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Patch Notes

Every deploy that changed something you'd notice, newest first. Written by hand right after each deploy, not generated from the commit log — internal refactors and invisible cleanup don't show up here, only what actually changed for a player.

Patch 11.9 — The Other Half Of The Lag

2026-09-07
🔧 Bug Fixes
  • THE OTHER HALF OF THE LAG. The last release stopped the shard rebuilding your whole inventory four times a second just to send an update that had not changed, and that was real work — but it was not all of it, and anyone who kept feeling their clicks lag afterwards was right to. The same heartbeat runs four times a second for every fighter, and against a swing of two to four seconds most of those beats have nothing due and return immediately. Before returning, each one was loading your entire character and checking your carry weight, which is two more complete reads of everything you own. A profile taken from the running shard put roughly half of everything the server does inside that work. The question of whether anything is actually due is asked first now, off the clock and the fight alone, so three beats in four cost nothing whatever. The safety checks that used to sit above it have moved below: they are nets rather than clocks, and a beat with nothing due cannot be the beat either of them newly became true on.
  • A MINER WHO NEVER ARRIVED AT THE VEIN. The scene picks which vein to walk to using a budget of steps, and that budget was a fixed 22 — a figure worked out from the standard tick, with time to spare so the worker always arrives before the next one lands. But gear shortens the tick, and an Hourglass with a Greater Band brings it to 7.3 seconds, at which point a full 22-step trek is longer than the tick itself. So the next tick resolved a vein somewhere else, the walk restarted toward that instead, and your figure crossed the mine over and over without ever arriving — the bar filling neatly on time above a miner who never swung once. The budget is worked out from the interval the server actually reports now: still 22 at the standard tick, and 10 at 7.3 seconds.
  • A HAND-WORKED VEIN MINED ITSELF AFTER A PAGE RELOAD. Reconnecting armed the automatic loop for a shift you were working by hand, which a refresh made routine — so a manual miner found the vein ticking away under their own clicks. Starting a shift by hand switches that loop off deliberately, and the reconnect was putting it back.
  • THE GATHER BAR KEPT ITS CADENCE THROUGH A FIGHT. A harvest ambush stops the tick from doing anything while the timer underneath keeps running, so the Skills panel’s bar simply parked at full for the whole fight, however long it lasted — a meter that had visibly given up over a loop that was still going. It re-arms itself now, aimed one tick past wherever the real cadence has got to. Not in manual mode, where there is no loop and a full bar waiting on your next click is the honest picture.

Patch 11.8 — Your Clicks Land Now

2026-09-07
🛠️ Improvements
  • A TREASURE HUNT CAN BE CALLED OFF FROM THE ROAD. The walk to a dig site runs two to ten minutes and the travel scene covers the whole page, so for the whole of it neither the map’s own menu nor the Run All Maps banner was reachable — reported, reasonably enough, as being stuck. The backdrop’s Cancel button covers it now. On a site trip it reads Turn Back, and unlike an ordinary journey it has no cutoff partway, because a dig is something you changed your mind about rather than a road you are already a third of the way down. It leaves the hunt alone: the map stays active, the pin stays on the map, and clicking it sets out again. Stop Running Maps gets its own button on the same scene, since a run spends most of its life on a road. Turning back does end a standing run, for the same reason abandoning a hunt does — otherwise the next reconnect would quietly set out again and reverse the decision you just made.
  • MAKE GM ASKS BEFORE IT DOES IT. Promote, Demote and Kick are all one click away from being undone; Make GM is not. It demotes you to Officer in the same stroke, and only a Guildmaster can hand the rank over, so the instant it lands you no longer hold the rank needed to take it back — getting it back is the new Guildmaster’s decision, not yours. It also sits between Demote and Kick in a row of four small buttons that all read alike, which is exactly how it gets pressed by mistake, and it has been, on a real guild. It now asks first, naming the member both times: “Make Guildmaster? You become an Officer, and only can give it back.” The other three are unchanged and still fire on the first click.
🔧 Bug Fixes
  • THE SHARD WAS SPENDING OVER HALF ITS EFFORT DESCRIBING THINGS NOBODY HAD CHANGED, and you were feeling it in every click. A fight sends an update four times a second, and each of those rebuilt your entire inventory from scratch — every field of every item you own — so that the code sending it could compare the result, find it identical to last time, and send a health number instead. Every click you made waited behind that loop. When a confirmation came back too late, a dragged item snapped back where it came from before jumping forward again, and a Stockpile deposit could sit for a second or two before anything moved. It is remembered now rather than recalculated, keyed to each item’s own last-changed stamp, so an update for somebody mid-fight touches no item at all. Measured on the test shard with thirteen players: from 107% of a processor core down to 45%.
  • A TRASH BARREL STAYS WHERE YOU DRAG IT. Sliding a placed Trash Barrel or Cooking Stove across your own floor did nothing at all. The room keeps its own list of which fixture is which for a reposition drag, and that list was a second copy of the one the backpack uses — two fixtures short. So the drop asked the server to place a craft station, the server ignored it for anything that was not one, and nothing was ever saved: no error, and the sprite left sitting where you dropped it while the server still held the old square. Which is why it read as locking it down MOVING it. Locking down refreshes the room from the server’s copy, so the barrel snapped back to where it had been the whole time, and the square you then double-clicked was bare floor.
  • THE GATHER BAR FOLLOWS THE SWING YOU ARE ACTUALLY TAKING. Working a vein by hand has no loop — each swing is a click on a flat eight-second cooldown — but the bar was being aimed with the automatic loop’s tick length instead, which is a different number entirely. At the plain rate that showed as a bar starting 44% along and then landing on time: wrong, but quiet enough that nobody could name it. Gear made it loud. An Hourglass and a Greater Band together bring that number under the cooldown for the first time, and the fill then finished 0.7 seconds early and sat there full, waiting, on every single swing. Separately, a Greater Band of Mining listed its +10 Mining and said nothing whatever about the five seconds it takes off each swing. It has its own line now, kept per skill, because a mining ring and a fishing ring must never add up into one number — neither skill ticks at the sum.

Patch 11.7 — Every Monster Redrawn

2026-09-05
🛠️ Improvements
  • THE MONSTER REDRAW IS FINISHED. Every monster in the game has now been through it — 87 of them — except the bosses, which keep their own hand-drawn art. The last 23 are the ones that had stayed hardest to tell apart. The four spirits were one bedsheet ghost in four greys: the Ghost is now a gaunt translucent figure pouring away into vapour, the Wraith an empty hooded robe with two green pinpoints in the dark, the Shade a smoke figure with claws and violet eyes, and the Spectre a glowing skeleton with a wailing jaw. Snow, Water, Blood and Fire were four stacks of coloured pebbles and now match the Earth, Air and Poison Elementals redrawn earlier — a snow golem, a figure of moving water rising out of a splash, a hulking crimson mass over a blood pool, and a body of flame. The five slimes were one dome in five hues and are now five different things, down to the Corrosive Slime being a rust crust eating a blade. And six of the eight demons were one chibi body in six colours: the Imp is a knee-high big-eared gremlin, the Daemon a hulking ram-horned biped with its wings spread to both edges, the Balron a charcoal giant lit only by ember cracks and carrying a fire whip. The Ice Fiend is no longer a blue hound at all, but the winged ice daemon its name always implied.
  • AND THE TWO THAT KEPT BEING SENT BACK ARE DONE. The Ghoul and the Cougar were each rejected twice for not reading as what they are, and were called out as missing when the batches around them shipped. The Ghoul was a green skeleton doll and is now a naked grey-green corpse-eater folded into a deep squat, its ribs showing as ridges under the skin rather than an open cage, long arms bowed out to clawed hands. The Cougar was the Panther’s silhouette in tan and is now a long low tawny cat with a level stalking back, daylight under its belly and a heavy black-tipped tail trailing behind it.
  • A STOCKPILE ROW SAYS WHAT THE THING IS. Hovering one used to produce the item’s name followed by “click to withdraw” — which is the one thing somebody looking at a labelled row with an icon and a count already knew. Reported from the shard as wanting to know what a fish does without pulling it out first. A row now gives you the same card your backpack gives the same item: the name with how many are banked, what it heals where it heals, the item’s own sentence, and the verbs last. It is not new writing — the pack has always shown that sentence and the Stockpile simply never asked for it — so a Cooked Copperfish reads identically in the pile and in your hand. Most tabs still show no sentence, which is right rather than a gap: for boards, ingots, leather, parchment, reagents, gems and facets the name really is the whole story.

Patch 11.6 — The Colour Of The Chair

2026-09-05
New
  • TWENTY-NINE PIECES OF FURNITURE YOU CAN BUILD, and Carpentry gains four sections to hold them: Seating, Tables & Beds, Furnishings, and Workshop & Garden. Stools, chairs, benches and a throne; tables, desks and two beds; shelves, racks, screens, a ladder, a dartboard, an easel, a loom and a spinning wheel; and three garden pieces. Every one of them builds in all nine wood tiers, and the wood buys nothing but the colour of the chair — a Valorite stool sits exactly like a plain one. Each row in the gump prints its plank cost and its own skill floor. Six of the pieces are seats, the Wall Shelf and the Dartboard hang on a wall, and the Planter Box, Fence Section and Garden Trellis stand out on the lawn as readily as indoors.
  • AND FURNITURE BARELY COSTS THE HOUSE ANYTHING. Every other fixture on a floorplan is charged 500 stones of storage once it is locked down; a piece of furniture is charged 25, which is simply what it weighs in your pack. A seven-by-seven room furnished wall to wall comes to 875 stones, which is the whole point — at the ordinary rate a Small House would have had to choose between a chair and a crate. One thing to be clear about before you build a shelf: nothing here holds anything or grants anything. It is all for show, and the storage furniture is still where a box that actually holds things lives.
  • RIGHT-CLICK ANY PLACED DECORATION OR CRAFT STATION TO TURN IT ROUND. It mirrors rather than turning a quarter, because every sprite in the game is drawn from one fixed viewpoint — the furniture is drawn one-sided precisely so that the flip reads as the thing facing the other way. The lawn’s right-click menu also opens on every fixture now rather than only on seats, stables and rune tiles, though Reclaim is still offered only where it always was.

Patch 11.5 — Three Bears, Three Animals

2026-09-05
🛠️ Improvements
  • THE ANIMALS ARE REDRAWN, and the ones that were the same drawing in different colours are now different animals. Three bears is the clearest case: the Black Bear keeps a level back, the Grizzly’s shoulder hump is the peak of its silhouette, and the Polar Bear is long and low with a small Roman-nosed head carried below the shoulder. The Rabbit was a tan deer on four tall legs and now crouches on its haunches with upright ears and a cotton tail; the Wild Horse is a full bay with an arched neck and a tail to the hocks rather than a stubby pony; the Wolf is lean and grey with its tail hanging low, and the Timber Wolf a heavier tawny cousin caught mid-howl instead of the same wolf lightened. The Boar has a barrel body, a snout disc and a bristle ridge, and the Eagle is perched and gripping a bough. The Panther is a long low black cat with a body-length tail where it used to be a dark dog shape, the Giant Lizard is a monitor with its elbows cranked out, and the Dolphin leaps clear of the water while the Shark is a proper countershaded torpedo — the two of them were flat fish before.
  • SO ARE THE VERMIN, THE SERPENTS AND THE BIG ONES. The Giant Spider has a plump abdomen, a separate carapace, fangs and eight jointed legs; the Giant Black Widow is glossy with a red hourglass and the Dread Spider near-black chitin with green eyes and a pale skull mark. The Scorpion’s pincers are open with its tail hooked over its back, and the Giant Scorpion is a heavier rust-banded version rather than the same drawing scaled up. The four Terathans were four spider recolours and are now spider-centaurs — an upright armoured torso on a spider chassis, the Warrior with a spear, the Drone pale and unarmed, the Avenger crimson with a halberd, the Matriarch crowned with spell-light in both hands — and the Ant Lion is a giant ant with sickle jaws instead of a fifth spider. The Snake coils with a raised wedge head and the Giant Serpent is a far heavier stack of coils rather than the same tube; the Sea Serpent rears out of foam with a spined crest, and the Deep Sea Serpent is its abyssal cousin with a glowing lure. The Kraken is a bulbous mantle with a beak and curling suckered arms in place of a pink balloon, and the Ancient Wyrm is a vast winged dragon couched on its hoard. That is 29 here and 64 across the pass so far. The Cougar is not among them — its drawing was rejected twice for not reading as a cat, and it gets another attempt.
🔧 Bug Fixes
  • HOUSE DROPOFF’S DROPDOWNS KEEP THE PANEL’S COLOURS WHEN THEY OPEN. The closed control was gold on dark like everything around it, and clicking it dropped a cream list with a blue highlight from the operating system — which is the part you are actually looking at when you use it. A dropdown paints its open list from the options’ own colours rather than the control’s, so styling the control alone left the list untouched. The options now carry the same dark ground and gold ink as the rest of the panel.

Patch 11.4 — A Way Into House Dropoff

2026-09-05
🔧 Bug Fixes
  • HOUSE DROPOFF’S SETTINGS PANEL COULD NOT BE OPENED AT ALL. It went on sale in 11.3 with no way into it, and was reported by somebody who had bought it and gone looking. The opener was meant to be a right-click on your backpack, but it tested for a class and an equipment slot that exist nowhere in the game, and it was registered with a dispatcher that only ever runs for item icons — which a bag is not — so it could never have fired at all. Right-click the satchel around your backpack grid now and the menu offers House Dropoff. The sweep itself was never broken: H at home has been filing your pack the whole time, and so has everything behind it. It was only the door to the settings that was missing, so what you bought worked — you simply could not change where anything went.

Patch 11.3 — A Ladder You Can Actually Climb

2026-09-05
New
  • HOUSE DROPOFF: ONE KEY FILES YOUR WHOLE PACK. Press H at home and your ore goes to the smelter, your logs to the saw pit, your fish to the cool box, and your ingots, leather and gems into the Stockpile; dye tubs go to their tome. You choose where each family lands, and anything it cannot place is reported rather than quietly moved. Sixteen families are offered, each with exactly the destinations that accept everything in it — which is why Logs offers both the Saw Pit and the Parchment Press, and Raw Fish both the Cool Box and the Iron Stove. Right-click your own backpack for the settings panel. It creates no storage and no capacity: every move goes through the ordinary deposit path, so anything that would not fit if you carried it by hand still does not fit. In the BritCoin Shop under Comforts, 10 BritCoin.
  • FIVE TOWN SKILLS CAN BE TRAINED AT YOUR OWN HOUSE. Hiding, Tracking, Evaluating Intelligence, Animal Taming and Forensic Evaluation are practice rather than harvest — they take nothing out of the place they are done in — so the only thing a town square ever gave them was somewhere to stand for a few hours, and your own house is that too. Start now works for all five indoors, on the lawn or down your mine, and an offline window spent that way pays out exactly as a town one does, Tracking’s treasure maps, Eval Int’s Devotion scrolls, Taming’s discoveries and Forensic’s relics included. No wanderer walks a private yard, so Tracking at home is for the climb and the maps rather than for a bearing. Gathering, Begging and the pond are still refused at home.
  • A GRANDMASTER TRACKER READS A CREATURE’S DIFFICULTY OFF THE CREATURE. A dungeon roster has always led each row with its difficulty, but the floor itself said nothing: everything walking at you wore a red name and no hint of whether it was a Rabbit or a Titan until you were already swinging. At Tracking 100 they carry it now — [Tough], [Deadly] — above the nameplate, in the roster’s own words and its own nine colours, on a dungeon floor and over the guardians at a treasure dig alike. Out in the seven wild ranges nothing wears a nameplate at all, so the tag hangs on the creature itself at exactly the height a plate would sit, and both the roamers and whatever ambushes you get one. It is a reward rather than a new gate: nothing is taken from anyone below Grandmaster, since the roster, the wiki and Animal Lore all still answer for a species outright. What the skill buys is not having to look it up while something walks at you. A PK’s ambush wears nothing — it is built from a monster template, and hanging “Deadly” over a player would describe a creature they are not.
⚖️ Balance Changes
  • HALLMARK’S MATERIALS DROP FAR MORE OFTEN, AND BETTER METAL PAYS MORE. The old rates were not slow, they were unreachable: covering the 283 shards and 89 fragments a full ladder needs came to about 187,000 craft attempts at every tier, which at six ingots a broadsword is over a million ingots. The mistake was treating a craft attempt like a gather tick — a tick costs a swing, an attempt costs MATERIAL, and no rate written against the wrong currency was going to be right. Base rates are now 1 shard in 200 and 1 fragment in 650 at iron, and every rate scales with the material’s own tier: iron pays once, Valorite nine times. So a full ladder is about 57,000 attempts on iron, 11,500 on Golden and 6,400 on Valorite. The facet’s XP moved for the same reason, from 5 a tier to 40 — at the old figure the bar wanted 244,000 attempts, reachable in time and unreachable in material. The bar now fills in around 30,000 Valorite attempts against the 6,400 the shards take, so materials still arrive first, which is the order every other facet keeps.
  • SMELTING ORE AND CARVING PLANKS NO LONGER DROP HALLMARK MATERIALS. They were, and they should not have: smelting trains Mining and plank carving trains Lumberjacking, so those shards belong to Yield’s economy rather than Hallmark’s. The line is drawn at the SKILL rather than at the workbench, which is what makes it hold — a conversion that trains a gathering skill still pays Hallmark XP, because it is still your hands doing the work, and simply drops nothing. Everything that trains a craft skill drops exactly as before: blacksmithing, carpentry, tinkering, tailoring, alchemy, inscription and cooking. Cooking stays on the crafting side deliberately, because it trains Cooking and its own recipes rather than being the tail end of a fishing trip.
🔧 Bug Fixes
  • HALLMARK’S PROC NOW FINISHES THE QUEUE, however many tries that takes. Reported from play: queue a hundred items, proc on the eighth, and it made a flat hundred further ATTEMPTS and then went back to crawling. That was wrong twice over, because the count was in attempts while a queue is counted in successes — 92 items left can easily cost 110 tries, so even a queue exactly the size of the cap would not have finished. The burst now runs until the batch’s own end condition fires, or until it runs out of material or tools, exactly as if you had waited the run out. A burst is also silent until it ends: every attempt in it takes no time, so there is no bar to fill, and a few hundred results in one breath is a strobe rather than feedback. The totals still land the moment it finishes.
  • A TREASURE HUNT THAT SETS OUT FROM HOME IS MEASURED FROM THE HOUSE, not from the town it remembers standing outside of. The trip read its distance off that town while the house itself sits at its own coordinates somewhere else entirely, and it was wrong in both directions: a house built far from its town got about a minute and a half free on every hunt, and one built on the town’s doorstep was overcharged for a trip it was closer to. The pacing is deliberately untouched — a dig keeps its two-to-ten-minute shape. What was wrong was the point being measured from, not the length of the road.
  • A MAP RUN THAT GOES OVERWEIGHT NOW ENDS, AND TELLS YOU. Tipping over the weight limit at a dig stopped the guardian chain but left Run All Maps flagged as still running, so you came back to a “Running Maps” banner over a glade where nothing whatever was happening and the one refusal line long since scrolled out of the journal. No Discord alert went out either, because none of the three seams that send one covers a dig’s guardians. The usual culprit is the chest, which is the one loot grant in the game with no capacity check, so a run tips over on one hunt’s chest, travels to the next site perfectly happily, and halts on its first guardian. The run now ends there with a line saying so and how many hunts it saw through, and the alert is sent. The hunt itself survives untouched: the site, its guardians and its chest are all still there, and the maps left in your pack are still maps.

