronze one.
- Cobalt, starsteel and wyrmbone harpoons (Fishing 55, 61 and 71) catch harpoon fish 2, 2.5 and 2.75 times as often as the plain harpoon. Smith them from two bars and a weepwood log (Smithing 55, 85 and 95).
- You always use the best axe, pickaxe or harpoon you carry or wield that your level allows. If you carry only ones you can't use yet, you're told the level you need.
- The bronze axe and pickaxe can be smithed (Smithing 1 and 2), so a lost one is easy to replace.
- Wyrmbone gear can now be smithed: take the wyrmbone ingot from the Caldera forge to any anvil. Pieces take Smithing 95 (dagger, mace, gauntlets, sabatons) up to 99 (platebody, platelegs). Wyrmbone arrowtips (Smithing 96, 15 per ingot) fletch into wyrmbone arrows (Fletching 90).
- Smithing: square shields and plateskirts in every metal, and crossbow limbs, unfinished bolts and steel studs.
- Fletching: cut crossbow stocks from every log from ordinary to emberbole, fit the limbs, string the crossbow and fletch bolts ten at a time. Oak, weepwood, redcrown and gravewood shields (Fletching 27 to 72) make a cheap shield to carry with a crossbow.
- Fletching: cut Skyheart logs into the Skyheart warbow at Fletching 97, and string it with leysilk string.
- Crafting: sew the new ranged armour from hard leather, steel studs, sand-lizard skins and all four wyrm leathers (Crafting 21 to 93). Wyrm leather finally has a use.
- Crafting: glyphbound, starwoven and wyrmsilk robes, sewn from cloth, silk or leysilk string with a glyph worked in (Crafting 40 to 84).
- Crafting: battlestaves, from an elemental staff and a charged orb of the same element (Crafting 54 to 66).
- Crafting: a log sling (28 logs), coal sack (27 coal), gem pouch (60 of each uncut gem) and herb sack (30 of each grimy herb), from Crafting 45 to 60. Fill, empty or check them from the pack, or use a log, coal, gem or herb on one.
- Crafting: Cook's mitts (Crafting 38), from leather gloves and two balls of wool. Carry them to burn tidecrab and the top fish less.
- Magic: Enchant I to IV now work, and Enchant V, VI and VII arrive at Magic 66, 81 and 91. Enchanted rings add defence, necklaces add accuracy, and amulets add strength and magic damage.
- Glyphcraft: charge an unpowered orb at the Gale, Tide, Stone or Ember ley stone with three glyphs (Glyphcraft 40 to 49).
- Apothecary: eight new potions. Cook's, Gardener's, Woodcutter's, Prospector's and Smith's tonics boost their skills by 3, and the greater marksman's, arcane and devotion draughts (Apothecary 83 to 88) finally give cinder plumes and glare-moth wings a use.
- Cooking: stew (25), fish pie (47), curry (60) and ironjaw chowder (82). Pie and curry need a range; a burnt stew, curry or chowder gives you the bowl back. Raw rabbit meat cooks into cooked rabbit.
- Cooking: lanternfish, ashback crab and sunderray cook at 84, 90 and 91, and never stop burning on an open fire.
- Firemaking: from level 5 you can tend a fire, adding logs for full XP and a longer burn. Kindling gloves (Firemaking 20, from the Mere Stall in Oakmere) give 5% more Firemaking XP.
- Building: the sawmill now saws gravewood, leywood and emberbole planks (150, 250 and 400 coins a plank), for nine new pieces of homestead furniture from Building 40 to 95. The gravewood larder hands out Wend salmon, and the emberbole hearth warms you twice as often.
- Farming: Redcrown (45) and Gravewood (60) trees grow in any tree patch. Their seeds turn up where other tree seeds do, and a felled redcrown or gravewood can sprout a sapling.
- Trapping: field rabbits in Wendwood's fields (Trapping 8, bird snare) give raw rabbit meat.
- Thieving: Bleakfen's vampyre hunters can be pickpocketed at Thieving 85.
- Bounty: the contract ladder. Wardens now hand out contracts on mid and high monsters and bosses from Bounty 25 to 90, with trophies along the way. Anyone can still fight those monsters; the level only gates the contract.
- Skilling outfits: every gathering and production skill but Fishing has a four-piece outfit worth up to 2.5% more XP in that skill, sold for coins in the skill's home town (the Woodsman's at the Woodwardens' axe shop, the Delver's from Torvi Starhand, the Trapper's from Tollkeeper Amin, the Nightfoot outfit from Laila in Qesh, and seven more). Beacon-keeper Loy and Torvi Starhand now trade.
- Ten older quests now pay one more item: The Last Beacon Kindling gloves, The Silent Seam a cobalt pickaxe, Greyfin Season a cobalt harpoon, A Crab Called Duchess Cook's mitts ("and stop burning my crabs"), What the Glass Remembers a gem pouch, Squire of the Anvil a steel square shield, Wyrm in the Hollow 2 mossback leather, The Toll of Trolls 2 stews and The Wyrm Beneath the Caldera 2 wyrm scales, and Old Wendel teaches a fourth lesson for his tally stick, Ranged, with a bronze crossbow and 30 bronze bolts. Finished one of these already? Ask the quest giver and they'll hand the item over, once.