Patch 11.2 — Maps Are Not Weapons

2026-09-05
🔧 Bug Fixes
  • EVERY NON-WEAPON TOOLTIP WAS SHOWING A WEAPON BLOCK FULL OF NONSENSE. A Decoded Treasure Map read “Damage: 0-0 — Speed: NaNs — DPS: NaN”, and so, in their own way, did bags, reagents, potions and most of the rest of the game’s items. It came in with the craft quality marks in 11.1: the new code read a piece’s damage through its mark, and on something with no damage at all that left a number where there had been nothing rather than leaving the field absent. Every surface in the game decides whether an item IS a weapon by asking whether it has a damage figure, so a map with a number there started claiming to be one. Weapons themselves were never given a wrong figure — the damage you were shown on an actual weapon was always right. The check that should have caught it tested two weapons, both of which have the field; it now runs all 1,360 item definitions through the same path, plain and Mastercrafted, and refuses any numeric field that comes back as nonsense.

Patch 11.1 — A Mark On What You Make

2026-09-05
New
  • HALLMARK IS THE EIGHTH WEAPON FACET, AND THE FIRST ONE FOR CRAFTERS. Six of the others are combat and one is gathering, so until now the longest progression track in the game earned nothing from a facet at all. Bind Hallmark and your crafting begins leaving a mark on what it makes: Well-Made at +5%, Superior at +10%, Mastercrafted at +15%, rolled once per finished piece and scaling that piece’s own numbers. The chance climbs with the facet’s level to 9.6% at 12, split so the top rung stays an event at roughly one craft in 170. A bound Hallmark is the only source of a mark anywhere — nothing drops one, sells one or hands one out. A marked piece is protected from Auto-Recycle and from commission hand-ins too, so a board paying for a plain chest can never swallow the one craft in 170 that a maxed Hallmark produced.
  • AND WHEN IT PROCS, THE REST OF YOUR RUN FINISHES AT ONCE. Every remaining attempt still spends its material and rolls its success, its skill, its tool wear and every drop that a waited-out one would — only the waiting goes. A gold ring closes around your character with a struck mark flashing inside it, and the batch is done. The chance rises with how long an attempt takes, which comes to 6.7% per Blacksmithing attempt and 10.1% per Smelt at level 12, and a single burst is capped at a hundred attempts: a Crafting Bench draws from a Stockpile that can hold tens of thousands of ingots, and “the rest of it” is precisely the instruction you would not want unbounded. A burst cannot set off another burst. At the top of the ladder it is worth something like eight to eleven times an unbound crafter’s throughput — but it creates no materials, so the same ingots still make the same items and your ceiling moves from the clock to your supply.
  • RUN ALL MAPS: RIGHT-CLICK ANY DECODED TREASURE MAP AND HUNT THE WHOLE BAG. It sets the lowest-level map active, travels to the site, and the moment that chest is emptied it unrolls the next one, until nothing runnable is left — at which point you are standing exactly where you set out from, because every hunt already returns to where it departed and each one departs from wherever the last ended. Maps whose lock is above your Lockpicking are skipped rather than run, so a run never fights a glade clean and then sits at a chest it cannot open, and the count is re-asked at every hand-off, so a Lockpicking gain mid-run unrolls maps that were out of reach when it started. Stopping is two separate things: Stop Running Maps ends the queue and leaves the dig you are in alone, while Abandon Hunt walks out of the dig and stops the run with it. Dying stops it as well.
  • FACETS BIND THEMSELVES TO THE WORK. Gathering binds Yield, crafting binds Hallmark, and starting a fight binds whichever combat facet you have set as your default — there is a Set Default button for that, on combat facets only, since the other two bind themselves. Leave it unset and nothing ever swaps, which is the right answer for anyone who has not thought about it. Offline windows follow the same rule, and that closes a real hole: a gathering shift begun before Yield was unlocked, or begun with a combat facet still on from an earlier fight, used to pay the whole night nothing, while the identical hours spent watching it paid in full. Craft stations pay Hallmark XP too — a Saw Pit, Smelter, Stove or Parchment Press runs while you are somewhere else entirely, so that seam asks only whether you OWN the facet rather than whether it is bound. Stations still cannot proc. One thing worth knowing before you set a default: it swaps whatever was bound, so leaving Bastion on for an unattended night with Ember as your default is choosing damage over survival for those hours.
🛠️ Improvements
  • THIRTY-FIVE MONSTERS ARE REDRAWN, the first batches of a pass over the whole roster. Entire families had been one body recoloured: the four Ratmen were the orc tinted tan, the Troll was the Ogre in green, the three Ophidians were Lizardmen with legs, and the eight orcs were a single bean-shaped body in eight colours. The Ratmen are hunched rat-headed figures now, with long muzzles, round ears, whiskers and pink tails, each carrying what its name says; the Troll stoops with its knuckles near the ground; the Ophidians are snake-people on a coiled tail; and the Orc is a hunched tusked brute whose siblings each derive from it with their own kit — the Scout’s hooded crouch and spear, the Archer at full draw, the Lord’s horned crown and double axe. The undead came with them: the Skeleton has an open ribcage and joints, the Zombie is a shambling fleshed corpse rather than a green skeleton, the Lich burns green fire in both raised hands, and the Mummy is wrapped head to toe with its bandages unwinding. So did the Ogres, the Cyclops, both Gargoyles, the Lizardman, the Savages, the Headless One, and the Ettin — whose two heads are finally two heads. The Ghoul is not in this batch; its drawing was rejected twice and gets another attempt.
  • A HOUSE READS AS “HOME” NOW, NOT “YOUR HOUSE”. The label was written as though only its owner would ever read it, and that is not mostly where it turned up: the Friends list prints a friend’s location beside their name, so a friend sitting in her own front room read “Ellie — Your House”, as though she were standing in yours. One shared row names thousands of buildings, so its label has to be true of whoever is being described. The Location panel goes further and names the owner — “Home” in your own house, “Ellie’s House” in hers — which matters because the same view draws a friend’s front room and used to title it “Your House” as well. Two sentences that quoted the old label were reworded to survive it: turning back mid-journey now says you return home, and a rune marked on your house is the rune to your own home.
🔧 Bug Fixes
  • A PK WHO ROLLED A BOW WORE IT ACROSS THEIR OWN FACE. Every figure on the shard carries a weapon by shape — a bow upright, a crossbow level, a spellbook squared off at the hip — but the PK ambusher is drawn by its own builder, and that one never applied them. So a PK held everything at the melee chop angle that suits a blade: a bow became a hoop over the head, and either crossbow a bar laid flat across the chest. Three of the thirty-five weapon rolls are ranged, so roughly one ambush in twelve looked like that, in the dungeons and the gathering scenes alike.
  • TWO LOGBOOKS GET THEIR LEATHER BACK. The Wayfarer’s Atlas and the Craftsman’s Ledger have been rendering with no background, no border and no coloured spine — the sea-blue leather with its weathered tan spine, and the oxblood with its dark steel one. Their palettes were written and shipped; the browser was throwing them away. A comment describing the shared skeleton named a class prefix ending in the same two characters that close a comment, so the comment ended early, the rule beneath it was swallowed into the wreckage, and both were dropped as invalid.

Patch 11.0 — A Runetome Always Binds

2026-09-04
New
  • A STOCKPILE STANDING BESIDE YOUR STORAGE LOCKER NOW STOCKS ITS SHELF. The two fixtures already knew about each other, but only through one door: a loadout Resupply would top its supply lines up from the shelf and then from an adjacent Stockpile. Outside a loadout the pile might as well not have been there — the Supplies tab showed the shelf’s own count and nothing else, and a cell with an empty shelf was greyed out and dead to a click, so a caster with four thousand reagents in the pile beside the Locker still had to walk over and open the Stockpile. It is a standing capability now. Every reagent and cooked-fish cell shows what the pile alongside holds as its own +N badge next to the shelf figure — deliberately a second number rather than one bigger one, because “0 +640” tells you the Locker is empty and the Stockpile is not, which a merged total would hide. Taking from a cell empties the shelf first and then falls through to the pile, and the journal line names whichever store actually paid. It covers the eight reagents and the nine cooked fish, which is precisely where the two fixtures overlap.
🛠️ Improvements
  • A BOUND FACET NOW SHOWS ON A SPELLBOOK. The glow that marks an active facet was built around a blade — a thin diagonal with plenty of room around it for a halo to land in. A Spellbook is a solid block, so nearly all of an outer glow fell outside the icon, and Overload’s arcane violet on an already-violet book came out as a rim in the colour the book was anyway. The item itself now lifts in brightness and saturation as well as being haloed, out on the floor plan and in the equipment panel both, and the equipment slot lights up with it: the facet’s colour on the border, a wash behind the icon and a halo around the box. The paperdoll had quietly been the faintest of the three surfaces despite being the one you look at all day. Your own figure, another delver’s, and a harvesting tool out in the gathering scene all follow the same rule.
⚖️ Balance Changes
  • A RUNETOME ALWAYS BINDS. Binding one used to roll for success — 40% at Grandmaster, reaching 80% only at 120 effective skill — with the 1,000 Wood Parchment and 500 Arcane Dust spent BEFORE the roll and ruined by a failure. So the median Runetome really cost about 2,500 parchment and 1,250 dust against the price the recipe advertises. The gamble taught nothing, either: a Runetome is gated at exactly 100 Inscription, which is the skill cap, so binding one could never raise the skill. It was a tax with no ladder attached. The recipe’s own cost is the difficulty now. The Runebook is untouched and still rolls its ordinary sub-Grandmaster curve.
  • MENDING AN INSCRIBED SPELLBOOK COSTS HALF THE ARCANE DUST IT DID — ten charges to the unit now rather than five, so every repair on the ladder halves. A spent Iron book comes back for 20 dust instead of 40, and a spent Valorite for 130 instead of 260; a partly worn book still prices off exactly what it is missing. The old rate bit harder than it looked because of where dust comes from. It is ground out of spell scrolls one right-click at a time, so every unit spent mending a book is a scroll the same scribe wrote and then destroyed — out of a pile the Runetome already swallows 500 of per binding.
  • COVETOUS STOPS HANDING OUT STARTER TREASURE MAPS. It is a tier-5 dungeon, but its undead band ran a tier-2 Zombie and a tier-3 Skeletal Knight — and a dropped map’s level comes from the tier of whatever died, so 63% of every haul in there was a Level 2 or Level 3 map. The shallow end of the roster, rather than the dungeon’s own rank, was deciding what it paid out. The floor is raised instead of the map roll being special-cased: a Bone Knight, a Skeletal Mage and a Wraith take the places of the Zombie, the Skeletal Knight and the Giant Serpent, all still the dead haunting the upper halls, so the four bands read exactly as they did. Covetous now drops no Level 2 maps at all, lands on Level 3 about half the time and Level 4 over a third. It is harder at its shallow end for it — the easiest thing in there is now a 55 HP Bone Knight rather than a 28 HP Zombie. The Zombie and the Skeletal Knight both still live in Britain Graveyard, and the Giant Serpent moves to The Warrens.
🔧 Bug Fixes
  • THE LOADOUT PANEL CALLED LINES SHORT THAT THE STOCKPILE NEXT DOOR WAS ABOUT TO COVER. A Resupply has drawn on an adjacent Stockpile for a long time, but the panel counted only what you were carrying plus what was on the shelf. So a line whose entire supply sat in the pile next door rendered red, told you there was not enough between you and the shelf, and then resupplied perfectly the moment you pressed the button. The count includes the pile now, so what the panel says and what the button does are finally the same thing.
  • DRAGGING AN ITEM NO LONGER OFFERS TO OPEN ITS SPRITE IN A SPLIT VIEW. Every item icon is an image, and the browser fills a drag’s data store from the source element before the page ever sees the drag — which for an image means the sprite’s own URL. Nothing in the game ever read it, but the browser did, and treated dragging a ring across the window as a link being pulled out of the page: Edge offered to create a split view over the game, and a stray drop into another window opened a bare sprite file. A drag now carries the game’s own item data and nothing else.

Patch 10.99 — A Wider Circle Of Light

2026-09-04
New
  • LIGHT PATCHES: NINE TAILORING RECIPES THAT SEW A WIDER CIRCLE OF LIGHT ONTO A CLOAK. One per Leather tier, each cut from that hide and set with the gem of the same rank — Amber on plain Leather up to Diamond on Valorite. Drag a patch onto any cloak to sew it on, and while that cloak is worn the circle of light around you in a dungeon’s dark widens by the patch’s percent, with the fog of war lifting as far. The ladder runs +20% at Amber to +200% at Diamond. Only the brightest patch on a cloak counts: a brighter one replaces what is already there, and a dimmer or equal one is refused without spending anything. The patch lives on the cloak, so it trades, sells and drops with it. Deliberately expensive — every rank wants 250 of its tier’s hide, six of its gem and two Pristine Leather, and the Tailoring that hide already demands, from 50 for Amber to 99 for Diamond.
  • DROPPED ITEMS LAND AT YOUR FEET, AND ANYONE IN THE SCENE CAN PICK THEM UP. Drop something from your pack in a town, a mine, a forest, the Wilds or a dungeon and it appears on the floor where you are standing, visible to everybody there — a single item as itself, two or more on the same tile as a bag with a count on it. Click it for Pick up, which takes everything on that tile into your pack with the usual weight checks, or Look inside to take one thing at a time. The On the Ground panel still lists every pile exactly as it did.
  • FISHING AT HOME FILLS THE COOL BOX ONCE YOUR PACK IS FULL. A pond in your own yard is the most unattended thing in the game, and a full pack used to end the session outright — the line came out of the water and everything after that waited for somebody to come back and click Deposit All. The tick does it itself now: at your own unlocked pond every fish on you goes into the cool box and the line goes straight back in. Ore, logs and leather are untouched, so a pack still overloaded with those stops exactly as it did before and says so. Offline windows reach the same place, and the welcome-back summary tells you how many went into the cooler. It is not a new sink — the box was already unbounded, already exempt from carry weight and from the house’s storage cap. This removes the click, not a limit.
🛠️ Improvements
  • SIX MONSTERS NOW LOOK LIKE WHAT THEY ARE. The three elementals shared one stacked-blob drawing with a recolour each and read as the same lump three times over: the Earth Elemental is now the classic hunched boulder figure, shoulder rocks and fists on the ground; the Air Elemental a helix-ribbon whirlwind with two pale eyes; the Poison Elemental a funnel of spiralling toxic bands with bubbles and drips. Three Reptiles were still drawn on the old serpentine S-curve, the Wyvern reported — exactly — as a purple slug with a flag. It rears up on two hind legs now, wings for arms and a bone stinger curling off the tail; the Swamp Dragon is low, plated and flightless; the Serpentine Dragon a thickened coil with membraned wings and a spined crest. The Snow, Water, Fire and Blood elementals keep the shared swirl.
  • THE FOREIGN EXCHANGE PAYS CAP STONES FOR SKILL SCROLLS. Handing over +1 skill scrolls used to write a point of skill cap straight onto your character, which meant the trade was refused outright once you were at the ceiling — the scrolls were worth nothing to you at exactly the moment you had most of them. It pays one Cap Stone per scroll now, the same coin its spice counter has always paid, so you carry the stone away and read it whenever you choose. The stone still honours the cap rule when it is read; you are simply not turned away at the counter any more.
  • THE PROC CHIP’S HOVER SHOWS THE WHOLE LADDER. A facet’s Proc chip can only ever show one number, and for the two triggers that scale, that number is true of one weapon or one spell rather than of the facet itself. Hovering now lays out four worked examples across the spread, at your own level — Ember from a 1.75s Dagger to a 3.75s Halberd, Overload from a circle-1 Magic Arrow to a circle-7 Flame Strike. Bastion and Yield get no hover, because for them the chip number is the whole truth: neither is a trigger whose cadence you set.
  • THE MAIL TILE TELLS YOU A LETTER HAS ARRIVED. With unread post the dock’s envelope swells and glows on a slow loop and the count pip throbs with it, so a letter is noticed from across the room rather than only by the number in the corner. It stops the moment you read the inbox, and holds a still accent colour instead if you have reduced motion turned on. A letter from the shard itself used to land with nobody told — no badge, no Journal line, until you happened to open Mail — and now announces itself to anyone online at the time. Enclosures explain themselves too: whatever came with a letter carries its real item tooltip, so you can understand it before taking it out.
  • DROPDOWN GROUP HEADINGS TAKE THE THEME’S ACCENT COLOUR. The group labels inside the native dropdowns — the Crafting Bench’s recipe picker, the Options gump’s tier groups — drew in the same white as the entries beneath them and slid straight past the eye on a long list. They are bold and accent-coloured now, with the entries pinned back to the ordinary ink.
⚖️ Balance Changes
  • OVERLOAD’S PROC CHANCE NOW RISES WITH THE CIRCLE YOU CAST. A flat per-cast chance paid the cheap fast spell several times over what it paid the expensive slow one: a circle-1 Magic Arrow casts in a second and a circle-7 Flame Strike in four, so Magic Arrow spam rolled four times the procs a minute. At max level the chance now runs 1.2% on Magic Arrow, 3.0% on Lightning and 4.8% on Flame Strike — every circle lands the same procs per minute, and which spell you throw goes back to being a damage-and-mana decision rather than a facet-uptime one. This is the same correction the swing facets took in August, applied to the one trigger that was left flat. A Broadsword’s and a Lightning’s tooltip numbers are unchanged, because 2500ms is both the standard one-hander and circle 4.
  • A DUNGEON BOSS NOW SHRUGS OFF POISON TICKS, at its tier times ten percent. Grendel resists nothing at all; the tier-8 bosses and the World Boss resist four ticks in five. The roll happens before every tick and a resisted one does no damage — but the poison is NOT cured. Its clock and its remaining ticks run on exactly as if the bite had landed, and the boss says so over its head when it shrugs one off. There is a ninety percent ceiling on that roll, so no boss is ever flatly immune to a poisoned blade. Solo and party fights alike, and the Poisoning wiki page says so.
  • THE CLOAK OF THE HOURGLASS CAN NO LONGER BE HANDED TO ANOTHER PLAYER. The starter-quest cloak was already blessed, which kept it off corpses and out of the market, but it could still be passed through the trade window or set down on the ground for somebody else to collect. It is owner-bound now: the trade window refuses it, the ground refuses it, and buy orders never match it — the same rule the Alpha’s own rewards carry. Nothing else about the cloak changes.
🔧 Bug Fixes
  • KILLING SOMETHING NO LONGER STARTS THE WALK WITH A LURCH. Reported as the character seeming to glitch a little as they set off again after a kill, and there were two faults behind it. The pause that holds you standing over the body while it fades — put there in the first place so that setting off on the same frame as the killing blow did not read as being yanked off the corpse — was being destroyed by the state update that arrives microseconds after the kill, so the first step was taken inside the killing blow’s own animation. Both halves are fixed, and every swing after it keeps its proper snap.