- Enchant VI and Enchant VII are taught by the Glyphwrights' Spire: casting them needs The Seventh Rank.
- Quest givers who ask for coal or logs now count what's in a coal sack or log sling you are carrying.
- The Longshot: Range-keeper Sedge in Tollhaven's Rangers' Hall (Ranged 40) calls 20-shot rounds at the practice butts. Hits pay Ranged XP and score points, one Rangers' mark for every 5, and half the arrows or bolts you fire come back at the end of the round. Crossbow rounds may be shot with a shield on.
- Sedge's stall sells XP lanterns and a Rangers' cape for Rangers' marks.
- The Haul: once an hour, for ten minutes, Chalkwell (coal into the shaft-head deposit box) or Kindleholt (logs into the Hearth Coffer) holds a hauling contest, turn about. Whatever you gather and put in while it's on counts, and a coal sack or log sling makes each trip a second load. The top three win 40, 25 and 15 Haul chits, and everyone else who hauled gets 5.
- Woodwarden Tyl tells you when the next Haul is and, while it's on, your tally. He trades Haul chits for the Woodsman's outfit, and Delvemother Ruun trades them for the Delver's, as well as the coin shops.
- The Enchanting Circle: Loren Vey at the Glyphwrights' Spire hands out commissions for enchanted jewellery, charged orbs and battlestaves you can make. Ask for one, check how many you carry, hand it in when it's all there, or give it back. It pays half the pieces' value in coins, some XP, and a beeswax lantern for every tenth.
- New daily tasks ask for the new items: fletch bolts, cook stews, curries or fish pies, enchant jewellery, charge orbs, mix tonics or catch field rabbits. They turn up only once you can make them, and at most one a day.
- Heft: Skarrvik's lifting yard trains Strength. Lift one of eight stones (Strength 30 to 95), carry it down the yard and set it on the plinth for Strength XP and a Hold tally. You walk with it, and your hands are full until you set it down.
- The Jarl's Tally Chest takes Hold tallies for lanterns and the Hauler's yoke (Strength 75): a cape that takes 10 kg off what you carry.
- Hardiness: a high Hitpoints level now helps against the world's hazards. At 20 the Cold bites less often, at 35 and 65 the Glasswaste's glare burns less, at 50 the Cold stops draining your run energy, at 80 each poison or blight hit does 1 less, and at 95 wyrm fire burns 10% less.
- The Rimewalk: six timed legs across the Rimeshore snowfields for Hitpoints 15 to 90, opened by Old Hallvard's quest. The white wind bites as you walk (fur halves it) and you can't run; reach the far cairn in time for Hitpoints XP and Rimewalker's tokens. Falling on a leg costs nothing: you wake by Hallvard's brazier with everything you had.
- The Longshot's high marks: Range-keeper Sedge now sends archers of Ranged 85 out to the cliff butts on the chalk headland below Tollhaven's south-west wall, and after The Hawk's Mark, archers of Ranged 95 to the hawk's mark on its last rock. Both pay more Ranged XP and more Rangers' marks than the Hall's butts, and need a long reach.
- Devotion: four new buffs. Mending Light (74) triples hitpoint regeneration; Sanctum (82, Aurel) takes 15% off every hit; Bloodrite (82, Ruvash) heals you a hitpoint for every 8 damage you deal; Everbloom (82, Sylvenne) triples regeneration and stat restore and wears down poison and blight.
- Hallowed offering: at Devotion 90, bones and ashes give 3.5 times the XP at your own god's shrine and 2.5 times at the others'.
- Bless a holy symbol at an altar of its god with a cut sapphire (Devotion 62) for a blessed symbol, +11 Devotion. Oris the silversmith in Candlemire now sells the holy symbols.
- Farming now reaches 99: grow your own emberbole tree (Farming 90) in the Emberbole patch in the Tarrak Caldera, which you prepare in Druid Tamsa's quest Roots in the Ash, and a Skyheart (Farming 96) in the warded Skyheart patch in Kindleholt's Druids' Grove. Neither patch ever gets diseased.
- Tend the Skyheart grove (Farming 92): every few minutes one of the Woodwardens' Skyhearts sickens and gives logs at half the rate. Tend it with secateurs for 1,000 Farming XP; a tended tree gives every woodcutter 10% more logs for ten minutes, and a tend sometimes yields a Skyheart sapling, the only way to get one.
- The Druid's secateurs, from Roots in the Ash, work as secateurs and with Farming 87 save more of every herb and allotment harvest.
- A felled wild emberbole sometimes sprouts an emberbole sapling.
- Seafaring has a full ladder: the bosun now calls for nine new tasks between levels 5 and 88, from coiling the lines to commanding the deck in a storm, and always picks from your three best.
- Old salt (Seafaring 80): every crossing is a third shorter.
- Charter crew (Seafaring 93): work your passage on a Tidewright charter instead of paying.
- The Sailor's outfit (boots 60, cap 68, bell-bottoms 76, pea jacket 84) adds a little Seafaring XP, and is sold in the Seafarers' Hall.
- The skill guides list each skill's quests: a Quests tab shows every quest that needs the skill to start, at the level it needs and with its other requirements.
- The Strength, Hitpoints, Ranged and Devotion guides show the new ladders: mauls, Heft's stones, Hardiness and the Rimewalk's legs, the Longshot's cliff butts and hawk's mark, blessing a holy symbol and Hallowed offering.
Combat
- Combat has its own tab, next to Gear: your combat level, your weapon, its attack styles (with the XP each trains), the special attack bar and Auto retaliate. The Gear tab keeps what you wear, Kept on death, Outfit and the equipment bonuses, so both are shorter on phones. The new tab has a shortcut (C by default, rebindable in Settings).
- Wyrmbone armour and weapons (Attack and Defence 60) are in the game. Four pieces give the Wyrmproof set bonus, which cuts wyrmfire by 30%, and the Ledger Hall packs a wyrmbone armour set.
- Wyrmbone arrows (Ranged 60) are the best arrows for the emberbole bows.
- Crossbows, bronze to wyrmbone (Ranged 1 to 64): one-handed, so you can carry a shield, and they fire bolts of their own tier or lower. They deal 85 to 95% of a same-level shortbow's damage.
- The Skyheart warbow (Ranged 70): the best bow in the game, as fast as a shortbow with a longbow's reach.
- Seven ranged armour sets from Ranged 10 to 80: hard leather, studded leather, lizardskin, mossback, tidewyrm, emberwyrm and nightwyrm.
- Square shields (no penalty to ranged attack) and plateskirts (lighter than platelegs, with smaller magic and ranged penalties) in every metal.
- Battlestaves have stats at last (Magic 30 and Attack 30), supply their element and are worth 7,000 coins. A charged orb is a caster's off-hand (Magic 40).
- Thirteen boss uniques for levels 50 to 90, including the Wyrmhorn bow, Grolm's maul, the Tyrant's cleaver, the Marshal's brand, the Sentinel's plate and the Bride's crook. Corvane's fang and hauberk join the blood signet and Corvane's mantle in the Blackspire Keep chest, each an equal share.
- The boss uniques are on the Trophy Roll, with two new pages: The Pale Bride, and Boss uniques.
- Trying to wield something you're not ready for now names every level you're short of, not just the first.
- Wearing a wyrmbone platebody now needs The Wyrmwright's Oath, and wielding the Skyheart warbow needs The Skyheart Oath. Hovering over either says so. The rest of the wyrmbone set needs no quest.
- The Wanted board can post three elder wyrms: an elder moss wyrm in the Wyrmhollow, an elder ember wyrm in the Caldera Deeps and an elder caldera drake in the Tarrak Caldera. Each pays 6,800 to 8,800 coins and 10 Bounty points to everyone who helps bring it down, and always drops 2 or 3 wyrm scales, a hide and wyrm bones.
- Four new Feats of Arms: a Longshot round without a miss, a caldera drake killed with a crossbow and a shield, the Cinder Wyrm brought down in the Wyrmproof set, and an ash wyrm killed with the Skyheart warbow.
- A new Order of the Anvil rank, Grandmaster, for every feat (90 points), paying a beeswax lantern. Master stays at 75 points, so everyone who is a Master today stays one.
- Mauls: a heavy two-handed crushing hammer, smithed in every metal from bronze to wyrmbone. Each needs Strength to swing, from 15 for bronze to 45 for starsteel and 65 for wyrmbone, and hits a little harder than the greatsword of its metal.
- Corvane's arbalest (Ranged 88), Lord Corvane's own crossbow, is a new unique in the Blackspire Keep's chest: the best ranged weapon, and one-handed. The Keep's other four uniques are a little rarer.
- The Stoopwing cape (Ranged 92) is on Captain Marr's hawk chest for 250 Rangers' marks once you have done The Hawk's Mark.
- New Devotion gear: the Gilded relic (Devotion 78) from the Sunken Vaults' chest, the Oathbound ring (Devotion 94) from the Drowned Bishop, and the Circlet of the Three (Devotion 86) from The Threefold Rite.
The interface
- Hovering over an item (in your pack, bank, a shop, a trade, the Ledger Hall, your worn gear or a make-X picker) now shows the levels it needs to use, wear or make, and what it does: tool speed, combat stats, sack room, potion effects, enchantments and XP bonuses. Examine says the same.
- The Enchant spells' tooltips show what each one makes and the bonuses it gives.
Graphics and devices
- Every new item has its own icon and ground model, and older items that had none (the higher woods' logs, bars, cobalt and verdite ore, poisoned daggers) have them too.
- Crossbows, square shields, plateskirts, wooden shields, charged orbs, the Skyheart warbow, the Wyrmhorn bow and the Bride's crook now show on your character, and the boss uniques show in their own colours.
- The Rangers' cape shows on your back, green with a white arrow, and Range-keeper Sedge wears one too. The new quest items, Rangers' marks and Haul chits have their own icons, and the elder wyrms are crowned.
- Capes and mantles now show on your character: every Mantle of Mastery, the Keeper's cloak, the Hearthguard cape, the Stoopwing cape and the rest, in their own colours (trimmed mantles hemmed in gold). The Hauler's yoke sits across your shoulders.
- Mauls, the Hauler's yoke, the Hold tally, the Rimewalker's token, Corvane's arbalest, the blessed symbols, the Gilded relic, the Circlet of the Three, the Oathbound ring, the rite candle, the cairn marker, Irem's quay plan, the top trees' saplings, the Druid's secateurs and the Sailor's outfit have their own pictures.