Patch 10.98 — A Blade That Bites, And A Clock You Can Set

2026-09-04
New
  • OFFLINE TIMERS ARE FREE FOR EVERY CHARACTER. They were a 10 BritCoin unlock, and the last release pointed at them as the way to limit how long you fight unattended now that dying offline really costs you something. Charging for that was the wrong shape. The listing is gone from the shop and nothing checks whether you own it any more — the Combat and Harvest dials are simply in your Options, for everybody. Set the combat clock to two hours and you come back to two hours of loot rather than a body eight hours cold, or set it to zero and never fight offline at all. They can still only ever SHORTEN your window, never extend it.
  • AND THERE IS A LETTER WAITING FOR YOU, WITH A SIGN-WRITER’S KIT IN IT. Every character that existed before this went out has post from System explaining the timers and thanking you for the feedback that prompted the change. Take the Kit out of the letter, right-click it in your pack, and choose what hangs by your front door from twenty styles — an oak hanging sign, a tavern board, a rune stone, a heraldic shield, a lantern post, a mossy stone and the rest. The Kit is used up when the sign goes up, and the sign you choose stays through every upgrade and every facade change after it.
  • POISONING IS A NEW COMBAT SKILL, and both the Poison spell and a new Poison Potion read it. Train it by starting Poisoning in the Skills panel with Poison Potions in your pack: each tick studies a bottle, spends it and rolls a gain, and it stops when the bottles run out. About 2,500 bottles will see you to Grandmaster. It trains offline against the bottles you are carrying, and applying a potion or casting the spell trains it too. There is a +1 Poisoning Scroll, and a wiki page at /wiki/skill/poisoning.
  • A POISON POTION NOW GOES ON YOUR WEAPON. It is an Alchemy recipe at 30 — two nightshade and one spider silk — and right-clicking one brushes it onto the blade in your hand. Which rank you get is rolled off Poisoning: Lesser at any skill, Poison at 30, Greater at 60, Deathly at 90, with a 65% chance at 100 skill of landing the best rank you can currently make. A stronger roll replaces what is already on the blade, an equal one refreshes it, and a weaker one is wasted. The lace carries charges like a spellbook — 20, 16, 12 and 8, with Deathly the fewest — and a charge is only spent when a poison actually TAKES, so a miss costs you nothing and neither does a hit on something already carrying worse. The weapon’s tooltip says which rank is on it and how many charges are left.
  • A LANDED HIT FROM A POISONED WEAPON HAS UP TO A 30% CHANCE OF POISONING WHAT YOU HIT, at Grandmaster, and the poison then eats a share of that monster’s maximum health every two seconds: 0.75%, 1.5%, 2.25% or 3% by rank, for three, five or eight ticks — and for the whole fight at Deathly. When it takes, the monster says so over its head.
  • A SPENT LACE RE-BRUSHES ITSELF MID-FIGHT. When the last charge goes and there is a spare Poison Potion in your pack, it is applied there and then at whatever rank your Poisoning rolls, with the Journal saying so and how many bottles you have left. With no spare the blade simply goes plain, as before. It works solo, in a party and offline, and the automatic application trains Poisoning exactly like a hand-applied one. A weapon that was never poisoned is never poisoned uninvited: what triggers it is a lace running dry, not a bottle being carried.
  • THE POISON SPELL ROLLS THE SAME RANK LADDER, and it finally works in a party — it never did before. It ticks a flat roll now rather than a share of maximum health forever: 3 to 6 at Lesser, up to 15 to 25 at Deathly, and no longer scaled by your spell damage. That makes the blade the better poison of the two, deliberately.
  • A DUNGEON BOSS’S SPOILS PLAY THROUGH THE LOOT REVEAL, the way a treasure chest or the World Boss’s hoard already does — each piece large and lit in turn with its name underneath, click to skip. Everything the boss dropped is in it: the leather, the weapon, a trophy or artwork if one rolled, special loot, skill scrolls, lace, Cap Stones and facet materials. It is only a showing, though. Every piece is already yours and already on the Journal’s Loot tab before the first card appears, so skipping it or missing it changes nothing about what you own.
🛠️ Improvements
  • THE MARKET SAYS WHAT IT IS ACTUALLY SELLING. A listing on the Market Place site now carries a one-line summary under its name — “Sound 38 - Silver Dapple (Very Rare) - +18% travel”, “22-26 damage - Swordsmanship - Power”, “+3 Mining” — and hovering it, or tapping it on a phone, opens the full rows: a mount’s rating, coat and rarity, its travel and ground speed, its respawn cut with the bred share called out, and its spurs; a weapon’s damage, swing, skill and magic property; armour, tool and instrument bonuses; charges, uses and weight. In the Market gump a listing on a table now gets the game’s own item card, the same one your backpack shows, with the price added underneath. The seller is still nobody: the site stays anonymous and the crafter’s name is deliberately left off.
  • STORAGE FURNITURE IS FREE TO LOCK DOWN, AND HOLDS AS MUCH AS YOU LIKE. A crate, barrel, bookcase, chest of drawers or armoire used to be charged 500 stones against the house like every other fixture, and that rule worked against itself: five of them cost a sixth of a Small House out of the very pool they exist to organise, so the cheapest thing you could do was leave everything in one heap. They are charged nothing now. The per-piece stack cap — 20, 30, 40, 50, 60 — is gone as well. Their CONTENTS still weigh what they weigh, which is what keeps a house bounded by what it holds rather than by how tidily it is arranged. And one thing worth saying plainly rather than leaving you to find it: with neither a charge nor a cap, a Wooden Crate at 30 Carpentry now does exactly what a Grand Armoire at 90 does. They differ in looks, in cost, and in the skill needed to build one.

Patch 10.97 — The Help Menu Says Respawn

2026-09-04
🛠️ Improvements
  • THE HELP MENU OPTION THAT KILLS YOU WHERE YOU STAND IS CALLED RESPAWN. It was labelled Suicide, on the desktop dropdown and the mobile Help sheet both, and the confirmation asked whether you wanted to take your own life. Both now read Respawn. What it does is unchanged, and so is the part the old wording got right and a rename could easily have lost: the confirmation still spells out the whole of what you are agreeing to, which is that you die where you stand, your belongings scatter on the ground where you fall, your mount dies with you, and you will need to Res in a town.

Patch 10.96 — Offline Deaths Are Real Now

2026-09-04
New
  • AN OFFLINE DEATH IS A REAL DEATH NOW, AND YOUR BELONGINGS REALLY DROP. Unattended Auto Battle used to be risk-free in the only way that counts: the whole night was worked out in one go at the moment you logged back in, so a character who “died” at three in the morning did not actually die until you pressed Enter Shard at eight. The body never existed in the world. Nobody could find it, nothing could decay it, and you always walked back and picked your gear up. That is over. A character fighting while you are away is advanced on the real clock, so a death happens WHEN IT HAPPENS — your body drops on the real floor of the real place, anyone standing there can see it and loot it, and it rots on its ordinary hour whether or not you are awake.
  • WHICH MEANS A DEATH OVERNIGHT USUALLY COSTS YOU THE PILE, and that is worth reading twice before you next log off mid-fight. A body lasts ONE HOUR — the same hour every death pile has always lasted — and a night is eight. Nothing tells you at the time: there is no alert and no message, so you find out when you log in, and by then the floor is almost certainly bare. The free brake is simply not to leave Auto Battle armed when you go. Offline Timers, in the Donation Shop, is the other one: it sets a shorter clock per character — two hours instead of your full window, or zero to not fight offline at all — and without it a character fights for the whole of the account’s cap, which is eight hours on a free account.
  • COMING BACK FROM A NIGHT AWAY IS A REPLAY NOW, NOT A SPINNING WHEEL. Pressing Enter Shard after eight hours used to sit on a blank pending page while the entire night was worked out before a single byte of the page was sent, and what you got for the wait was a bulleted list. The loading gate plays the night back into itself instead: ten-minute watches landing in sequence, the slain and the gold climbing, and the loot piling up on a floor line as real sprites with a count on each stack, until the pile settles and the gate lifts into the Welcome Back card. Every watch lands whether you sit through it or skip it, so clicking past the show can never be a way to not find out what happened. It also runs against the wait already there for the artwork rather than after it, so a short absence costs nothing extra at all.
  • IF THE NIGHT ENDED IN A DEATH, THE PILE YOU JUST WATCHED BUILD COMES APART ON THE FLOOR, and a card tells you who killed you, roughly when, and how many minutes your body has left where it fell — or that it is long gone, which spares you the dungeon run to an empty floor. It does not promise the pile is still there even when the clock says it should be: somebody may have found it already, which is rather the point of leaving it out in the open. Times are to the nearest ten minutes rather than the second, because ten minutes is the size of step the record actually keeps.
  • CHOOSE YOUR HOUSE’S FACADE. A facade was rolled when the ground was broken and could never be changed afterwards, which made the “(4 facades)” beside a tier read like a menu that did not exist — and people asked where it was. Double-click your house sign and the Yard gump now opens with a Facade section: one card per facade your tier offers, each drawn in the actual walls and floor it would be built from, the current one marked and the rest behind a Choose. Free, repeatable, owner only, and rebuilt on the spot, because every facade in a tier already shares its price, its storage and its plot — this only changes what the house is made of. The housing wiki used to say it could not be done; it now says how.
🛠️ Improvements
  • FACET CARDS SHOW WHAT YOUR LEVEL IS ACTUALLY WORTH. A Level 3 Overload said “an additional 40% of the spell’s damage per level” and left you to find the level chip in the corner and do the multiplication — then do it again for the second number, and again on every other card. It says +120% and +3% outright now, in green chips beside the proc chance, green being the colour the material chips already wear for a cost you have met. The per-level sentence stays, because on a facet nobody has unlocked yet there is no level to resolve it against.
  • THE POWER CHIP EXPLAINS ITSELF ON HOVER. One word is all a chip has room for on a grid six cards wide, and one word cannot say that the same +120% is a second detonation on Overload, two extra strikes on Mangle and a free delayed hit on Echo. The hover says which, written per effect so each one names what its proc actually does with the number. Overload’s second chip gets the line that matters most for it — “Always on, no proc needed” — which is the whole difference between its floor and its proc and was invisible on the card.
  • A TREASURE HUNT THAT SET OUT FROM HOME ENDS AT HOME. Finishing a dig used to put you back in whatever town your house remembered as its outside, which is wherever you last recalled home FROM. So you could loot a map in Deceit, recall home, decode it at your own table, set out from your own hall — and have the crumbling chest drop you back in Deceit. A hunt that began inside your own house now walks you back in through the front door, whether the chest crumbles or you abandon the dig. Setting out from a town, a dungeon or somebody else’s house still returns you there.

Patch 10.95 — Your Gifts Reach The Town Again

2026-09-03
New
  • THE STORAGE LOCKER TAKES TOOLS, AND TAKES THEM WORN. The shelf’s everything-must-be-pristine rule was right for armour and exactly backwards for a pick — a half-used one is the thing most worth putting somewhere. Tools now bank as USES rather than as objects: three picks holding 250, 30 and 80 go in and become 360 uses on a new Tools tab. A cell reading “2 (110)” is two whole tools and one with 110 uses left in it.
  • TAKING ONE BACK HANDS YOU A WHOLE TOOL, and Retrieve Many hands out the whole ones first and then a single tool carrying whatever is left over. A tool with nothing left in it is handed back rather than quietly destroyed for nothing, and a tool feeding a craft batch that is still running is left exactly where it is. Two things worth knowing before you fill one: banked uses count against your house’s storage in proportion to the tools they add up to, and a Locker with uses still in it cannot be reclaimed.
  • A GUILD LOG, FOR THE GUILDMASTER. Fifteen kinds of event — invitations sent, accepted and declined, applications and what was decided, kicks, people leaving, promotions, demotions, handovers, the advert being opened, closed or rewritten, and the founding itself — written down as they happen and read back in the Guild window, newest first. Ninety days of it.
  • GUILDMASTER ONLY, and that is the point of it rather than an oversight. Officers are the people the record is most often ABOUT, since kicks and refused applications are theirs to make, so a log they could read themselves would be a far weaker check than one they cannot. Each row also keeps the rank its actor held AT THE TIME, so promoting somebody later never makes an old act of theirs read as a Guildmaster’s.
🛠️ Improvements
  • A KICK, A PROMOTION, A DEMOTION AND A HANDOVER ALL NAME WHO DID THEM. These were anonymous on purpose, on the reasoning that the roster already tells you who COULD have done it. Which was true, and was not enough: being thrown out is the most personal thing the guild system does to anybody, and “you have been removed” with no name on it leaves you guessing between every officer you know. A promotion has earned a name just as much — being able to thank the right person is the happy half of the same courtesy — and a handover most of all, since the alternative is finding yourself running a guild with no idea who handed it to you.
🔧 Bug Fixes
  • YOUR DONATIONS REACH THE TOWN AGAIN, AND HAVE NOT SINCE TUESDAY EVENING. Every gift to every town since the town decay update went in took your materials, credited your own standing with that town, and then showed you an error and gave the town itself nothing. Your half was always recorded properly — it is the town’s shared total that has been standing still. Britain’s ledger still reads 164,661 points from 32 donations, exactly what it read on Tuesday at 20:02, however much has gone into it since; the other four towns stopped at the same minute.
  • THOSE TWO DAYS OF TOWN PROGRESS CANNOT BE GIVEN BACK. The town’s ledger was never written at all, so there is no record to replay and nothing to restore from — the points those gifts should have added are simply gone. The towns themselves never looked wrong, which is part of why this ran for two days: they went on showing the standing they had reached on Tuesday rather than dropping to nothing. Every total starts moving again with the next gift.
  • THE GUILD SIGN UP LETTER NO LONGER CLOSES ITSELF WHILE YOU TYPE. Writing to a guild from the recruiting list, the letter was torn away a second or two after it opened — the list quietly refreshes itself whenever anything about your guild situation changes, and it was rebuilding the very row you were writing in. Your draft now survives that refresh, cursor and all, and a background refresh will never again take the cursor out of something you are typing.
  • SPELLS LAND IN THE TREASURE GLADE. A treasure guardian was the one fight in the game where the ground stayed dark: the spell resolved and did its damage, but nothing happened where you were standing. Flame Strike now erupts out of the ground under the guardian, Lightning comes down onto its tile, orbs and bolts physically cross the glade, everything else bursts on contact, and a heal sparkles on your own figure. Deliberately the same four as in a dungeon — the same Fireball should look like the same Fireball wherever you throw it.

Patch 10.94 — A Board For Guilds, A Board For Goods

2026-09-03
New
  • GUILDS RECRUIT IN PUBLIC NOW. A Guildmaster can list their guild under Recruitment with two pieces of writing — what the guild is, and who they are looking for. Two boxes rather than one because a recruit reads those as different questions, and a single box always answers one of them and not the other. Guildmaster only: an Officer can invite and can judge applications, but what the guild claims to be in public is the Guildmaster’s word. Any player without a guild gets a Guilds Recruiting list in the same panel, and can read it, write something about themselves, and sign up.
  • AND YOU CAN FOUND A GUILD ON YOUR OWN. A charter needed three signatures; it needs one, which is your own. The old rule taxed exactly the wrong person — anyone with two friends already had a guild in every sense that mattered, while the player who wanted to build one from nothing was the one told to go and find two strangers first. Nothing else about founding changed: the charter still names and reserves the guild, still costs 10,000 gold, and people can still sign one together if they would rather start that way.
  • AN APPLICATION ARRIVES AS A LETTER TO EVERY OFFICER, from the applicant by name, carrying whatever they wrote. It also sits in an Applications list in the Guild panel, with a count beside the heading. Both, deliberately: the letter is the part you read, the list is where Accept and Reject live, so deleting the letter cannot lose the application, and nobody who was offline when it arrived misses it. Accept takes them in on the spot rather than posting an invitation back — they asked to join and wrote a letter saying so, and asking again would be asking twice.
  • A REJECTION COMES WITH A LETTER TOO, from the officer who decided, saying plainly that you may write to that guild again in seven days. Being turned down changes nothing you can see, so without it you would only discover that Sign Up had quietly become a countdown, with no way to learn why. It does not invent a reason — nobody typed one. And it is that guild only: being turned down by one says nothing about the next.
  • BUY ORDERS: POST WHAT YOU WANT, AND LET SOMEBODY ELSE GO AND FIND IT. The Market Place site has a Wanted board beside For sale. Name the item, how many, and what you will pay for each. Anyone carrying plain copies — identified, unenchanted, unworn and at full durability — can fill the whole order or any part of it, is paid straight into their bank, and the goods reach you as an enclosure in a letter from the Market Steward. Orders stand seven days, ten open at a time, and nobody is named on either side, the same as at the tables.
  • NO GOLD IS HELD WHILE AN ORDER SITS THERE. It is a promise backed by what you are actually holding, not an escrow: a fill charges your bank first and then your pack, and a sweep every minute cancels any order your gold no longer covers and tells you which one and why. So an order standing on the board costs you nothing, and cannot quietly tie up money you needed for something else. Posting one needs a linked Discord account, the same line the post office draws; filling somebody else’s does not.
  • OR FILL ONE WITHOUT LEAVING THE SQUARE. The Market gump’s directory carries a Wanted button with the number of open orders on it, opening the same board: every order, what you are carrying that could fill each one, and a Fill button that asks how many. Posting and withdrawing stay on the site, and the board points you there. Every open board in the square redraws the moment an order moves.
Changes
  • THE MAIL WINDOW CAN CARRY GOODS. A letter that arrives with something enclosed shows it under the message with a Take into your pack button, and a letter still holding goods refuses to be deleted — nothing you can click in there destroys what was sent to you. The enclosure block stays afterwards, marked as taken, so the letter still says what came in it.