- The Circlet of the Three is worn as a circlet, and the Gilded relic and the Relic of the Three are held up in the hand.
- Skarrvik's heft stones, the Rimewalk cairns, the Emberbole and Skyheart patches, Glasscliff's quay site and the Ashen altar look the part.
Fixes
- On phones, chat now folds to its latest line and the prompt, so the open side tab gets at least 250px on a small screen instead of 120-170px. Tap the arrow on the chat to open it; a red number on the arrow counts private messages and warnings that came in while it was folded. The chat filters sit behind one "Chat: All" button.
- The skill guides now list everything each skill unlocks. Fishing shows every spot's catches (not just six), Building shows the homestead's rooms and furniture instead of "coming later", and Firemaking shows the Beacon Line's tiers. The guides also add tools, gear gated by a skill, guild halls, fallen stars, peat, canoes and curing. Cobalt, verdite and starsteel smithing now show the level at which you can make your own bars (55, 70 and 85), and note the lower level that works with bought bars. The pages are also much shorter: each family has one line, such as "Wear steel armour" or "Make oak bows: shortbow (20), longbow (25)", instead of one line per piece. The level-up box lists everything a new level opens in the same way.
- Shops that take something other than coins now label their prices with that currency's initial, not always "w".
- The quest journal shows your own level against each requirement ("Strength 35: you have 28"), counts boosts the way the quest giver does, and no longer marks a requirement with ✗ on a quest you've already started or finished.
- When a quest giver turns you away, the message says which requirement you're missing and what level you have.
- The Quests tab says what a quest you can't start yet needs.
Version 0.5.5
Fixes
- Clicking a gate, a locked door or an agility obstacle from a distance no longer jumps you a tile forward at the end of the walk: you walk up, the gate swings open, and you step through. The Scar gates, the Sunward toll gate, Firstlight's lesson gates, the Greywash gate and the guild doors now open while you pass, and walking through a guild door is a step instead of a hop.
- In the flat view (when 3D won't start) and on the minimap, obstacles and gate crossings are drawn as you move through them, instead of standing still and then popping to the far side.
- Another player who teleports near you disappears and reappears instead of sliding across the screen, and a canoe trip shows the crossing card like the ferries and skiffs.
Version 0.5.4
Fixes
- Dark mode extensions such as Dark Reader, and browsers' own dark modes, leave the game and the website alone: they're dark already, and recolouring them made things hard to read.
Version 0.5.3
Fixes
- On phones, a conversation and the opened chat sit above the minimap, so their first lines are no longer hidden behind it.
- In the character creator, the Lone Hearth option is a normal checkbox beside its words instead of a long bar.
Version 0.5.2
The interface
- Easier to read everywhere: all the text in the game and on the website now meets the WCAG AA contrast guideline, on desktop and on phones. World broadcasts, fellowship chat and private messages are dark ink on the chat's parchment instead of pale gold and blue, the stone behind light text is a shade darker, grey labels and gold headings are a touch lighter, the numbers on the run and Devotion orbs sit on darker liquid, the region name shows on a dark plate, names over heads have a full black outline, and the website's brown text is darker.
- In a conversation, the answer you point at stays dark ink on the parchment, underlined in a soft red box, instead of turning white on a red band.
Fixes
- On phones, the Friends tab shows its friends list and Add box straight away: the Friends, Ignore list and Emotes switch is one short row, and the Add box sits above the list.
Version 0.5.1
The interface
- Clue hunts are called clue trails everywhere, including the Trophy Roll and the world message when someone finishes one.
Version 0.5.0
The website
- Your account has its own page on the website, under Account at the top of every page: change your recovery email, password, display name and two-factor there. Signing in on it doesn't log you out of the game. The Settings tab's Account section is now a link to it, and your strongbox PIN stays at the bank.
- With two-factor on, changing your password now asks for a code from your authenticator app too.
Version 0.4.0
The interface
- The total level is labelled as a total: the Skills tab shows "Combat level 3 · Total level 33 (all 24 skills added up)", and the hiscores' Overall board has a Total level column. Your level is your combat level.
- A tidier side panel: Friends, the ignore list and the emotes share one tab (a switch at the top picks which), so there are nine tabs instead of eleven. The Gear and Quests tabs' buttons sit in one neat row, and the quest filters match the game.
- The special attack orb only appears when your weapon has a special. The sound button and the world name have left the top bar: sound is in Settings (Shift+M still mutes), and the Log out tab shows your world.
- In Settings, choices such as NPC names sit under their label instead of squeezing it onto two lines.
- Clicking in the world shows a small cross where you clicked: red when you act on something (chop, talk, take, attack, open), yellow when you only walk.
- The News tab is gone, to keep the side panel tidy. After an update you'll see what changed once, in a pop-up you can close with Got it, Escape or a click outside it; every update is on the changelog page.
Fixes
- Houses on sloping ground no longer float on tall stone plinths with their doors above your head: the ground is levelled under and in front of every building, so its door is at your feet. This fixes the cottage on Firstlight Isle, the Reeve's Hall in Oakmere and more than sixty other buildings across the world.
- A town house in Highmarket's north-east lot now faces the Scar lane; its door used to open onto the Hearthkitchen's wall.
- On phones, the region name that appears as you arrive sits small along the top of the view instead of over your character.
- Names in the world no longer show through the tutorial's step list.
- Your weapon now stays in your hand when you stand or walk, not only mid-swing, and it shows its metal: an iron sword looks like iron, not bronze.
- Windows, doors, signs and lamps stay on their buildings. On smaller houses, shops, temples and palaces they used to hang past the end of the wall, float beside it or sit inside a tower; now they fit the wall they're on. Timber framing and stone bands no longer run across windows and doors, a harbour house's drying net no longer covers its window, and a bank's gold coin no longer hides a window. About 70 buildings across the world were affected.
- The guild doors in Kindleholt's and Tollhaven's fences, and the Greywash gate, hang in a proper frame that meets the fence or wall, instead of standing loose beside it.
Version 0.3.0
Fixes
- The password reset page shows only the step you're on, instead of all three forms at once, and no longer asks for a world: your account is the same on every world.
- On phones, the login card no longer covers the top of What's new.
- The login screen's stone looks right from the moment it appears, instead of starting flat and changing once the game has loaded.
The website
- The login screen has a theme tune, "The Unspoken Gate", which starts when you first click or press a key and follows your Music volume. It fades out as you enter the world.
- The hiscores, changelog, rules and password reset pages match the game: stone around them, parchment to read on, and links between them at the top.
- The login screen only asks which world to play on when there's more than one.
- Links to the game, hiscores, changelog and rules show a proper preview (title, description and picture) when you share them.
- On wider screens the login card and What's new are a matching pair, the same size with the same corner rivets; What's new scrolls inside its panel.
Version 0.2.0
The world
- Oakmere has a general store, the Mere Stall, which sells pots of flour for the new Bakehouse oven, where you bake bread and meat pies.
- Oakmere also has a drill yard with Drillmaster Cobb and two training dummies, Tutor Aldith, who tells you where each skill is trained, and a wayshrine to Sylvenne by the Hollin Road.
- Highmarket's anvil row has grown to six anvils and two furnaces. The city also has a sawmill, clay in the south-west mine, gravewood trees in the palace park and the Wit ley stone on the palace library steps.
- The Hearthkitchen cooks' guild is open in Highmarket's north-east lot (Cooking 32), with two guild ranges, a bake oven and Cook Pell.
- New dungeon: the Undercroft, Highmarket's drains, with drain rats and cutpurses. Climb down the grate east of the Ledger Hall; the drains come out at an outfall in Sallowmarsh. Bring a light.
- Coldford has a deposit box at Wrenna's camp, and the Ford Inn, whose oven cooks your catch.
- Wendmouth's dock has a deposit box beside Harbourmistress Kell, and its market has a net stall and a seed stall, each with a keeper watching it.
- Warden Harrow gives bounty contracts in Brinkwall from combat 40, filling the gap between Warden Ysolde and Warden Sefa.
- Fletcher Ardo has opened a fletchery in Brinkwall fort, and Scar crows on the Scar lip drop feathers.
- The Bane ley stone (Glyphcraft 20) now stands among the Barrowdown's barrows.
- The Hollow Mill's miller now sells pots of flour.
- Chalkwell has a deposit box at the shaft head, so miners can bank their ore without leaving the lift.
- The Hall of the Anvil now has six training dummies and two knights to spar with, and the Order's squires walk Chalkwell's streets.
- Kindleholt has a Druids' Grove with a leywood patch, a bloodroot patch, a tree patch and a second herb patch, kept by Druid Tamsa, who guards your crops there for a fee and sells bloodroot seeds and farming tools.
- Kindleholt's herbalist has a herb-bench at his door, where unfinished potions mix twice as fast.
- Tollhaven's Anglers' Lodge has a deposit box by the deep water, and the harbour a fishmonger's stall (Thieving 42). The grand market gains the Silk Exchange and a jeweller, and an estate agent keeps an office by the Lord-Mayor's hall.
- Rimeshore: fjord seals haul out on the ice below the moorings, and Captain Brynja sells fur hoods and mittens from her slop chest and buys blubber.
- Skarrvik has a carving shed beside the forge, a furrier who buys every pelt the north gives, and raiders home from the summer with full pockets.
- Emberport has the Caldera forge for wyrmbone ingots (Smithing 95), a third lava vent, and a basalt and obsidian outcrop on the beach with a carver who buys what you quarry. The Fury ley stone (Glyphcraft 95) stands on the Caldera's rim.
- Wren on Firstlight Isle now tells you which town is home to which trade before you sail.
- Glasscliff has a deposit box and salt pans by the brine ponds, surf spots for sand-eels, and Salt-wife Irem now runs a shop.
- Zahir's caravanserai in the Shardfields has a deposit box.
- Qesh has a glassblowing bench outside the Glasswrights' Court, where glass blows a little quicker, and a silk stall in the bazaar.
- Candlemire's Ossuary has a bone altar, where bonemeal is worth more and the dark stops draining your Devotion, and the town has an alembic, a bloodroot patch and the Hollow ley stone (Glyphcraft 90). Mirel sells bloodroot seed.
- Tollkeeper Amin sells provisions at the Sunward Gate: eye-veils (dear), water and a trapping kit.
- The Sunward Gate's toll house has a deposit box, so you can send your desert loot home on the way back.