Patch 10.93 — A Night’s Haul At A Glance

2026-09-03
Changes
  • THE WELCOME BACK SUMMARY LAYS A NIGHT’S HAUL OUT AS A GRID. It gave every single grant its own line down a narrow column, so eight hours of Auto Battle read as “Leather x8” fourteen separate times and the scrollbar did most of the work. The window is half again as wide now, and each section’s items are merged by name into tiles several to a row — icon, name and one real total. Kills, gold, skill gains and the warnings still read as sentences above them. This is the desktop summary; the one on your phone is unchanged.
  • TILES STAY IN THE ORDER THINGS TURNED UP, rather than sorting the biggest pile to the front. A rare drop that landed late in the night is still near the end, which is where you would go looking for it.
  • THE EQUIPMENT LOCKER IS CALLED THE STORAGE LOCKER. It has held supplies as readily as gear since it became a counted shelf, and the old name undersold half of what goes on it. Only the name changed: the same fixture, holding the same things, built from the same Tinkering recipe, and a Loadout Token you are carrying is still spent at the same place.

Patch 10.92 — Mend What Is In Your Pack

2026-09-02
Changes
  • THE REPAIR BENCH CAN MEND WHAT IS IN YOUR PACK. It only ever listed what you were wearing, which missed the case people actually hit — a second weapon, a spare suit, or the pile you just carried back from your corpse, all at half durability with no way to mend them short of putting each piece on in turn. A tick box above the list widens the scan. It is off by default, so somebody opening the bench to mend the sword in their hand does not have to read past a spare suit to find it, and it remembers what you chose.
  • DRAG ANYTHING ONTO THE EQUIPMENT LOCKER TO PUT IT AWAY. Getting one piece onto the shelf meant hunting for Store in Locker on its right-click menu, or Store All, which empties your whole pack. The entire window is the target — there is nothing to aim at, because the shelf already works out which cell a piece belongs in from its own shape and material.
  • A BRED MOUNT’S RESPAWN ROW IS ONE NUMBER AGAIN. It read “-20% (and -1.33s bred in)”, which asked you to add seconds to a percentage in your head. It now reads “-29% (incl. -9% bred in)” — one total, with the birth bonus shown as its share of it, and drawn in green to mark an animal as better than its breed’s standard. An unbred mount’s row is unchanged.

Patch 10.91 — Somebody To Call, And A Letter That Waits

2026-09-02
New
  • A HELP MENU IN THE HEADER, AND NONE OF IT NEEDS ANYBODY ELSE TO BE AWAKE. Three rows: I’m Stuck, Suicide, and Page a GM. Getting wedged somewhere used to mean Discord and a wait.
  • I’M STUCK PUTS YOU IN BRITAIN, once every twelve hours. One fixed destination on purpose — a rescue that dropped you at the nearest town would quietly be a free Recall, and Britain is where death already returns you, so it reads as a rescue rather than a shortcut.
  • PAGE A GM, AND SEE WHAT YOU ASKED. Pick a category, write the message, and your own history of every page and every staff reply sits alongside it. Staff work the queue on the website rather than in a gump, because reading a thread and writing a considered answer want room and a keyboard. You need a linked Discord account to raise one.
  • IN-GAME MAIL: LETTERS THAT WAIT FOR YOU. The Friends panel’s messages need both of you online and are gone on a refresh; a letter does not. Both ends need a linked Discord account, with one exception — a Guildmaster reaches every member of their own guild whether they have linked or not, one at a time or in a single guild-wide letter, and a letter that arrived that way says so.
  • THE EQUIPMENT LOCKER IS A STORAGE SHELF NOW. Every tab is a grid of item shapes for the material you have picked — leather and platemail racks, swords, fencing, maces, archery, instruments — each cell counting what the Locker holds and dimmed at zero, so a rack reads as a checklist of what is missing. Supplies get their own tab; cloaks, rings, mounts and magic weapons list under Other. Click a count to take one, or right-click a piece to put it straight on.
  • IT ONLY ACCEPTS GEAR AT FULL DURABILITY, and identified. Counting by shape and material only works if every copy behind a number really is the same thing.
  • A THIRD STAFF RANK, SEER, between player and Game Master — someone who runs events and answers players but can never touch an account. They move, read, and dress a scene; they cannot summon, kill, revive, broadcast, grant, ban, or change anybody’s rank.
Changes
  • LOOT ALL PUTS YOUR GEAR BACK ON. Dying strips every slot, so walking back to your body meant re-equipping a helm, chest, arms, legs, weapon, shield and two potions by hand, every single time. The snapshot is taken as you die — it has to be, because once the slots are empty nothing can tell the sword that was in your hand from a spare in your pack — and it rides on the corpse rather than on you, so dying again while your first body is still out there does not lose the first one.
  • THE COMMISSIONS DRAWER OPENS TO ITS FULL WIDTH, and a commission you have finished drops off it.

Patch 10.90 — The Bench Stops Making You Wait

2026-09-02
Fixes
  • THE CRAFTING BENCH STOPS HANGING BETWEEN ATTEMPTS. Reported on a 219-potion Alchemy batch as the bench sitting a long while before starting the next one, and it was real: the pause you actually watch, with the bar blank, was almost half a second and is now a fiftieth of one. The worse part was that it grew with how much you owned — a well-stocked bank made every single attempt slower, so the longer you had played the more you waited. That is gone: the overhead is flat now, the same whether your pack is empty or your bank is full.
  • IT WAS NEVER YOUR STACK SIZES. Thirty-five thousand units sitting in a dozen stacks cost nothing then and costs nothing now; it was the NUMBER of separate things you owned. The bench was reading your entire inventory five or six times an attempt to answer a question about four reagents. It reads just the bags above what it is looking at instead.
  • AND THE SAME READ WAS HAPPENING ON EVERY GATHER TICK AND EVERY KILL, checking whether a mortar and pestle was in your pack — somewhere nobody was watching a bar closely enough to report it. Fixed by the same change.

Patch 10.89 — A Drawer That Knows When To Stay Shut

2026-09-02
Fixes
  • THE CRAFTING BENCH STOPS OFFERING A COMMISSIONS DRAWER YOU HAVE NO USE FOR. The tab down the bench’s right edge was showing on every bench, including for players who have never been near a Commission Board — it was always meant to appear only when you are actually holding one, and now it does.

Patch 10.88 — A Drawer In The Bench, And Three Times The Work

2026-09-02
New
  • THE CRAFTING BENCH HAS A COMMISSIONS DRAWER. It slides out of the bench’s right edge with one card per commission you are holding — red when you are short of material, amber while there is work to do, green when it is made — a Craft button on each and a Craft All at the foot.
  • AND IT COUNTS WHAT YOU ARE ALREADY CARRYING. A commission for fifteen with six already in your pack sets the bench running for nine, not fifteen. Crafting only fills your pack; it is handing in at the board that moves the commission, so without that you would have made nine you did not need and spent the material on them.
  • CRAFTING FROM THE DRAWER IS ORDINARY CRAFTING. Every button starts the bench’s own batch with the commission’s recipe and a count, so it obeys every rule the bench already had — being in reach of it, permission at that house, not being in a fight, not having another batch running, and the skill floor for that metal. Twenty-seven of the pool are not bench crafts at all — ore, planks and cooked fish — and those cards say so plainly rather than offering a button that could only fail.
⚖️ Balance
  • A COMMISSION IS THREE TIMES THE WORK IT WAS. The scores tripled; the payouts did not. A Grandmaster commission paid 150 points for what amounted to three Valorite Chests — an afternoon, with a whole week’s board cleared before lunch. That same 150 now wants fifteen of them.
  • GEAR COMMISSIONS CAN ASK FOR FORTY, up from twenty-five. That is a consequence of the tripling rather than a separate decision: at the new targets the dearest tool in the game is a Valorite Pickaxe at eighty-one points, so no tool could reach a Grandmaster band at all and Tinkering would have quietly stopped appearing at the top of every board.

Patch 10.87 — Six Commissions At Once

2026-09-02
⚖️ Balance
  • YOU CAN HOLD SIX COMMISSIONS AT ONCE, not three, and the writs in the Virtue Shop now walk that to ten rather than six — a fourth writ has been added to reach it. Six of the ten on the board to begin with, and the whole board at the top of the ladder.
  • ALREADY BOUGHT A WRIT? IT STILL COUNTS. Each one you own is worth the same extra slot on top of the new base, so one writ puts you on seven, two on eight, three on nine, and the new fourth takes you to ten. Nothing was reset and nothing needs re-buying.
Changes
  • THE COMMISSION SHOP IS CLOSED WHILE IT IS DESIGNED. The shelf that spends Commission Points is not ready to be seen, so it is hidden for now. The board itself is untouched: claim, craft and hand in exactly as before, and your points keep accruing against a shop that will open later with nothing lost.

Patch 10.86 — A Notice Board By Every Gate

2026-09-02
New
  • THE COMMISSION BOARD IS ON THE COURTYARD FENCE, a big wooden notice board just right of the gate, opposite the Mayor’s plaque, in every town. Click it to open your commissions. Until now the board was reachable only from the World Map panel’s vendor row, which is not where anybody looks now that a town is a place you walk around — standing in Britain there was no way to find it at all.
Changes
  • A DEPLOY TELLS YOU IT IS COMING. A small card fades in at the bottom right — “Update incoming”, counting down from thirty — and you keep playing right through it. Nothing is locked, nothing is ended, and no fight is interrupted by the count. At zero it reads “Updating now”, the reconnect lands, it says “Updated” and fades away. New logins go straight to the incoming server the moment the count starts, so nobody arrives on a shard that is about to hand over.

Patch 10.85 — A Horse With A Number On It

2026-09-02
Changes
  • A MOUNT’S CARD HAS A RESPAWN ROW. The wait cut arrived as a loose line hanging under the stat block; it is a labelled row in the table with everything else now. It shows the total the game actually applies — the breed’s own percentage with the fitted spurs already added in — because a card that makes you do the arithmetic is a card nobody finishes. What a bred animal was born with rides along in the same row rather than taking a second one, since it is the same wait cut twice.
  • AND EVERY MOUNT CARRIES A RATING, out of a hundred, above its hue. The Stable Master’s shop cards show it too, so the number you weigh a 500-gold Bay against a million-gold Direwolf on is the same number you see afterwards in your own pack. The shop quotes it AS SOLD — unspurred, unbred — which is why it reads out of a hundred: a Direwolf’s 51 is not a ceiling, it is what spurs and a breeding pen are for.

Patch 10.84 — A Horse Is Worth Something Between Fights

2026-09-02
⚖️ Balance
  • A MOUNT NOW SHORTENS THE WAIT BETWEEN FIGHTS. Riding cuts the post-kill respawn wait by a tenth to nearly a third, by breed: Bay 10%, War Horse 15%, Nightmare 20%, Unicorn 25%, Direwolf 30%, with the two donation drakes matching the direwolf as they do on every other stat. Pack animals stay at nothing — they trade speed for carry, and that bargain is not up for renegotiation.
  • SPURS COUNT TOWARD IT, adding their own two to eighteen percentage points on top, so a valorite-spurred direwolf reaches 48%. And a bred foal rolls its own flat saving at birth, up to two and a half seconds, fixed to that animal for life and announced when it is born — including the roll of nothing, which happens about one time in 251 and is told to you plainly, because a roll that always paid would not be a roll.
  • WHAT THAT IS WORTH: a twenty-second cycle becomes 18.5s on a bay, 15.5s on a direwolf — 29% more kills an hour — 12.8s with spurs, and 10.3s on a spurred foal that rolled well, which is nearly double. It shares one bracket with Swift Recovery and a Restless Grounds boon rather than multiplying against them, under the same 90% cap those already answered to, so nothing here can run away. Fully stacked it reaches the five-second floor the game already had, and lowers no floor that existed before.
Fixes
  • FEATURED CARDS AND THE BELL PICKER WRAP A LONG ITEM NAME instead of cutting it off.

Patch 10.83 — Ten Commissions A Week, And A Deploy You Never Notice

2026-09-01
New
  • A COMMISSION BOARD STANDS IN EVERY TOWN. Ten commissions a week, the same ten shard-wide, drawn from 622 craftable things across seven skills — every gear key at every material tier, plus alchemy, inscription, cooking and the ingots and planks between. Claim one, make it, hand it in. What a commission is worth is its material cost priced the same way a town collector prices a donation, so Valorite is worth what Valorite is worth wherever you take it.
  • THE LIST RESETS WEEKLY, for everybody at the same instant. You carry two counters: a balance you spend down, and a lifetime total that only ever climbs — the second is the one a leaderboard is allowed to rank, because nothing here ranks a hoard.
  • AND COMMISSION POINTS BUY SOMETHING. A Commission Crate that spins to a rarity band and always pays Cloak Fragments, with the band deciding only how many — so a bad run still converges on a cloak rather than on nothing. Nothing in the shop sells a resource: no ingots, no leather, no dust, no deeds. The board exists to destroy crafted goods, and a shop that sold the materials back would just be a laundry with your afternoon in it.
  • CHAT OPENS ON AN ALL TAB. Local, Global, Guild and Party in one time-ordered log, and channel prefixes to talk out of it — “/g hi” says one line in Guild from wherever you are standing, without leaving the tab. All is a view rather than a channel: nothing is sent to it and nothing is stored in it, so it can never disagree with the four it reads from. What you type still goes to Local unless you say otherwise.
  • THE AUCTIONEER’S BELL NOW FEATURES A LISTING. The Market Place site fills its empty gutters with two panels: Featured on the left, every listing a stallholder has rung the bell over, for 24 hours from the ring with a live countdown; and Fresh on the tables on the right, the newest priced listings in the square. Click a card and its name drops into the search.
Changes
  • A DEPLOY NO LONGER INTERRUPTS YOU. There is no darkening overlay and no forced reload. The new server starts up beside the old one and only takes over once it is ready; your connection drops for a few hundred milliseconds and comes back on its own, and the page reloads only if the client itself actually changed. A fight in progress ends as a neutral exit rather than a death.
  • PRIVATE MESSAGES APPEAR IN THE ALL TAB, marked as private, and the All chip reaches mobile with its channel chips filtering properly.
  • GUILD AND PARTY ANNOUNCEMENTS SAY WHO. Joining, leaving and being removed all name the person now, in the guild and in the party alike.
  • A HARVESTER ORDER CAN BE TORN UP, the way a dungeon bounty already could, and harvester contracts now run a day to match them.
  • A MOONGATE STANDS FOR FIVE MINUTES, and a boon it grants survives a deploy.
  • THE WORLD SAVES EVERY HOUR NOW, not once a night, and says so when it does — “The world has saved!” In a game where progress accrues while nobody is watching, a nightly snapshot meant a whole day of someone’s play was the most that could ever be lost. Now it is an hour.
Fixes
  • OFFLINE GATHERING STOPS CHARGING REG BAG REAGENTS TEN TIMES OVER. A night of Begging would stop early on “your pack was full” against a pack that plainly was not, and the same activity carried straight on the moment you logged back in. A reagent in a Reg Bag weighs a tenth of its usual self, and the overnight catch-up was budgeting your pack against the full weight instead.
  • THE BLACKSMITH LOOKS IN YOUR PACK, not just at what you are wearing, and the repair journal line names the weapon the card named.
  • A TRACKER STAYS IN THE MINE, and the trail he reads is a real one.

Patch 10.82 — A Shard That Fits In Your Pocket

2026-09-01
New
  • THE MOBILE CLIENT IS AN APP NOW. A ground-up rebuild of the phone shell around the same engine the desktop runs on: an app bar carrying your crest, where you are and your vitals; a tab bar with invite badges; swipe between tabs, each remembering where you had scrolled it; and a Now strip pinned above it so Stop, Flee, Bandage and Auto Battle ride along on every tab. A full paper-doll Equipped grid with durability slivers, the backpack as a searchable tile grid, bank quick actions, Split Stack on a stepper, and buff chips counting themselves down. It installs to a home screen.
  • AND ON A REAL POINTER IT IS THE DESKTOP VERSION OF THAT SAME APP. The tab bar becomes a side rail, Equipped and Backpack sit beside each other, right-click opens the same actions the tap sheet offers, and items drag between backpack, bank, house and equipment slots.
  • EVERY TOWN RAISES ITS OWN MONUMENT. The five generic landmarks that repeated across fourteen towns are gone, and each town now stands something of its own — Minoc’s Mother Lode, the first vein, which no pick is permitted to touch; Yew’s Elder Yew; Moonglow’s Athenaeum Prism; Buccaneer’s Den’s Honest Man, a gibbet that never hanged anybody; and ten more. Hover one and it tells you that town’s history, on the square’s original and on a yard replica alike.
  • A CLOAK FOR EVERY TOWN, cut from its own dye and sold at its own counter. Fourteen of them, each carrying one bonus drawn from what that town is actually for: Britain’s gold, Minoc’s ore, Yew’s timber, Skara Brae’s fish, Trinsic’s Honour, Moonglow’s magic, Jhelom’s finishing blow, Buccaneer’s Den’s appetite for other people’s chests, and so on.
  • AND WEARING YOUR TOWN’S COLOURS COSTS YOU NO SPEED. Thirteen of the fourteen were quietly a downgrade when the sums were finally done: the Cloak of the Hourglass takes two seconds off a harvest tick and two off the wait after a kill, which is worth more than most town bonuses could return. Every town cloak now keeps the Hourglass’s two seconds as well as its own effect, with the saving going to whichever half of it matches that town’s trade.
  • OVERLOAD: A SEVENTH WEAPON FACET, AND THE FIRST FOR PEOPLE WHO FIGHT WITH SPELLS. Every facet before it triggers on a swing or on being struck, so a mage — whose damage arrives through neither — had six facets and no way into any of them. Overload procs on the spell itself: when one of your damaging spells lands, solo or in a party, it can tear the weave and add 40% of that spell’s damage again per level as raw arcane. It also pays two floors while simply bound: the flat weapon damage every facet gives, plus +1% spell damage per level, reaching +12% at maximum.
  • OVERLOAD NEVER PROCS WHILE YOU ARE LOGGED OUT, and that is deliberate. Your offline hunt swings a weapon; it casts nothing, so there is no spell to catch. An idling caster keeps both floors and none of the proc, where an idling Ember keeps their whole facet — which is the price of the strongest ladder in the set. Facet XP is untouched either way. And nobody else’s drop rate moves: a specific shard still lands about every 130 kills and a specific fragment about every 420, with Overload’s materials added on top rather than carved out. The Lapidary’s Pouch grows to fourteen slots.
  • SEASONAL TROPHIES ARE FURNITURE AT LAST. They have promised “placeable house decoration” in writing since the day they shipped, and the flag that delivered it was never set — a winner’s prize refused to be furniture. One places indoors on any storey or out on the lawn now. The thirty sprites are redrawn too: each stands on a dark stone slab under an aura whose strength is the medal, so gold blazes, silver gleams and bronze barely warms the air.
  • THE LEADERBOARDS ARE ON THE SITE. The wiki’s leaderboard page was a rulebook; it is the living thing now — the season in progress, top three per board, read from the same cache the in-game panel reads so the two cannot disagree, and the record of every season behind it.
  • A HUNDRED AND FIFTY MORE COATS FOR THE BREEDING STABLE, thirty per breed, taking each from seventeen to forty-seven. Bred only, so no bought mount can roll one. It thins how often any single coat comes up without changing how often a Mythic does at all.
  • THERE IS A COW IN THE ORC FORT. Something the orcs dragged home, lying just inside the second level. It is the first piece of scenery down there you can actually point at, and it has opinions about being hovered.
⚖️ Balance
  • FIGHTING WEARS GEAR 30% FASTER, and repair trips come sooner. Worth knowing where that lands: the single most fragile pairing in the game — a 50-durability Platemail Gorget or Gloves against the fastest Legendary swing — now wears out in about six and a half hours of continuous landed hits, which is inside the eight-hour offline window for the first time. An unattended session on that exact pairing can grind its smallest pieces to zero before the window closes. Everything sturdier, and every slower monster, still clears it.
  • TOWN REPUTATION IS A SHARD PROJECT NOW, NOT A WEEKEND. The ladder doubles to 5,000 / 20,000 / 80,000 / 300,000, after the arithmetic was done against a real fifteen-to-twenty player shard rather than guessed: the old top rung fell to fifteen players pointed at one town in about three days, where the new one is closer to three and a half weeks of six regular donors.
  • AND A TOWN NOBODY FEEDS SLIPS BACK, 2% of its standing a day, starting only after three full days with no donation at all, and never below the first rung. This is the SHARED town ledger only. Your own standing with a town still never goes down, and no title you have earned can be taken off you.
  • CHESTS AND TREASURE MAPS BOTH TURN UP A THIRD MORE OFTEN. Four hours of wandering a dungeon now yields something like 1.1 to 1.7 chests where it was 0.8 to 1.3. Maps are retuned to about one per 125 kills at EVERY tier rather than only at the shallow end — the falloff used to be tenfold across the range, which left the endgame rotation nearly mapless.
  • FACET MATERIALS FALL OFF LESS STEEPLY IN THE HARD DUNGEONS. An hour in Destard was buying 49 shard-rolls against Wrong’s 120 — 41% of the rate, for content far harder to stand up in. The top of the ladder gains about a fifth; the bottom barely moves.
  • A VANQUISHING OFFERING IS WORTH THIRTY VIRTUE POINTS, NOT EIGHT. Ruin and Might are unchanged, Force goes 3 to 7 and Power 5 to 15. The old ladder priced a Vanquishing find like two Forces, and the top rung is not two of anything. Slayer weapons ride along through their underlying rung.
  • SPELL SCROLLS GRIND TO TWICE THE ARCANE DUST. Both paths — the right-click Break Down and the level-up sweep — pay by the scroll’s circle, so a circle-3 scroll is now 6 dust.
  • THE WAR FORK IS ONE-HANDED, at 14-18 damage on a 2.75s swing — to the digit the same as the War Mace. It becomes fencing’s top one-hander, above the Short Spear; the Spear and the Pitchfork stay the family’s two-handers.
Changes
  • EVERY BLOW NOW LANDS SOMEWHERE, and the journal says where: “The Giant Rat hits you for 2 in the right leg.” The piece covering that spot is the one that takes the wear, so your chest plate bears the brunt of it and your gorget and gloves very little. The total wear across a full suit is exactly what it was — this moved where it falls, not how much of it there is. A blow landing where you wear nothing wears nothing. And your own swing speaks its skill: swords slash, fencing pierces, maces crush, fists punch and bows shoot.
Fixes
  • A PLACED TROPHY SHOWS ITS ENGRAVING. Hovering a seasonal trophy in your hall or on your lawn read “double-click to open” — wrong twice over, since nothing opens and the one thing a trophy is for was nowhere on it. It shows the same Board, Medal, Season and Won by card its backpack icon shows, wherever the prize is standing. It also stands whole on the lawn now, with its right edge no longer clipped off.
  • THE MAYOR’S PLAQUE ANSWERS A HOVER, which it never could. The town it speaks for and the Mayor’s name read in gold on a single card — one card, with no grey browser duplicate arriving underneath it a second later, and nothing popping up when you click. Clicking the sign just walks you there now, like any other stretch of fence.
  • OCCLO SPEEDS THE BENCH IT STANDS AT, not the mine it never visits. The shipwright’s town was quietly handing out the miner’s gather-tick bonus; it has a domain of its own now.

Patch 10.80 — The Badge Finds The Middle Of The Cloak

2026-08-31
Fixes
  • THE EMBLEM ON A WORN CLOAK SITS STRAIGHT NOW. Every one of them was a pixel and a half left of the cloak’s centreline, which on a 32-pixel sprite is plainly crooked once you have seen it. The badge was being centred on the woven area rather than on the garment, and the woven area had been pulled in on one side to keep clear of a fold shadow. The two are measured separately now, because a weave has to cover the cloth and a badge has to sit on the middle of the garment, and those are not the same question.
  • A PATTERNED CLOAK IS PATTERNED ALL THE WAY ACROSS. The same narrowing left the right-hand quarter bare, so a striped cloak wore no stripes down one side of it. The stripes now run the full width, evenly spaced about the centre.
  • THE ALPHA’S SUPPORTER CAPE FINALLY WEARS ITS SUNBURST. Of all sixty-one styles, the one nobody could earn and somebody actually paid for was the only one whose emblem never reached the figure — the gold sunburst was on its inventory icon and nowhere else. The worn cape and the icon agree about what the thing is for the first time. Its colours are untouched.

Patch 10.79 — Two Crates On The House

2026-08-31
New
  • TWO CLOAK STYLE CRATES, FREE, FOR EVERY CHARACTER. They are in your pack the next time you log in — an owner’s gift, and the honest way to introduce a box that sells on odds. Two openings is enough to watch the reel run and get a style or two into your wardrobe without anyone paying to find out what the thing is.
  • RARITY ON HOVER. A restyled cloak now shows its style’s band under the Restyled line, and a style sitting in your pack shows its own. Sixty styles is far too many to hold in your head, and “Restyled: Sailcloth” told you nothing about whether that was a lucky pull. A crate that publishes its odds ought to be legible afterwards too.
  • UNLOCK STYLE ON THE RIGHT-CLICK, so a style can go into your wardrobe without being worn onto a cloak first.
  • POTIONS TELL YOU WHAT THEY DO, AND FOR HOW LONG. Every potion’s tooltip carries a small stat block now — an Effect row reading +20 Strength, or 30-40 damage, or Cures poison, and a Duration row for anything timed. Thrown potions show their fuse. Two rows at most, deliberately: a potion tooltip is read mid-fight over a stack you are deciding whether to drink. Until now a Greater Strength Potion offered you its name and its weight.
Changes
  • THE CLOAK STYLE CRATE IS 2 BRITCOIN, not 5. A pricing call made before the crate went live, so nobody paid the old figure.
Fixes
  • FOOD BUFFS SURVIVE A DEPLOY. A buff fish or a cooked dish lived only in the shard’s memory, so a restart took it and the minutes you had left went with it. Both now sit on your character the way Potions of Power and moongate boons already did, and come back with you.

Patch 10.78 — Sixty Cloaks Under A Needle

2026-08-31
New
  • THE CLOAK STYLE CRATE: SIXTY STYLES, DRAWN ON A REEL. A new 2 BritCoin listing. Break the seal and the styles run past under a needle, slowing, until it stops on the one that is yours. Drag it onto any cloak you own and that cloak simply looks like it — same name, same bonuses, same durability. Using one also puts it in your wardrobe for good, so from Options you can wear it on any cloak, swap it, or take it back off, free and as often as you like.
  • SIXTY STYLES ACROSS SIX BANDS: 22 Common, 16 Uncommon, 11 Rare, 7 Epic, 3 Legendary, and one Ultra Rare — the Mantle of the Avatar — at one draw in five hundred. The published odds are worked out from the same weights the roll actually uses, so the number on the card cannot drift from the number in the barrel. Crates and styles are both Blessed and tradable, so a duplicate is a spare worth something to somebody else rather than a wasted draw.
  • SEE EVERY COAT A FOAL COULD BE BORN IN, BEFORE YOU SPEND TWO MOUNTS. The Breeding Stable opens on a red warning that both parents are destroyed and do not come back, and then asked you to agree to that for a coat rolled at birth and never shown — and eighty-five of the ninety-two coats in the game exist only through breeding. The gump gains a Coats view: pick a breed and its seventeen possible foal coats are drawn on a full-size horse, with a tick on the ones you already have. Nothing is spent looking.
  • AN EMERALD VOID COAT FOR ONE PARTICULAR NIGHTMARE. Near-black teal, void-navy shadow, mint-green fire — the Donation Store dye of the same name, worn as a mount. It cannot be bred into and cannot be bought: it is granted, and it stays that way.
Fixes
  • AUTO BATTLE CANNOT BE FLICKED OFF AND ON TO SKIP THE WAIT. A dungeon kill costs the automated hunt about twenty seconds before the next fight, while a manual crawl costs nothing because the walk between monsters is the pace. Which kind a kill counted as was decided at the moment the monster died, so turning Auto Battle off mid-fight made the next kill a manual one, no wait was set, and turning it straight back on found nothing to respect and engaged on the spot — both paces skipped, in two clicks, indefinitely. A manual kill now quietly records when an automated fight would next be due. Crawling by hand is completely unaffected: there is still no countdown and you still engage whenever you like. It only starts mattering when you switch Auto Battle on, which now serves out whatever is left of that wait.

Patch 10.77 — The Minimap Learns To Be Read

2026-08-31
Changes
  • THE MINIMAP IS LEGIBLE NOW. The disc it arrived as was grey mush: the picture was lifted toward white, which washed everything into everything else. It is pushed hard into its own dungeon’s colour instead, corridors brightened until they are the shape your eye follows and rock left dark enough to read as rock — and each dungeon keeps its character, so the ice floors come out properly cold and the fire ones properly warm. Your own dot sits in a soft pool of torchlight, and the disc has gained a themed bezel and a rim shadow.
  • IT STAYS CENTRED ON YOU. The view used to clamp at the edges of the plan, so near a corner your dot drifted off-centre and you had to go hunting for yourself on your own map. It never does that now: beyond the edge of the floor it simply paints more rock, so a corner reads as deep wall rather than as the world running out. A dot holding still while the world slides underneath is what makes a map readable out of the corner of your eye.
  • AND IT GOES WHERE YOU PUT IT. Alt-drag anywhere on the disc to move it, the same way the Backpack moves, and the spot is remembered per character.
  • A NEW BED UNDER THE GRAVEYARDS. The ambience of Deceit, Britain Graveyard and Vesper Graveyard — every floor whose ground is gravestones — has been re-recorded from scratch. Nothing else about those floors changes; the accents that play over it are the same ones.

Patch 10.76 — A Map Of The Floor You Are Standing On

2026-08-31
New
  • A MINIMAP IN THE CORNER OF EVERY DUNGEON FLOOR PLAN. F6 puts a circle in the top right holding the whole plan you are standing on, with a dot for everyone else standing on it. The plans are enormous — up to two hundred cells across — and the board shows you about fourteen at a time, which in Destard is roughly one per cent of the place. The default zoom shows fifty-four cells across and the widest shows the entire floor for every dungeon but Destard. Plus and minus step it, and both the zoom and whether you had it open are remembered.
  • IT WEARS YOUR PALETTE. The ring, its hairline and the two zoom buttons all take their colour from the theme you are running, so the circle does not sit there in ember orange under a Cold or Forest one.
Fixes
  • THE LOADOUT TOKEN CAN ACTUALLY BE SPENT. The shop has been selling it for 3 BritCoin with nothing in the game that would take it — the server side was written and correct, but no button or menu ever asked for it, so a buyer got an item nothing acknowledged. The Equipment Locker now offers the slot for a token beside the gold price, and it only appears when a slot is genuinely locked and you are genuinely holding one, so it is never an offer that gets refused.
  • A TOKEN IN YOUR PACK SAYS WHERE IT IS SPENT, and that a Locker stops at five slots. The button hides at the cap, because an instruction pointing at a control that is not there is worse than no instruction. Nobody had bought one yet, which is the only reason this is a fix rather than an apology.

Patch 10.75 — Nothing Spends BritCoin Without Asking

2026-08-31
New
  • EVERY COAT IN THE GAME, TRIED ON AT THE STABLE. The Stable Master gains a Dyes shelf: pick one of your companions, pick a colour, and the creature is drawn four times life size wearing it. All forty-nine of them, animated finishes included, grouped under the family they belong to and each named with the brush that family takes.
  • NOTHING IS SPENT LOOKING. Picking a swatch costs nothing and commits to nothing. A colour you have already unlocked wears a tick; one you have not tells you which brush teaches it rather than showing you a price. And if the colour is already yours, a button puts it on that pet there and then — the same free, reversible wardrobe change Options has always allowed. The brush’s own ten-second preview answers a narrower question, one colour on whoever is out, which is the right shape with a brush in hand and no help at all when you are deciding whether to buy one.
Changes
  • NOTHING SPENDS BRITCOIN WITHOUT ASKING FIRST. BritCoin is bought with real money and donations are not refundable, and until now nothing stood between the payment and the spend: one click on a store card debited the coins, and one click on a menu row consumed the item those coins bought. Every irreversible step now asks — buying any of the forty-three store listings, dyeing a companion, naming one, bonding one, and unlocking a theme.
  • THE ASKING QUOTES THE PRICE ON THE CARD, which is the sale price while an offer is running and never the list price sitting behind it. Where a purchase unlocks something, it also says out loud that the unlock lands on this character alone.

Patch 10.74 — A Brush Teaches A Colour For Good

2026-08-30
New
  • A DYE BRUSH TEACHES YOU THE COLOUR, AND KEEPS IT. A brush used to paint one animal once: change your mind and it cost you another, and a second companion could never share a coat you had already paid for. The colour now lands in your own wardrobe for good, and any pet you own — including one tamed years from now — can wear it, swapped as often as you like from the Options gump’s Themes tab, for nothing.
  • RIGHT-CLICK A BRUSH TO LEARN A COLOUR. No companion needs to be out, because you are learning a shade rather than painting a creature — though whoever IS out wears it straight away, so the brush still shows you something. Colours you already own are ticked and refused rather than sold to you twice. From Options you can then set any pet to any colour you have unlocked, or back to Natural.
  • TRY A COLOUR BEFORE YOU SPEND THE BRUSH. The palette has a Preview 10s button beside the Dye button: pick a shade, press it, and your own companion wears that finish for ten seconds wherever it happens to be standing — the plaza, a gather scene, the dungeon floor, or its row in the Stable. It costs nothing, nobody else sees it, and a bar along the bottom names the colour and counts the seconds down. A click anywhere hands you back the picker with the same colour still selected.
  • EVERY BRUSH ALREADY SPENT COUNTS. A colour you dyed a pet with before today is a colour you now own, and the whole roster was swept in one pass rather than fixed per player at login — so it holds for people who have not logged in since, too.
Changes
  • A BANDAGE TAKING HOLD MAKES NO SOUND. It has had one since the recording landed last week, and it is deliberately gone rather than awaiting a better take. The rest of the bandage sounds — unrolling it, fumbling it, the wrapping — are unchanged.

Patch 10.73 — The Shard Finds Its Voice

2026-08-29
New
  • THE SHARD FINDS ITS VOICE: 117 RECORDED SOUNDS. Every one of these keys was already wired and playing silence. The dungeons get their own ambient beds — cavern, fire, ice, grave, sewer and both Orc Fort levels — with bone settle, ice crack, fire vents, water drips and wisp whispers layered over them, and the mines get their working loop, their drips and their timber creaks. Weather and the road: light rain, storm, the travelling loop, departure and arrival. Footsteps on gravel, flagstone, soft ground, planking and wet sewer stone, three or four takes each. And your own body — hurt, death, resurrection, eating, drinking.
  • TRACK A BOUNTY AND IT COUNTS ITSELF IN YOUR JOURNAL. Every Wandering Bounty Hunter card in the Quest Journal grows a Track toggle, and the Wanderers shelf grows a “Track every bounty” tick that turns it on for every contract in hand and for every one you take from then on. With a bounty tracked, each kill that counts toward it prints a line beside the kill that produced it — “Old Hemlock’s bounty: A creature slain, 3 of 5 — 2 more needed” — coloured as a note rather than as a reward landing. The kill that fills the contract still gets its green completion line.
Changes
  • THE ROOM BREATHES. An ambient bed’s level now drifts slowly between about two thirds and full over half a minute or so, rather than sitting on one number for as long as you stand there. No single movement is audible as a movement; what goes is the flatness the ear stops hearing after a minute and starts hearing as a loop. The room you are in and the tavern only — a torch fading down and back is a torch going out, not a torch further away.
  • NO SOUND PLAYS TWICE IN A ROW. A set of takes never picks the recording it just played: four stone footsteps used to land the same take on a third of every pair of steps, which is what made three recordings sound like one. The dungeon accents — the whispers, the bone settle, the drips — rotate rather than shuffle and hold a fifteen-second floor between them, so they stop arriving in pairs. Deceit was the worst of it: three keys, six recordings, and hours of standing on them.
  • ACCENTS ARRIVE RATHER THAN SWITCH ON. They fade in and out and land at a level picked from a range instead of one fixed number, so the same drip twice is a drip in two places. The distant rumble gets a much longer fade, because a collapse a long way off that starts at full volume is a collapse next door.
Fixes
  • A HALF-RECORDED SOUND STOPS BEING HALF-SILENT. A key whose bank entry claimed two takes when only one was ever saved played nothing half the time it fired. The take that does not exist now drops out for good once the shard learns it is missing, and the one that does play plays every time.