- Rimeshore has a bank at last: a bank chest in the new moorings hut by Captain Brynja's longship.
- The Glasswaste's wilds are busier: dune adders, sand serpents, dune striders and tomb scarabs, a dune raider camp whose stash opens with a key the raiders carry, an abandoned caravan's strongbox, a buried coffer by the Sunken Tombs, and Aurel's shade shrines, where the glare can't reach you.
- New desert gathering: sandstone, granite and rock salt to mine (Glasscliff has a salt flat), gem rocks in the dune mine and on the Shardfields crater rim, palmfin to catch on a fly rod at the Glasswaste North oasis (and a cactus patch beside it), sandgrouse and dune jerboas to trap.
- Ten new quests from the towns' old rumours: "The Undercroft Tithe" and "Orrin's Alibi" in Highmarket, "The Last Beacon" in Brinkwall, "Embers of the First Star" in Kindleholt, "A Crab Called Duchess" in Wendmouth, "The Canal Ledger" and "Greyfin Season" in Tollhaven, "Seven Trials of the Hold" in Skarrvik, "Invitation to Blackspire" in Candlemire and "The Wyrm Beneath the Caldera" in Emberport.
- Two new faces to find them from: Ember-seer Ailsa by the Mother Hearth, and Dues-clerk Fennick on Tollhaven's canal.
- New quest in Coldford, "The Toll of Trolls" (Fishing 25): Innkeeper Tobin at the Ford Inn wants the bridge trolls paid in Wend pike, and then wants their toll broken.
- New quest in Qesh, "The Emira's Mirror" (Crafting 55, Mining 45): the Glass Well is failing, and you help Master Glasswright Ohan cast a new dew-mirror for its dome.
- New quest in Rimeshore, "The Ice Remembers" (Trapping 50): hunt seals for Captain Brynja's lamp to find out who is frozen in the fjord ice, and lead on to "The Drowned Longship".
- The Greywash has an old walled graveyard with grave caches to rob, ghouls and grave robbers, and a haunted watchtower you can climb over into it (Agility 48). Grave bats and marsh wraiths haunt both banks.
- Bleakfen has a vampyre hunters' camp, with fledgling vampyres circling outside its stakes, a ruined chapel full of marsh wraiths, and bog giants in the east fen.
- Blood-bats, spire sentinels and vampyre spawn now prowl the Blackspire crag, and a ruined shrine there holds a blood reliquary for master thieves (Thieving 78).
- Eastwend Wood has redcrown and weepwood trees, fly fishing on the young Wend, forest spiders, highwaymen on the track, and stoats and sparrows to trap.
Skills
- New agility course: the Wendmouth Riggings (Agility 10). Climb over the cargo net, up the trader's mast, along the yard-arm and down the warehouse hoist.
- The Beacon Line is lit: after "The Last Beacon", 12 beacons run from Brinkwall past the Eastwend watchtower onto the Scour lip. Each takes oak, weepwood, redcrown or gravewood logs, depending on where it stands in the line (Firemaking 35-70). Light the whole line yourself inside ten minutes for Loy's bonus.
- Sergeant Bryce's Shieldwall drills in Chalkwell: hold six waves of the Order's sparring men in your own drill pit, for Defence XP and three new Feats of Arms (Defence 20 and a shield).
- Tend the Mother Hearth once a day: lay up to ten logs on her for Firemaking and Devotion XP.
- The Greyfin weigh-in: once an hour, for ten minutes, every spearfish and ironjaw you land in Tollhaven is weighed. The heaviest catches win Anglers' tokens, which Evander trades for the Lodge outfit (up to 2.5% more Fishing XP).
- Salt-curing at Glasscliff: rake the pans for sea salt, then cure five cooked tidecrab, palmfin, spearfish or fjord char into a pack of five portions that keeps (Cooking 40-58).
- Fur gear (hood, coat, mittens, boots) keeps the Cold off: each piece worn makes the chill come one interval later.
- Bait fishing: Wend pike on Coldford's river (Fishing 25), and sprats (small net, Fishing 1) and herring (rod and bait, Fishing 10) off Wendmouth's quay. Wrenna and Barnaby Hook now sell fishing rods and bait.
- Sand-eels in Glasscliff's surf (small net, Fishing 30), and fjord char (Fishing 58) through three new fjord holes on Rimeshore's ice.
- Woodwarden Tyl sells leywood saplings for the Druids' Grove's leywood patch (Farming 75).
- Trapping: birch grouse at Kindleholt (bird snare, 15), scrub quail at the Sunward Gate (bird snare, 20), and sand-lizards now start at the gate.
- Thieving: Highmarket has a merchant's strongbox (43) by the Ledger Hall and a silversmith's stall (50) on the square.
- More people to pickpocket: Anvil squires (Thieving 25) and the Knights of the Anvil (55) in Chalkwell, caravan merchants (65) in Qesh and the Shardfields, and Skarr raiders (70) in Skarrvik. The Qesh silk stall (50) has its keeper.
- New in Mournfen: deadwood trees (Woodcutting 50), peat bogs to dig with a spade (Mining 44; peat burns like logs), fen leeches in murky water (Fishing 42), and bog frogs, dusk-moths and vein-moths to trap (Trapping 44, 63 and 82).