Patch 10.72 — A Town Puts A Stone In Its Mayor’s Hand

2026-08-29
New
  • THE MAYOR OF A TOWN CARRIES ITS CALLING. A town presses a river stone into the hand of whoever holds its office — its own colour, blessed, bound to its holder and not theirs to keep. Right-click it and it sets you down in your town from anywhere, once every fifteen minutes, where the Town Crier makes a production of the arrival in front of whoever is standing in the square: a horn, a proclamation naming you, the crowd’s answer and a flourish of colour over your figure. Take the office and the stone arrives with it; lose it, or swear yourself to somewhere else, and it leaves the same instant.
  • FOURTEEN STONES, one for every town with a Town Collector, each its own rock in its own colour — lapis for Britain, banded ironstone for Minoc, jade for Serpent’s Hold. There is only ever one Calling per town.
  • SEVEN PLACES APPEAR IN THE WILDS: The Sheepfold, Yew Deeps, The Warrens, The Fens, Serpent’s Spine Crags, The Deep and The Scar. Every road to them is shut for now and each refuses the trip in its own words. This is ground being laid — the Slayer Logbook’s fourteenth page holds thirty-eight creatures that sit on no dungeon roster at all, from the farm animals and the wolves to the Cyclops, the Succubus and the Kraken, and their trophies have never been earnable because the creatures have never been findable.
Changes
  • THE ATLAS PAGE CALLED THE WILDS IS NOW CALLED WORKINGS — the two mines and the forest, which have in common that you go to them to work. The Wilds names the new page instead. Visits are counted per location rather than per page, so nothing on your record changes.
  • A BOUND ITEM NO LONGER OFFERS YOU A DROP TO GROUND. Right-clicking an Alpha’s Supporter Cape, a Rune Tile or a Mayor’s Calling showed a menu row whose only possible outcome was an error — dropping a bound item has always been refused, since anyone standing there could take it from the pile. Dragging one onto the location box still goes through and is still refused by name: a menu row is an offer and offering the impossible is a small lie, but a drag is a deliberate attempt, and swallowing one in silence would read as a broken client.
Fixes
  • THE TRAVEL MAP STOPS DRAWING A PIN FOR THE HOURGLASS. Every player had a thirty-eighth pin loose in the corner of the map — the World Boss Arena, which deliberately carries no coordinates and so rendered with no position at all. It was not merely untidy: clicking it ran a real departure, ending your fight, cancelling your trade and throwing away your craft batch, and only THEN discovering there was no road to travel and failing with an internal key for a message.

Patch 10.71 — Two Stones, One Passage

2026-08-29
New
  • RUNE TILES: A PAIR OF STONES THAT ARE TWO MOUTHS OF ONE PASSAGE. A new Rune Tiles shelf in the BritCoin Shop sells ten designs at 5 BC the pair, each engraved with its own Elder Futhark letter in its own colour. Buying one mints two, married to each other. Lay them both and walking onto either makes you vanish in a round poof of smoke and step out of its twin — and everyone else about the place sees the same smoke at both ends.
  • A TILE LIES ANYWHERE IN YOUR GROUNDS, not just on the lawn: the grass, the lumber field’s turf once its gate is open, the floorboards of your hall, and the floor of your mine once it is dug. A passage can therefore run up out of the cavern or down into it. A sealed field and an undug mine refuse a tile, as they refuse everything else.
  • A TILE TELLS YOU WHETHER ITS TWIN IS DOWN. The letter pulses with its own light while the pair is whole and goes cold while the other half is still in a bag; hovering says which. Right-click your own tile to name it for where it leads — “To: Moongate” — and that name is read back in the tooltip and on the item itself everywhere. Right-click also reclaims it.
  • SIX TILES TO A HOUSE, counted across all of its grounds rather than six per patch, one to a square, and both halves of a pair must belong to the same house — a pair split by trade can never quietly become a road between two houses. A tile laid INDOORS must be locked down before its passage opens, the same as the Display Case and the stool: an unlocked fixture is one you are still sliding around the room, and a tile that teleported you the moment you touched it could never be positioned at all. Both mouths are asked. Outdoors nothing repositions a laid fixture, so a tile on the lawn, in the field or down the mine works the moment it goes down.
  • YOUR COMPANIONS COME THROUGH WITH YOU. A pet or a pack animal was being told to walk to the square you had just left, so it stood on the departure tile and then dragged the whole way across on your next step. They are set down beside you now, on the spot — and so is somebody else’s beast when you watch them go through.
⚖️ Balance
  • THE BOTTOMLESS COIN PURSE IS NO LONGER BOTTOMLESS. It used to bank every coin you earned, forever, for nothing. It now spends a charge per 250 gold it banks and holds 500 of them, so a full purse protects 125,000 gold of income and then it wants feeding. Arcane Dust refills it at a dust a charge.
  • IT DOES NOT NICKEL-AND-DIME YOU. A thirty-gold kill does not burn a charge — the purse carries the remainder and only spends one on the 250th coin. A payout larger than the charges left is split rather than refused: the purse banks what it can pay for and the rest lands in your pack. Right-click to switch it off entirely, or to refill it. A purse that is off or spent wears a red hue wherever its icon appears, and its tooltip prints the charges left and what they are worth in gold.
  • EVERY PURSE THAT ALREADY EXISTS ARRIVES FULL, and so does a freshly-dropped one. They were earned under the old rules, and turning them into dead weight overnight would be a confiscation rather than a balance change.
  • VIRTUE SURGE PAYS HALF AGAIN AS MUCH WEAPON FACET XP. The boon was +75% to the Virtue Binding bar and nothing else; it is +50% to the Binding and +50% to your active Weapon Facet now. A Surge is worth about what it always was in total, but it lands on both of the bars you actually watch instead of only one.

Patch 10.70 — A Castle Costs What A Castle Looks Like

2026-08-29
New
  • A FACET’S OWN BAR HANGS UNDER THE VIRTUE ONE. Unlock a Weapon Facet and a third meter joins the header crest — that facet’s fragment as its symbol, its own glow as the bar, and activating a different one recolours the line and restates its level in the same move. It does not behave like the Binding bar, because facets do not: XP opens a level rather than granting it, so a full bar pulses and tells you to go and spend at the Facet Menu instead of quietly rolling over. A facet you own but have not bound shows dimmed rather than pretending to fill.
  • THE UPGRADE WORKS TAKES A BULK DELIVERY. A first-time build could empty a bank into itself with one button while an upgrade went in stack by hand-dragged stack — 240,000 units of it, for a Castle. It gets its own button now, aimed at the pool it is standing in: house storage, bags nested inside it, and Stockpile counters alike. Not the bank, deliberately — bank-to-house is priced by the cart, and a free pipe would be a way around paying it.
⚖️ Balance
  • EVERY HOUSE FROM MANOR HOUSE UPWARDS COSTS MORE TO BUILD, and the rise compounds the further up you go — a Villa is 1.8x what it was, a Castle 6.6x. Everything up to Town House is untouched. The deed’s gold stopped being a gate the moment anyone shopping at that end of the ladder could afford it; the real price of a house is Iron Ingots and Wooden Planks, the one part of it nobody can buy from a vendor.
  • A CASTLE IS 270,000 IRON INGOTS AND 465,000 WOODEN PLANKS. At a fixed 14.3 seconds a gathering tick that is three months for the quickest player on the shard, which is the floor the design asked for — around five and a half months for a committed player and eleven for a casual one, gathering plus the unchanged thirty-day build timer. It makes the Castle a 2.83x step over the Keep where every rung below it is about 1.7x, and that steep last step is deliberate: it is how a terminal prize should read.
  • STORAGE DELIBERATELY DID NOT MOVE, which means shelf space per unit of material now falls the whole way up the ladder. The big houses are bought for the footprint and the sign on it, not as an efficient way to buy storage.
  • ALCHEMY STOPS TREATING A RECIPE’S UNLOCK GATE AS ITS DIFFICULTY. Training on Greater potions gets slower and on plain ones faster. Success chances and unlock levels are untouched. A Greater Strength Potion is gated at 75 because it is a stronger potion, not because mandrake root is scarcer than garlic — every reagent is the same flat five gold — but the gain curve was reading that gate as though the recipe were harder to work, and handing it a head start it had not earned.
  • FIVE BOUND BOOKS PAID YOU NOTHING AT ALL, and now pay properly. A Runebook, a Runetome, any of the three Tomes and the Rite Binder each cost between 100 and 1,000 parchment an attempt and gave no skill gain, no Virtue XP and no Craftsman’s Ledger row — on a success or a failure. All five train Inscription in proportion to the parchment they burn now, and pay Virtue XP at a divided rate so one instant click cannot out-earn a whole afternoon. Inscription itself is recalibrated as Tinkering’s twin: the same curve end to end, since both skills exist to supply what the rest of the game needs.
Changes
  • THE CRAFTING BENCH STOPS STORING THINGS OF ITS OWN. Its private 5,000-unit hold, with its own Deposit buttons and its own cap, is gone. It draws from the Stockpile standing beside it, and from your backpack when there is nothing beside it — so materials live in the two places they already lived rather than a third one behind its own controls. One attempt is still paid out of a single source: a Stockpile holding the ingots and a pack holding the gems cannot be spliced into one craft.
  • THE HOUSING PAGE NOW WRITES DOWN WHAT AN UPGRADE COSTS. It explained breaking ground and never mentioned that one house per character makes upgrading the only route to a bigger one, let alone what one charges. Every rung’s ingots, planks and build time are listed, along with the share of the target tier’s bill that step adds — which is exactly what its timer is scaled by, so the rule is on the page rather than just its result.
Fixes
  • CLIMBING THE HOUSE LADDER NO LONGER COSTS YOU MORE THAN LEAPING IT. The materials always telescoped, but the wait did not: an upgrade charged the target tier’s FULL build timer even when it was only adding half the structure, so taking all nine rungs cost 66 days of waiting against 30 for a single jump out of a Small House — on top of every intervening deed. The wait scales to the share being added now, the same rule the materials already followed: Keep to Castle adds 48% of a Castle, so it takes 48% of the thirty days. All nine rungs come to 29.5 days against 29.6 for the leap.
  • THE MOONGATE CAN BE RAISED AGAIN. Clicking Place Stone in the Yard refused every player with “findCarriedByDef is not defined” — the handler’s own crash, handed straight to the screen. It broke the moment the rock search was widened to look inside bags, and it has been broken for everyone since, whatever rocks you were holding and however long you had held them. Stand your seven Large Rocks up and it works.
  • A STACK SPLIT OFF A MACHINE’S SHELF LANDS IN YOUR PACK. Peeling fifty ore off the four hundred on an Ore Smelter’s shelf dropped them into a well you could not draw from — still on the shelf, still weighing against the house, and gone from the screen. The Saw Pit’s Log Store, the Iron Stove’s Fish Store, the Grinder’s hopper and the Cool Box by the pond all behaved the same way. A split now goes to your backpack, which is where that fixture’s own withdraw already puts a stack, and on the same terms: you have to be standing at that house.
  • VOLT’S SHIMMER AND BASTION’S SHIELD END WHEN THE EFFECT DOES. Both were drawn for a flat five seconds, copied into the client back when both windows really were five — and when a rebalance moved them, the pictures did not follow. Volt’s stun is three seconds now, so the shimmer sat on a monster that had been free to act for two of them, while the swing bar beside it (which reads the real timer) had already restarted: the picture and the bar disagreed about whether the monster was held. Bastion’s bubble is scaled by level now rather than fixed.
  • THE TOWN CRIER’S POSTS COME DOWN AFTER A DEPLOY. A wanderer’s arrival notice was only ever remembered inside the running shard, so a restart landing between the post and its ten-minute expiry stranded it for good — four were still standing in #wanderers a day later, sending people to zones nobody had set foot in since. The takedown is written down now and retried until it lands, and a restart clears every outstanding notice on the way back up: a wanderer does not survive a reboot, so his post is already false by the time the shard returns.

Patch 10.69 — Every Town Buys What Britain Sold

2026-08-29
New
  • THE TWO BRITAIN COUNTERS ARE GONE, and everything they sold now stands on the Wanderer’s Exchange — which is in every town, and takes either token. Four shelves: Emotes, Facets, Dungeons and Cap Stones. Emotes and all six Facets are ten of either token, exactly what they always cost; the two counters already charged the same ten in their own currency, so the split decided nothing except which building you walked to.
  • A DUNGEONEER CAN BUY A WEEK’S STAY ON THE BOSS RESET. Five Dungeoneer Tokens on the new Dungeons shelf, and right-clicking it means your boss week does not end on the coming Friday — the gold bar you have been filling survives, and you get the week after to finish it. It buys time and not a second kill: a boss you have already beaten this week stays beaten. Buying a second extension while one is still running is refused rather than swallowed, so nobody burns five tokens for nothing.
  • THE PACK-FULL REFUSAL IS A MAN SPEAKING NOW, not a creaking pack — two takes of it, and it rides the Voices slider rather than Sound Effects, so pulling Voices to zero genuinely silences it. A second refusal cuts the first off instead of stacking, which is the shape you want from the one line in the game that can fire hundreds of times in a session.
Changes
  • A BUY BUTTON SHOWS THE COIN, NOT THE WORDS. “10 Merchant Tokens” was the widest thing in the shop and the least glanceable — two lines of near-identical words on every card. It is the token’s own icon and “x 10” now, copper scales for the Merchant and iron picks for the Dungeoneer, told apart at a glance. Hovering one names it, prices it against what you are actually carrying and turns red when you are short, and says where that token comes from.
  • YOUR WEAPON’S ACCURACY REACHES THE CHARACTER SHEET. A bow granting +21% Hit Chance showed nothing at all, and the Hit Chance row read as though your Binding were the only source of it. The two are one sum now, because that is exactly what the landing roll does with them. The crit deliberately stays on its own line: a swing takes three separate crit rolls at three separate odds, and adding them into a single number would describe a weapon nobody actually swings.
  • A TOOL BAG SAYS WHAT IT IS HOLDING. Hovering one printed sixty-one words across two blocks that explained the same thing twice, and not one of them told you whether your pickaxe was still in there. Both are a line apiece now, the death rule gets its own red line since it is the one thing you cannot safely learn by trying it, and underneath the bag lists every tool it is banking — the skill it works, the charges left on it, and what its material is worth.
  • THE RIM OF THE HOURGLASS IS NO LONGER SOMEWHERE TO STAND. From the second phase onward every tile against the chamber’s outer wall erupts together, on its own ten-to-twenty-second timer, with the same five-second fuse the sands already give you. The crushing blow shoves you four tiles and always has, so the cheapest answer to it was to put your back to the wall where the knockback had nowhere to send you. About 29% of the floor is now the part that is never safe.
Fixes
  • A DUNGEON KEEPS ITS DARK WHEN THE PAGE LOADS YOU STRAIGHT INTO ONE. Loading in while already standing on a dungeon floor built the level before the darkness pass, the lanterns and the fog of war were ready, so every monster on it sat fully lit. That is precisely the state a reboot leaves you in, which is why it read as “after a deploy you have to recall away and back before the fog comes home”. It comes up dark now, first time.

Patch 10.68 — The Room Stops Skipping

2026-08-29
Fixes
  • THE AMBIENCE NO LONGER TICKS EVERY TIME IT COMES ROUND. A town square, a dungeon floor, the rain on the way there, the common room of a pub — every one of them dropped a fraction of a second of silence and then started again from the top, once every ten to twenty seconds. Stand still for a minute and that gap is the thing you end up listening for. Each bed now runs two feeds instead of one: the next pass begins a second and a half before the current one runs out, and the two are blended across the overlap, so a room hands over to itself instead of stopping and starting. The blend is shaped to hold its level the whole way through, so there is no dip left sitting where the gap used to be.

Patch 10.67 — A Pet Bar That Starts Again

2026-08-29
Fixes
  • YOUR COMPANION’S BAR EMPTIES WHEN IT LEVELS NOW. It was measuring the animal’s whole life against the cost of the next level, so it only ever crept rightward and never went back to the start — a pet that had just reached Level 9 was already sitting most of the way along, and the level-up itself moved nothing you could see. It measures the level you are actually in: Level 2 begins at zero, fills across, and the kill that tips it over starts Level 3 from an empty bar with the surplus from that kill already counted in.
  • THE STABLE COUNTS THE SAME WAY. Its "x / y XP to Lv n" line was reading off the same lifetime total, so it quoted a pair of numbers that never reset either. Both places now say how far through THIS level the animal is, and they agree.
  • A FULLY GROWN COMPANION LOSES THE BAR ENTIRELY. A meter pinned at full forever tells you nothing — the paw stays where it always was and reads "Max Level (10)" beside it instead.

Patch 10.66 — A Mount Says What Colour It Is

2026-08-29
Changes
  • HOVERING A MOUNT NOW READS AS A STAT BLOCK. It was four sentences that all began with a plus sign, in one colour, and the last of them existed only to tell you the first two were not additive. It is four labelled rows now — Travel Speed, Ground Speed, Spurs, Hue — each label in its own colour with the values lined up in a column beside them. The line that used to say "Including +8% from fitted spurs" is gone; the pair names itself on its own row instead, and the totals above it already contained it, as they always did.
  • YOUR MOUNT TELLS YOU WHAT COLOUR IT IS. Until now only a bred foal was ever named, and only inside the Breeding Stable — you could spend two mounts and the better part of a week chasing a Moonlit Grey, be shown it once at the moment you collected it, and then never see what you owned again. The Hue row is on every mount: the coat you bred, the colour a bought Bay Horse is actually wearing, and "Standard" for a breed that has no coat at all.
  • A BRED COAT STILL CARRIES ITS RARITY, and still in that band’s own colour — the same blue, purple and gold the Breeding Stable badges it with, so it reads the same on the animal as it did in the gump that handed it to you. A bought coat is named but not banded, because it did not beat 3% odds and should not look as though it did.
  • SPURS ARE NAMED, NOT JUST COUNTED. A fitted pair used to leave nothing behind but a percentage, so the tooltip could tell you the animal was 8% faster without telling you what was strapped to it. It reads "Copper (+8%)" now. A mount with none fitted says "None fitted" rather than staying silent about it — for most players that row is the only place anyone is ever told that spurring the animal is a thing they could do. Pack Llamas included: they take spurs like anything else.
  • THE TINKERING BENCH STOPS UNDERSELLING SPURS BY HALF. A pair was advertised as "+8% Mount Speed" on the very bench that makes them, back when that was one number. It reads "+8% Travel & Ground Speed" now, which is what the percent has actually been doing since the two dials were split apart.
Fixes
  • GROUND SPEED SHOWS UP WHEN YOU FIRST HOVER A MOUNT, rather than only after something else happened to repaint the icon. The figure was missing from the page as it was first drawn — in your pack, your bank, your equipped slot and house storage alike — so half of what a mount does simply was not there until the game next had cause to redraw it. All four now carry it from the start.