- Verdite and star-iron rocks on the Blackspire crag, cobalt on Bleakfen's crypt mound, and coal and gold under the Scar on the Greywash's east bank.
- The Scour is worth the risk now. All ten PvP regions have new monsters by depth: ash scavengers and ash hounds near the Scar, deserters under the northern cliffs, and Ashfallen knights and cinder shades in the deep.
- Better gathering than the safe lands at the same level, and richer the deeper you go: redcrowns, iron and silver in the shallows; gravewood, cobalt and verdite in the deep; wild herb tangles to pick for Farming XP, with emberblooms in the deep; ash skinks to trap.
- Caches to lockpick: buried caches in the shallow Scour and fallen knights' coffers in the deep. The Scour lockbox finally has a home: bring a Scour key to the Emberwell, where it refills every 15 minutes.
- The Emberwell, a lava pool deep in the Scour, is the only place in the world to harpoon cinder eels (Fishing 62).
- The Cinder Marshal, a roaming rare boss, rides out across the deep Scour every couple of hours. Anyone can join the fight, and anyone can fight you while you do. Watch for his Marshal's embershield.
- Rimeshore's snowfields have a mine of cobalt and verdite guarded by rime bears, a frostpine stand with tundra elk and snow hares, frostcod through the fjord ice from Fishing 55, and a frozen shrine to Aurel kept by the hermit Old Hallvard.
- Greyscree Pass has an old delvers' cut of iron, coal and gold, scree goats, frostpine and snow hares on the heights, and a bandits' camp by the road.
- The Kestrel Downs have wild horses, grouse and sparrowhawks to snare, a chalk pit of iron and silver, more sheep, and a barrow mound where skeletons and zombies walk.
- The Brine Cliffs have a sea cave with a smugglers' cache, rock pools with rocklings for a small net, sand crabs, nesting terns and chalk wolves.
- The Skarr Isles' tundra has frostpine, rime bears, bull walruses, snow foxes, a verdite and cobalt seam and a burned steading.
- The Tarrak Caldera's jungle hides a temple with an altar of Sylvenne, a trapped reliquary and stone guardians; the rim has an obsidian seam, and the slopes bloodheart trees, Tarrak spiders, ember vipers and geckos.
- Emberport's jungle has bloodheart trees, parrots, spiders and vipers, a small gem vein, and a smugglers' camp with its own cache.
Accounts and safety
- The strongbox PIN keypad now closes if you walk away from the bank, and entering your PIN only opens the bank while you're still beside it.
- You can't trade or use the Ledger Hall until you've finished making your character, and Lone Hearth is only offered to characters that have never traded.
- A Lone Hearth who defeats a player outside their group in the Scour can no longer pick up that player's belongings. Only a groupmate's are theirs to take.
- Staff roles now follow the name you sign in with, not your display name, and nobody can rename themselves to a staff member's name.
- Turning two-factor off now asks for your password as well as a code, and five wrong codes in a row lock your account's codes for 15 minutes.
- Changing or removing your recovery email, and turning on two-factor, now ask for your password (and a code, with two-factor on). Your old address gets a notice with a link to undo the change, and password reset links keep going to it for 3 days.
- Changing or resetting your password, and turning two-factor on or off, now signs out every other session on your account, on every world.
- Password reset links are limited to one every 15 minutes for each account, so nobody can flood your inbox with them.
- Ten wrong passwords in a row lock an account's logins for 15 minutes, and the login screen no longer says whether a name exists.
- The login screen now gives up after 30 seconds without a login, or 2 minutes at the two-factor code prompt, so nobody can hold your account at the code prompt.
- Random-encounter visitors no longer call you by name, greet you in different words, and ask a quick question when you talk to them: answer it right for the gift. Moderators get a suspected-bot list (
::bots) built from the anti-bot checks, which now also look at how varied your timing is. Nothing is punished automatically. - Other websites can no longer show the game inside a frame, which stops tricks that get you to click trade or drop buttons without knowing.
Performance
- Worlds do less work finding paths, so crowds of players walking and clicking cause less lag.
- Busy places run smoother in the browser: characters off screen are no longer animated, and distant ones are animated less often.
- The login screen is ready sooner: the game builds its map of the world after the screen appears, while you type, instead of before.
- No more hitch every 30 seconds while the world saves: saves are now spread thinly across every tick.
- Less lag in crowds: the server now sends you one bundle of updates each tick instead of a separate message for every chat line and event. Other players' chat arrives with the tick, a moment later than before.
- No more lag spike when everyone logs in at once after a server update: players are let in a few at a time, and the game waits a random few seconds before bringing you back.
Fixes
- Firstlight Isle's instructors only replace a lost tool, glyph or arrow when you don't have one anywhere (in your pack, worn, banked or dropped), so their spares can no longer be collected over and over.
- Untradeable and quest items you drop, or lose in a fall, now stay visible only to you until they vanish, so nobody else can ever pick them up. A player who defeats you in the Scour no longer gets your untradeable items either: they wait in your cairn.
- Highmarket's shop discount no longer takes a price below a shop's lowest price, so buying from a shop and casting Greater Gilding on it can't make a profit.
- While at sea or aboard a dune skiff, asking someone to trade (or anything else that would move you or use something) no longer walks you around on land. Chat, settings and crew work still work.
- Putting something in, or taking it out of, a Lone Hearth group chest now saves your pack at the same moment, so a server crash can't leave the item in both places.
- You can no longer use, mine or bank at things through a wall or a shut door: a guild hall's seams, furnace, bank chest and ley stone only work from inside the hall. Shopkeepers behind their counters and bank booths serve as before.
- Locked doors and gates (the crypt door, the Greywash gate) now let the keyholder or quester step through and lock again behind them, so nobody else can slip through after them.
- No teleport gets you out of a fight any more. The muster teleport, Hearth Recall and the town teleports, waystones, canoes, boats, the dune skiff, going home and fellowship halls all refuse while you're fighting or were just hit, while you're frozen or stunned, and deep in the Scour. A blow during the cast stops it when it would land.
- Canoe trips pay their Woodcutting XP when you land, not when you set off, and you stay in the canoe until you arrive. Burying bones, scattering ashes or bonemeal and grinding bones now take a moment each, like eating.
Version 0.1.0
The world
- The whole core map of the Braemoor Realms is open: Braemoor, the rivers and the Scar, Hollinmark, the Glasswaste, the west and Tarrak Isle, the frozen north and Mournfen.
- New players start on Firstlight Isle, the tutorial island, then sail to Oakmere.
- Dungeons to explore, from the Old Quarry Deeps and the Barrow of Ogres to the Frostmaw Caves, the Caldera Deeps, the Crypts of Candlemire and the Tomb of the Sand Kings. Most are dark, so bring a light, and carry a flameward shield against wyrmfire.
- Quests across the realm, from "The Mere Remembers" in Oakmere to "The Drowned Longship" in Skarrvik.
- Day and night, weather, music for each place, waystones, canoes, the Wend barge, ferries, and town hearths you can make your respawn point.
- Tidewright charter ships from Tollhaven's pier to any built port, priced by distance.
Skills
- Twenty-four skills to train, from Woodcutting and Mining to Glyphcraft, Building, Bounty and Seafaring, which you train by sailing as a passenger or working your passage as crew.
- Tools, gear and bows from bronze to starsteel.
- Guild halls you can enter once you reach their level, with a hidden boost to the guild's skill, including the Glyphwrights' Spire and the Rangers' Hall in Tollhaven.
- Three daily tasks each day, with modest rewards. Miss a day and nothing is lost.
- The Scour Gauntlet charges a 5,000-coin toll for each lap, paid into the ember cairn at the ashen pipe. Finish a paid lap and you can search the cairn once for coins, ores, bars, glyphs or, with luck, starsteel bars. Dying loses a paid lap.
- Agility Dash (Agility 50) works everywhere, but in the Scour it takes twice as long (20 ticks) to recharge. The run orb shows the longer wait.
Combat
- Melee, bows and spells, with attack styles, special attacks, poison and other effects.
- Bosses and world bosses, Hearthguard (a wave-defence minigame) and two raids for 1 to 5 players: the Sunken Vaults and, for the strongest, Blackspire Keep and its Blood Lord.
- Bounty contracts, the Wanted board, clue trails, random encounters, Starfall and pets.
- The Scour: a PvP wasteland past the Scar gates.
- A full cobalt armour set (four or more pieces) cuts wyrmfire by 15%, and this stacks with the flameward shield. Wyrmbone armour will cut it by 30% when it arrives.
Social and economy
- Chat, friends and private messages across worlds, and fellowships with their own channels and halls.
- Player trading, the Ledger Hall market, and shops whose prices move with stock.
- Homesteads to build, Lone Hearth accounts, hiscores, achievements, a wardrobe, festivals and seasonal worlds.
Accounts and safety
- Sign-up with a recovery email, display names, a strongbox PIN and authenticator two-factor.
- World hopping, and a staff team with mutes, bans and reports on every world.
News and updates
- What's new: the latest notes on the login screen, a pop-up after each update, and every update in the new News tab and on the changelog page.
- Updates come with a warning: a countdown banner and chat reminders before the server restarts, and you're taken straight back in afterwards.
Graphics and devices
- Characters are smooth-jointed models with a skeleton: elbows, knees and shoulders bend instead of pivoting, clothes and armour have their own cloth, leather, metal and hair textures, and faces have eyes and a mouth. They breathe while idle, walk and run with proper strides, swing their tools, fight in the style of their weapon (a slash, a stab, a crushing blow, drawing a bow), raise their shield to block, and fall when they die. Low graphics quality draws them in flat colour.
- A Graphics quality setting (Settings → Display): Auto, Low, Medium or High. Each device remembers its own.
- Low is a low-end mode for older laptops and phones: a lower resolution, no fire lighting or ground clutter, and a shorter view. Auto picks Low on weak hardware, and if the game keeps running slowly it steps the quality down by itself and tells you.
- Show frame rate (Settings → Display) puts the frames per second and frame time in the corner of the view.
- If your browser can't start 3D graphics, or they crash and don't come back, the game tells you and switches to the flat 2D view so you can keep playing.
Fixes
- On iPhone, tapping the chat box no longer zooms the page, and pinching over the interface no longer zooms it either.
- On phones, the tutorial's step list is no longer hidden under the minimap, and the health, run, devotion and special attack orbs no longer run off a short view.
- Adding the game to your home screen on iPhone and Android now gives it a proper icon.
Also as data (JSON).