Patch 10.65 — A Wanderer Has One Job In Him

2026-08-29
⚖️ Balance
  • A WANDERER WILL NOT HAND YOU THE SAME JOB TWICE. A broker or a tradesman used to refuse a second contract only while the first was still running — so collecting your pay freed him to hand it straight back, again and again for the whole half hour he stood there. He remembers who he has settled up with now, and tells you so. It was worst in the Britain Graveyard, where a named hunt divides by the roster and can land at ten kills.
  • THE ONE-ARMED BRIGAND KEEPS TWICE AS MUCH OF WHAT IT IS FED. It was burning a tenth of every stake, which is a coin sink wearing a party hat; it burns a fifth now, at the yard machines and the pub’s alike. The cut is weighted onto the pair — two of a kind hands back 85% of your stake rather than all of it — with a little more off the two commonest triples. The skull, the cap stone and the moongate pay exactly what they always did.
  • IT WILL FEEL THE SAME IN THE SEAT. The hit rate has not moved by a hair: 52.03% of pulls paid something before and 52.03% pay something now. What changed is the ledger, not the rhythm. The Leaky Cauldron’s Brigand shares the table and has no owner to pay, so it sinks a quarter of every pull.
Fixes
  • THE FIVE OPTIONS TABS STAY INSIDE THE PANEL NOW, however large you have set Text Size. The strip was a single unshrinkable row, so raising the text pushed it out of the gump rather than compressing it — the Discord tab hung past the right edge at 120% and was cut in half at 140%. It lays down as many tabs as actually fit and wraps the rest onto a second row: five across at 100%, four at 120%, three at 140%. The panel’s own height allowance grows with the text too, so the bottom of it no longer runs off the screen.

Patch 10.64 — The Poison Potion Is Poured Away

2026-08-29
Changes
  • THE POISON POTION HAS BEEN REMOVED FROM THE GAME. It can no longer be brewed, it is gone from the Alchemy gump, the Crafting Bench, the Craftsman’s Ledger and the wiki, and every bottle already made has been destroyed — in packs, in banks, in house storage and on market tables alike. There is no refund and no replacement, which is worth saying plainly rather than leaving you to find an empty slot.
  • IT WAS THE ONE THROWN POTION THAT DID NO DAMAGE OF ITS OWN. Two nightshade and a 50 Alchemy gate bought a twenty-second window in which your own swings hit a little harder — and it spent the same once-every-twenty-seconds throw that an Explosion Potion wants, so throwing it was always choosing not to throw the bomb. The Poison spell does the poisoning better and for the whole fight; the bomb does the throwing properly. This bottle sat between the two doing neither.
  • IF ONE WAS SITTING IN A POTION SLOT, that slot is simply empty now, and any Auto Throw armed on it has nothing to throw. Nothing else about Alchemy has changed: every other potion brews for the same reagents, at the same skill, and the throw cooldown is exactly what it was.

Patch 10.63 — A Facet Shows Its Face

2026-08-26
New
  • THE STOCKPILE TAKES FACET MATERIALS. A new Facets tab holds every Shard, every Fragment and the six whole Facet stones themselves, with the same deposit, withdraw and Add All every other tab has. A long grind's worth of shards belongs in house storage, not loose in your pack.
  • MIND THAT THE FACET MENU STILL SPENDS FROM YOUR PACK. Add All sweeps facet materials in with everything else now, so withdraw what a level costs before you go to take it.
Changes
  • EVERY FACET FINALLY LOOKS LIKE ONE. The six whole Facets have their own stones at last — a cut gem shown face on, a ring of facets around a lit core, each in its facet's own colour. Until today they wore borrowed gem art, and an Ember Facet in a bag full of Rubies was anyone's guess.

Patch 10.62 — A Tracker Can Finally Find Somebody

2026-08-24
New
  • TRACKING NOW CALLS OUT WANDERERS. Run it somewhere a wanderer might be and a successful reading names the nearest one and the way to him — "Gorm Ashvein is to the North East" — over your own head. He moves, you move, and the call updates; it is not repeated while nothing has changed.
  • ONLY YOU SEE IT. The bearing is what your skill earned, so it goes over your head for you and not to everyone standing nearby. A failed reading tells you nothing at all, which is the whole skill gate — a novice simply gets fewer readings rather than worse ones.
Changes
  • TRACKING IS NO LONGER TOWN-ONLY. It can now be started in a mine, a forest or a dungeon as well as a town. It had to be: wanderers never set foot in a town, so a skill for reading what passed by was gated to the one sort of place none of them ever go.

Patch 10.61 — Four Towns Will Vouch For You

2026-08-24
New
  • FOUR TOWNS NOW SELL A WRIT THAT LETS YOU CARRY MORE WANDERERS’ WORK. Yew and Minoc each sell a warrant for the wandering tradesmen, and Britain and Vesper each sell a writ for the bounty hunters. Every one of them adds ONE more job you can carry of its kind, and they stack: one warrant takes you from one harvesting order at a time to two, both take you to three. All four cost 100,000 gold and all four are kept for those who have reached BENEFACTOR standing with that town.
  • THEY ARE BOUGHT BY THE CHARACTER AND KEPT FOR GOOD. No deed to carry, nothing to lose in a bag or hand to somebody else — buy it once and that character holds the extra slot from then on. A second character on the same account buys their own.
  • NO MAN WILL OWE YOU TWICE. Slots let you carry several jobs at once, but never two from the same tradesman: he will tell you he is still waiting for yer last task, and he will remember that even if he has wandered off and come back since.
  • THE WARRANTS SHOW ON A TOWN COLLECTOR’S WARES TAB WHETHER OR NOT YOU CAN AFFORD ONE, with what they do and what standing they want written on the card. Something worth working towards is worth being able to see first.
Changes
  • THE QUEST LOG DRAWS EVERY JOB YOU ARE HOLDING, soonest to expire first, each with its own Deliver or Collect. One kill in a dungeon counts for every bounty you hold that wants it — two brokers after the same creature both get their tally.

Patch 10.60 — No More Dry Spells

2026-08-24
Changes
  • EVERY SKILL NOW HAS A FLOOR UNDER ITS LUCK. Crafting has quietly had one for a while: go long enough without a gain and the next attempt gains regardless of the roll. That safeguard now covers ALL THIRTY-EIGHT SKILLS — mining, every weapon skill, magery, taming, fishing, healing, the lot. It never makes you gain faster on a good run; it only puts a ceiling on how bad a bad run is allowed to get.
  • THE CEILING IS HALF AGAIN THE EXPECTED WAIT. If a skill is at odds where a gain takes about forty attempts on average, you cannot go past sixty without one. That scales with your own odds rather than being a flat number of swings, so it is worth the same to a novice as to somebody grinding the last stretch to Grandmaster — where the chance is a fraction of a percent and a bad streak used to be measured in evenings.
  • IT COUNTS ATTEMPTS, NOT MINUTES, and that is worth knowing before you go looking for it. A weapon skill swinging every two and a half seconds reaches its floor in a few minutes; a gathering skill on a fourteen-second tick takes rather longer for the same number of tries. Nobody can be unlucky forever any more, but a slow skill is still a slow skill.
  • A SKILL AT ITS CAP BANKS NOTHING. Sitting at a tool tier, material tier or total-cap ceiling means no gain is owed, so no credit builds up behind it waiting to be cashed the moment you raise the cap.

Patch 10.59 — A Door That Locks

2026-08-24
Changes
  • ACCOUNTS CAN NOW BE SUSPENDED. An Admin can shut an account for a set time or permanently. A suspension closes every session that account has open on the spot, and the login screen tells the person why and — for a timed one — when it lifts. It applies to the ACCOUNT, so it covers every character behind it.
  • NOTHING IS DELETED. Characters, items, houses and market listings are all left exactly where they are, and lifting a suspension puts everything back untouched. A timed suspension also lifts itself the moment its clock runs out, with nobody needing to remember to do anything.

Patch 10.58 — One Press, Every Scroll

2026-08-23
New
  • RIGHT-CLICK YOUR SPELLBOOK FOR "ADD ALL". It inscribes every spell you are carrying a scroll for and do not already know, in one press, instead of dragging them onto the book one at a time. It spends ONE scroll per spell learned and leaves the rest of the stack exactly where it is — a spare copy of something you already know is never touched, so anything you were saving to sell or grind is safe.
  • IT ONLY TAKES WHAT YOU ARE CARRYING — your pack, or a bag in it. A scroll in the bank stays in the bank, which is the same reach you have when you drag one onto the book by hand. Scrolls of Devotion and +1 Skill Scrolls are not spells and are left alone.
  • AND IT TELLS YOU WHAT IT DID: which spells went in, in the order the book keeps them. A press that changes nothing says which kind of nothing it was — whether you are carrying no spell scrolls at all, or carrying none your book is missing.

Patch 10.57 — A Place To Put Things

2026-08-23
New
  • A CARPENTER CAN BUILD FURNITURE FOR A HOUSE. Five pieces, on the Carpentry bench alongside the Saw Pit and the Hitching Post: the WOODEN CRATE (30 skill, 250 boards), the STORAGE BARREL (45, 400 boards and a little iron), the OAKEN BOOKCASE (60, 600), the CHEST OF DRAWERS (75, 800) and the GRAND ARMOIRE (90, 1,200). Carry one home, drop it on your floorplan, lock it down the way you lock down anything else, and double-click it. It opens like a bag and it takes whatever a bag takes.
  • WHAT THEY ARE FOR IS ORDER, NOT ROOM. Every one of them draws on the SAME storage your chest does — move a stack out of the chest and into a barrel and the house’s total does not shift by a stone. A house has always been one heap with one number over it; now the heap can be sorted into the reagents, the armour, the ore and the things you are keeping for reasons you have forgotten.
  • WHAT SEPARATES THE FIVE IS HOW MANY SEPARATE STACKS EACH HOLDS — twenty in a crate up to sixty in an armoire. The stacks themselves are any size, so sixty thousand boards is one slot, and a container tells you how full it is from the floorplan without being opened.
  • AND FURNISHING A HOUSE COSTS YOU STORAGE, exactly as every other fixture does: 500 stones apiece against the house it stands in. Five of them is a sixth of a Small House. That is deliberate — a room full of furniture should be a decision, not a free upgrade — so furnish for how you actually keep things rather than filling the floor.
  • A LOADED ONE CANNOT BE POCKETED. Empty it before you reclaim it, the same rule a Display Case and a Map Tome already follow — though you can still slide a full one around the floor as much as you like once it is released.
🛠️ Improvements
  • THE INSCRIPTION PAGE FINALLY LISTS THE RITE BINDER, which it has been promising to since the binder’s own patch — what it costs, what presses one, and what a press does with seven pages of one hand. It now also says outright how often a boss gives up Crafting Lace. What a bound volume actually teaches is still not written down there, and will not be.
Changes
  • A MAGIC WEAPON NO LONGER CRITS. The crit chance a two-handed weapon carries comes from the MATERIAL it was forged or carved from, and that was quietly being handed to monster-dropped weapons as well, which are always base tier — so every dropped two-hander was picking up a 2% crit it was never meant to have. The crit belongs to the craft now: make a two-hander and it crits by its tier, up to 12% at Valorite or Valiwood. A drop keeps its magic property and every point of bonus damage that comes with it, which is what a drop’s reward is supposed to be, and now the only one. Archery’s own crit is untouched, so a dropped bow still rolls that.
  • CRAFTING LACE IS FIVE TIMES RARER: ONE BOSS KILL IN TEN, DOWN FROM ONE IN TWO. The lace has always been described as the real limit on how many rites anybody binds, and at a half it simply was not — a character summoning their one boss a week averaged a binder a fortnight, and the pages were doing all the work. There are only seven rites to bind in a character’s whole life, so this is a long tail on a finite list rather than a treadmill, and lace is tradeable: a party that fields a boss together can still put somebody over the line when the roll goes against them.

Patch 10.56 — The Bard Puts Down A Spent Lute

2026-08-23
New
  • A FINER INSTRUMENT PLAYS STEADIER. The wood an instrument is made from is now worth +5 Musicianship a tier toward getting the note out at all — +40 on a Valiwood piece — on top of the charges it always gave. It changes nothing else: the ceiling Peacemaking and Discordance train against is still the Musicianship you have actually earned, and Musicianship itself still trains on the real number. A good instrument buys you more songs that come out, not skill you did not work for. It is worth a great deal to a novice and nothing at all to a Grandmaster, who never fumbles anyway.
🔧 Bug Fixes
  • A SPENT INSTRUMENT IS REPLACED FROM YOUR OWN PACK. Playing the last charge out of a lute left you standing there empty-handed, and switched Keep Playing off a beat later. You now take up the next instrument you are carrying — another of the same kind and wood first, so the charge count does not change under you, otherwise whatever else is to hand — and the song goes on. It looks in your pack and in bags you are carrying, never in the bank, and it skips anything already out of charges.
  • THE GATE OF SPELLWARD READS AS THE BUFF IT IS. Its boon was labelled "+15% Spell damage taken", which reads like something being done TO you. It is a 15% REDUCTION in the spell damage you take, and it always was — only the wording was backwards.
  • AND A BETTER TOOL SAYS WHAT IT IS WORTH. A Valorite Pickaxe has always mined as though you had +10 Mining, and nothing anywhere told you so — the tooltip showed a bigger charge count and left you to guess. Hover any tool or instrument now and it says the bonus outright: "+10 Mining", "+40 Musicianship".

Patch 10.55 — The Standing Stone Comes Back

2026-08-23
🔧 Bug Fixes
  • THE CAP STONE IS A RUNE-LIT STANDING STONE AGAIN, EVERYWHERE. It was redrawn as a block of masonry two patches ago to make the name literal, and the reels of the One-Armed Brigand were caught up in the same change. It is back to the tapered monolith with the two glowing chevrons — in your pack, on the machine’s reels, on the prize card printed on its glass, and on the counter tile in Britain, which had gone on drawing the monolith the whole time.
  • AND THE BRIGAND HAS STOPPED SPINNING PURPLE GEMS. Whatever the stone looks like, the reel and the Journal now agree it is the same thing: a line that reads “Cap Stone” shows a cap stone.
Changes
  • CAP STONES DROP FROM ORDINARY MONSTERS AT 1-IN-25 AGAIN, DOWN FROM 1-IN-10. The kill roll was doubled up to 1-in-10 back when killing things was very nearly the only way to get a stone, and that has not been true for a long time: treasure chests pay them by the handful, the token counters in Britain count them out for Merchant and Dungeoneer Tokens, every wanderer order and dungeon bounty is worth two per tier, and the quest lines hand over more than any of it. The ambient roll goes back to being the trickle it was designed as rather than the whole supply.
  • THE THREE GUARANTEES ARE UNTOUCHED. A harvest ambush still leaves a stone half the time, a Paragon still leaves 1-3 every time, and a Dungeon Boss still leaves one per tier every time — so the ambush you did not go looking for is now worth twelve and a half ordinary kills rather than five, and the ways to get stones that are NOT grinding trash all got relatively better without anything being added to them. Nothing you already own is affected; only the rate a fresh kill rolls at has changed.

Patch 10.54 — Half Of It Back

2026-08-23
New
  • THE GRINDER IS ON THE VIRTUE SHOP SHELF, AT 50 VIRTUE POINTS — the cheapest thing on it by half. It is a toothed iron mill you lock down at your house, and what it does is unmake: tip crafted gear into its hopper and it grinds a piece every six seconds back into HALF the ingots, planks or leather it was built from, rounded down. It keeps turning while you are logged out, exactly as an Ore Smelter does, and you come back to a tray of material rather than a pack of practice swords.
  • HALF, AND ALWAYS HALF. There is no roll and no skill involved anywhere in it — a Katana that cost four ingots is two ingots back, every time, and hovering a piece in the hopper tells you what it is worth before a single tooth turns. That is the trade against melting things down by hand with your Blacksmith Hammer, which pays 30% but pays it the moment you ask; the machine pays better and makes you wait.
  • THERE ARE THREE WAYS TO FILL IT. Drag one piece onto the hopper. Drop a WHOLE BAG on it — everything inside that it can break down goes in, whatever it cannot stays put, and you keep the bag. Or press SELECT ALL OF TYPE, which hands you a targeting cursor: click any one item and every copy of that kind you are carrying, pack and bags alike, goes in at once. That last one is what the thing is really for — forty near-identical daggers off a Blacksmithing grind, gone in one click.
  • IT LEAVES ALONE WHAT YOU WOULD WANT IT TO. A bag tipped in whole, and a Select All sweep, both step over anything magical, unidentified, Locked, or set as your active tool, and say how many they stepped over. Dragging one specific item in is treated as you meaning it, so that one goes in regardless. It will not take a Mortar and Pestle or anything else built from a single unit of material — half of one is nothing, and it refuses rather than eating it for free.
  • AND IT SHOWS ITS WORK. The wheels turn in the gump while it is running and the mill rumbles on your floorplan, so a glance across the room tells you whether it is still chewing. Hover it for what is queued and what is waiting to be collected. Click any stack in either side to take it straight back to your pack — including out of the hopper, if you changed your mind about a sword.

Patch 10.53 — The Reels Agree With The Pack

2026-08-22
🔧 Bug Fixes
  • THE BRIGAND’S CAP STONE SYMBOL IS A CAP STONE. The icon in your pack was redrawn as masonry last patch and the machine was missed — its reels, and the prize card printed on the glass, kept spinning a purple gem, so the same reward was a stone in one place and a jewel in another. Both reel strips now show the dressed slab, chevron and all.

Patch 10.52 — Sixty Is Enough To Bind

2026-08-23
🛠️ Improvements
  • The wiki’s Inscription page now lists the Rite Binder beside the spellbooks and the rune books — what it costs, what it takes to make one, and what a press does with seven pages of one hand. What a bound volume teaches is still not written down there, and will not be.
Changes
  • THE RITE BINDER ASKS 60 INSCRIPTION NOW, DOWN FROM 80. The press was never the scarce half of a rite. The Crafting Lace is — it comes off a boss, and a boss can only be summoned once a week per character, so what decides how many rites anybody binds has always been the lace and never the skill. All the higher gate did was leave pages a player had already gone out and earned sitting unbound behind a craft skill they may never have meant to train. The cost is untouched: 100 Wood Parchment and one Crafting Lace, exactly as before.
  • THE PRESS CAN STILL SLIP, AND IT SLIPS HARDEST AT THE GATE. A binder attempted at exactly 60 comes out about one try in two, and a failure spends the parchment AND the lace — which it always did; you can simply reach that roll a great deal earlier now. The odds climb with the skill from there: near enough three in four at 80, and nineteen times in twenty at Grandmaster. Binding the pages themselves has never failed and still cannot — the risk is in making the press, not in using it.

Patch 10.51 — The Gold Board Means Farming

2026-08-22
Changes
  • GOLD EARNED NOW COUNTS WHAT YOU KILLED FOR, AND NOTHING ELSE. The board was fed by every coin that arrived from anywhere, which quietly meant a jackpot at the One-Armed Brigand climbed it, and so did withdrawing your own money from the bank, selling to another player on the market, and turning in a quest. It also counted your GEAR: Honor's Spoils of War, a Band of Early Fortune, a Gold Rush boon, a Potion of Power, a Paragon's double and a gold-find pet all multiply a payout, so two players killing the same creature for the same hours placed differently depending on what they were wearing. It now counts a creature's own worth, at the raw rate, before a single bonus — a straight measure of hours spent hunting.
  • GAMBLING IS NOT EARNING. The Brigand pays out through the same door as every other income, which is how it got onto the board in the first place. It cannot be farmed profitably — the machine keeps its cut — but it could be CHURNED: feed it a fortune and every payout counted while the larger stake did not, so the board partly ranked who started with the most gold. Winnings are still yours, still spendable, and still counted everywhere gold is counted; they simply no longer look like work.
  • BECAUSE THE BOARD NOW MEASURES SOMETHING DIFFERENT, IT STARTS AGAIN. Standings built from the old counter cannot be carried across honestly, so the Gold Earned board will read empty and refill as people hunt. Every other board is untouched, and nobody has lost any gold — only the ranking's definition changed.

Patch 10.50 — A Reagent Is Not An Ingot

2026-08-22
Changes
  • BREWING PAYS A TENTH OF THE VIRTUE XP IT DID, AND NEVER LESS THAN 3 A BATCH. Crafting has always paid Virtue XP by the unit of material burned, which is fair while the units are things you dug out of the ground — but Alchemy is mostly REAGENTS, and reagents are five gold each from the Mage Shop in any quantity you like. That made the same bottle worth 63 Virtue XP as an Invisibility Potion against a smith's 18 for a whole Longsword, so the biggest recipe in the book was the only one worth brewing, and a Crafting Bench left running overnight quietly turned a gold pile into Virtue levels. An Invisibility Potion is now worth 6, a Greater Explosion 4, and everything smaller 3 — a premium over a smith's three-per-ingot for a harder recipe, instead of an economy of its own. Every other craft is untouched: their materials are still earned rather than bought.

Patch 10.49 — Fifteen More Ways To Furnish A Losing Streak

2026-08-22
New
  • THE BRIGAND’S TRAY HAS FIFTEEN NEW PIECES IN IT, none of them for sale anywhere. The common rung (three Logs or three Fish) now holds the BRIGAND’S STOOL, a SPILLED TANKARD, a RABBIT’S FOOT, a TOWER OF CHIPS, a SPIKE OF LOSING TICKETS and THE LUCKY PENNY — one coin, on edge, under glass. The uncommon rung (three Ore) adds FORTUNE’S WHEEL, the PAYOUT SCALES, THE BRIGAND’S STANDARD, THE HOUSE STRONGBOX, the WINNER’S CASK and the PAYOUT LAMP.
  • AND THE JACKPOT IS NO LONGER ONE CROWN. Three moongates used to hand over the Brigand’s Crown every single time, which made a second jackpot a duplicate rather than a trophy. It now pays one of four: the Crown, THREE MOONGATES (the winning line cut in stone and lit from within), THE GOLDEN ARM (the lever off a machine that finally paid, gilded and mounted) or FORTUNE, POURING. Every one of them is still unobtainable by any other route, which is the part that matters. Twenty-two pieces in the set now.
Changes
  • A CAP STONE LOOKS LIKE A CAP STONE. The icon was a tapered monolith with a chipped peak, which read as a gem or a lump of ore rather than as masonry — it is a dressed slab overhanging its course now, chamfered, tooled and chipped at one corner, with the same glowing chevron cut into its face.

Patch 10.48 — The Brigand Pays Into The Bank

2026-08-22
Changes
  • THE PUB’S REELS ONLY TURN FOR THE PERSON PULLING THEM. A machine in somebody’s yard spins for everyone standing in it — that is the point of having friends round — and the pub’s was doing the same thing to the whole of Britain, so anyone with the cabinet open watched their own reels spin for a stranger’s pull. A JACKPOT still tells the room, because that pot belongs to everybody: a shout goes up in the square and the winner hollers, without touching anyone else’s machine.
  • THE ONE-ARMED BRIGAND PAYS STRAIGHT INTO YOUR BANK BALANCE now — winnings, the pot, and an owner’s cut of every pull at their own machine — rather than handing you the coins. A single pull can pay out tens of thousands, and carried gold is heavy and drops when you die, so a jackpot in your backpack was a problem wearing a prize’s clothes. The stake still comes out of your carried gold first, exactly as before, and winnings still count toward Gold Earned and your Session Gains.

Patch 10.47 — Step Up To The Arm

2026-08-22
🔧 Bug Fixes
  • THE ONE-ARMED BRIGAND IN THE PUB CAN ACTUALLY BE CLICKED. The cabinet was drawn into the scene layer, which does not take mouse input unless a prop asks for it — so it was scenery, and every click went straight through it to the floor. It asks now, like the training post and the weapons chest beside it.
  • AND YOU HAVE TO BE STANDING AT IT. Clicking walks you over first, as it does for the post; the server checks where you are actually standing on both the open and every pull, so a gump left open while you wander off no longer plays from across the square.
  • THE JOURNAL WAITS FOR THE REELS. It used to print the result the instant the arm was pulled — while three reels were still blurring — which answered the question before the screen had finished asking it. Both machines now hold the line until the last reel settles. Nothing about the odds or the payout changed: a pull is still decided, paid and saved the moment you pull it.

Patch 10.46 — The Leaky Cauldron

2026-08-22
New
  • BRITAIN HAS A PUB. THE LEAKY CAULDRON stands on the square — a real building with a bar, a hearth, tables and a cauldron bubbling in the corner — and a BARKEEP behind the counter who pours for gold. Walk up to him, click the sign on the World Map, or simply say PUB (or BAR, or TAVERN) in Local chat.
  • THREE THINGS ON TAP, and the barkeep hands them OVER — a drink goes into your pack, to be opened here or somewhere far less sensible. Right-click it to drink it. A FROTHY ALE is 40 gold and about three minutes of it, a BRITANNIAN STOUT 120 and six, a glass of YEW RED 300 and ten. Drinks add to what is left in you rather than starting over, up to twenty minutes — and past that you simply keep the bottle for later rather than wasting it.
  • DRINKING DOES NOTHING FOR YOUR SWORD ARM AND NOTHING FOR YOUR PURSE, deliberately. What it does is make you HICCUP where everyone can see it, and take the odd step you did not ask for — a stagger of a tile or so, out in the square, in front of whoever is standing there. The world leans gently while you are under it (and not at all if your system asks for reduced motion). It wears off on its own; nothing is lost and nothing is gained but the evening.
  • THE ONE-ARMED BRIGAND STANDS IN THE CORNER OF THE ROOM — walk up to the cabinet and click it, the way you would the training post. For everyone who has no yard to put one in: the same machine, the same reels and the same odds on the glass as the one the Provisioner sells — 1,000 gold a pull, a progressive pot the whole shard feeds, and three moongates empties it. Two differences, both because nobody owns this one: the stake is fixed, and the house’s cut is BURNED rather than paid to anybody, so playing at a friend’s house is still the better deal. Your daily pulls are shared across every machine you play at.

Patch 10.45 — Pull The Arm All Day

2026-08-22
New
  • AUTO PULL. The Brigand has a new button beside the arm: press it and the machine pulls for you, over and over, until you press Stop. It waits long enough after each result for you to read it, and a good deal longer when something has just clattered into the tray. It stops itself the moment there is a reason to — the day's pulls run out, your purse cannot cover the next one, the owner re-prices the machine under you, or you walk away from it — so it can never quietly keep spending while you are looking somewhere else. Every pull it makes is exactly the pull your own hand would have made: the same cost, the same odds, the same daily allowance.
Changes
  • FIFTY PULLS A DAY BECOMES TWO HUNDRED. The old allowance was about three minutes of pulling, which was a strange fit for a machine you can now leave running. Everything else about it is unchanged: still counted per character rather than per machine, so a street of Brigands is still two hundred pulls between the lot of them, and still reset on the turn of the day.

Patch 10.44 — The Halls Stop Filling Up

2026-08-22
🔧 Bug Fixes
  • DUNGEON FLOORS NO LONGER FILL UP WITH MONSTERS. A floor is meant to hold one monster per patch of map, and that is what it opens with — but nothing enforced it afterwards. Every fifteen seconds the game looked for patches with nothing in them and put a monster back into up to three of them: the right idea for a room you had just cleared, and the wrong one everywhere else, because monsters WANDER. One strolling across a boundary empties the patch it left while doubling up the one it entered, so there was almost always somewhere to refill whether or not anything had died, and the count only ever climbed. Measured against the real code, an hour of ordinary farming took a floor from 48 monsters past 200 — shoulder to shoulder, as reported. Floors now have a real ceiling: they refill toward their proper complement and stop there. Clearing a room still brings monsters back, kill for kill and out of sight, and a floor swept bare still heals — a little more gently, on a thirty-second beat rather than fifteen.

Patch 10.43 — The Brigand Dresses Up

2026-08-22
New
  • THE ONE-ARMED BRIGAND HAS A TRAY NOW, and it drops things nobody sells. Three of a kind on the line can shake loose a piece of BRIGAND-ONLY DÉCOR for your yard or your hall — a Lucky Horseshoe on its post, a pair of giant ivory Dice, a Heap of Winnings, a Gambler's Card Table, a Velvet Rope, a Jackpot Bell — placed, moved and reclaimed exactly like the Provisioner's pieces. THREE SKULLS always drop a TREASURE MAP, graded to the stake (beginner maps off the 100-gold machine, maps worth the journey off the 10,000-gold one); THREE CAP STONES always drop a DYE TUB from the same pool any kill rolls; and THREE MOONGATES empty the pot as before and now hand over THE BRIGAND'S CROWN, a jewelled trophy on a velvet cushion that exists no other way. Whatever falls out lands in your pack and slides up into the tray under the glass.
Changes
  • THE BRIGAND'S GUMP IS A CABINET. Crimson lacquer and gold coachlines, a marquee that chases while the reels turn and flashes on a win, the pot in amber lights that counts up — or down to nothing when somebody takes it — three REAL REELS under glass at twice their old size, spinning with blur and landing one after another with a clunk and a settle, a payline that lights on a hit, and an actual ARM on the side that pulls. Wins throw coins up out of the glass; a jackpot shakes the whole cabinet and rains them. The machine makes its own noises now — the pull, the reel ratchet, each stop, the chime of a win and the fanfare of a jackpot — through the same speaker switch as everything else.
  • THE ODDS ARE NO LONGER PRINTED ON THE MACHINE. The glass carries a card saying what three of a kind can drop and nothing else — no multipliers, no one-in-how-many. What the reels pay and how often is the house's business.

Patch 10.42 — The Shelves Answer Again

2026-08-22
🔧 Bug Fixes
  • THE BRITCOIN SHOP’S SHELVES CAN BE CLICKED AGAIN. Every town shop was rebuilt on the BritCoin shop’s own pattern yesterday, which gave them all the same rail — and the shop, looking for “the rail” rather than for ITS rail, found the Stable Master’s instead and quietly wired its tabs to that. Logbooks, Comforts, Spectacle and Colour & Style all rendered and none of them answered a click. Each shop now finds its own.
Changes
  • THE SHARD CAN HAND OUT A TITLE OF ITS OWN. A new SHARD STAFF badge, granted rather than earned, appears under THE SHARD at the top of the Titles panel for whoever has been given it and is worn like any other title. Nothing in play unlocks it — it exists so the people who run the place can be recognised as such.

Patch 10.41 — Open For Business

2026-08-22
New
  • A STABLE MASTER OF YOUR OWN. Every Town Collector now sells one — to a LUMINARY of that town, for 2,500,000 gold — and he arrives in your pack as a person, not a post. Place him in your yard or drag him onto a floor of your house and he stands there in the town stablehand's own coat with his crook and a nameplate of his own; click him (double-click indoors) and the Stable opens at your door, every mount the town stables sell and your companions brought out or boarded, for you and for any guest standing at the house. Saying "Stable" at home works too. He moves, locks down and comes back into the pack like any other placeable.
  • THE YARD & HOME PLACEABLES, on the Provisioner's new Yard & Home shelf, stand in the GARDEN as happily as in the hall: the BANNER & FLAGPOLE (100,000 — drag any Dye Tub onto it and the cloth takes the colour), the TROPHY PLINTH (250,000 — set any single thing you own under glass for every visitor to see), the GARDEN FOUNTAIN (300,000), the WISHING WELL (500,000 — drop an item in and it is gone for good, and one wish in twenty is answered with a wisp of living light at your shoulder for a day, through death and logged-out time alike) and THE ONE-ARMED BRIGAND (1,000,000) — a slot machine for your yard. The owner sets the stake at 100, 1,000 or 10,000 gold and keeps a cut of every pull; any invited guest may play, fifty pulls a day; pairs return the stake, triples pay four to forty times it, and three moongates empty the machine's own progressive pot. The odds are printed on the machine. Gold only — never BritCoin.
  • YOUR BUILD AND EVERY BOSS, IN THE JOURNAL. Two new shelves below a divider: HOUSING shows the house you are building — or the upgrade running on a finished one — with a bar per material and exactly what is still owed at the site, then, once it is funded, how long the builders have left. BOSS PROGRESS shows every dungeon boss, cheapest first: the gold looted in that dungeon this week against the summon, what is left to go, a gold edge when the bar is full, dimmed once he is slain, and when every bar empties at the weekly reset. Leave the journal open and both move while you watch.
Changes
  • EVERY SHOP IS A STOREFRONT NOW. The Provisioner, the Stable Master, the Mage Shop, the Healer, the Blacksmith and the Virtue Shop all wear the BritCoin shop's pattern: a rail of shelves down the left, cards in the main pane — the picture, the name, what it is and what it costs — and a Buy button that says "Need 50,000 gold" when you are short rather than greying at you. The Stable previews each mount with its real ride sprite and splits Mounts, Pack Animals and Companions into shelves; the Mage Shop's reagent cards name the spells that burn them; the Blacksmith keeps Mundane Gear (gold) and Magic Weapons (Virtue Points) on separate shelves with a durability bar on every piece; the Virtue Shop keeps its shrine and gains the rail beneath it. Nothing about prices or what is sold changed, except that the Yard & Home pieces are priced as above.
  • THE QUEST JOURNAL IS A STOREFRONT TOO, with shelves of its own: GETTING STARTED, GATHERING, HEALING & MAGERY, COMBAT, WANDERERS and MASTERY, each tab counting what still wants doing there. Every quest card carries a line saying where its material actually comes from, a progress bar on the milestone lines, and its rewards as chips — gold, the unidentified weapon, Cap Stones, Virtue XP, the reagent stack, the Band of Early Fortune, the title — each explaining itself on hover. Getting Started opens on the CLOAK OF THE HOURGLASS: hover the cloak to see exactly what it does, and a checklist of the seven starter lines shows how close you are, each chip jumping to its shelf. Seven tips underneath say what the game assumes you already know, with every number read from the game itself.

Patch 10.40 — The Dock

2026-08-22
New
  • THE ACTION DOCK. Everything you reach for between fights now sits in one bar of tiles — TRAVEL, BANK, QUESTS, FRIENDS, GUILD, PARTY, TITLES and OPTIONS — that floats over the screen like any other window. Drag it by the dotted grip on its left to wherever your hand expects it and it stays there; the layout padlock holds it still like everything else, the UI Scale slider shrinks it with the rest, and Reset Window Layout puts it back in the bottom-right corner. A tile lights while its window is open and a second click puts it away, and each one wears its hotkey as a small key cap, so the shortcuts are learned by looking rather than by reading a list.
  • SPEECH HOTKEYS. Options → Hotkeys has a new SPEECH section: write a phrase, give it a key, and that key SAYS it in Local chat exactly as if you had typed it. STABLE, MAGE, HEALER, PROVISIONER, RES and BIND OFFERING are there as one-click chips, and anything else you would say works too — "bank withdraw 5000", "I wish to lock everything down", whatever you find yourself typing — up to eight phrases. Because it is really said, the rules are the ones typing has: you need to be in a town, not on the road, with the right person in earshot, and the room hears you say it.
  • EVERY DOCK TILE HAS A KEY OF ITS OWN, under Windows in the same tab: T for the Travel map, Q for the Quest Journal, F for Friends and O for Options out of the box, with Bank, Guild, Party and Titles left for you to set — their first letters were already spoken for by the Spellbook and the panel toggles, and a second-choice letter nobody would guess is worse than an empty box. Each one toggles, so a second press closes what the first opened.
Changes
  • THEMES LIVE IN OPTIONS NOW, on a tab of their own, with the BACKPACK SKIN and FOOTPRINT COLOUR pickers right beneath the palette — everything about how the game looks for you in one place, instead of a window off the header for one and a corner of the General tab for the others. Buying, previewing and selecting a theme work exactly as they did.
  • THE HEADER IS QUIETER. Travel, Options, Guild, Party and Themes have left it — the first four for the dock, Themes into Options — and the Bank / Quests / Friends / Titles row that hung under the backpack is gone the same way. What remains along the top is about the game rather than in it: the layout switches, the mute, Discord, the Wiki, the Leaderboards and the store.
  • The Hotkeys tab is grouped — Combat, Books, Panels, Windows, Speech — now that it runs to twenty-odd rows.

Patch 10.39 — The Sign By The Door

2026-08-22
🔧 Bug Fixes
  • TOOLTIPS NOW FOLLOW THE TEXT SIZE SLIDER. Everything else in the interface grew when you raised it and tooltips did not — which is precisely backwards, since a tooltip is small text you are squinting at on purpose. Item names, damage and weight rows, flavour text, warnings and the Virtue Binding panel all scale with the setting now, and the map’s own pin tooltips with them.
Changes
  • THE CARD ABOVE YOUR HOUSE FLOOR IS GONE, AND THE ROOM HAS THE PANEL TO ITSELF. It carried four things — the house’s name, a note telling you to travel from the map to leave, the Upgrade hammer, and the storage Capacity bar — and stood there saying all four whether or not you had any use for them. The hammer is used a handful of times in a house’s life and the capacity is a number you go looking for; neither had earned a permanent block over the floorplan.
  • THE SIGN BY YOUR DOOR NOW ANSWERS FOR THE BUILDING. Double-click it and the Yard gump opens with the house’s name at the top and its CAPACITY BAR underneath, live — deposit into a chest or a station and it moves while you watch. It was already where renaming, Access Rights and the yard’s bought plots lived, so it is where you were going to look anyway.
  • UPGRADING HAS ITS OWN ENTRY THERE: an UPGRADE HOUSE button beside Rename and Access Rights, opening the hammer, its deed slot, the Iron Ingots and Wooden Planks bars, and Build. Everything works exactly as it did — the same deed onto the same hammer, the same materials into the same drop zone — it simply lives behind a door now instead of in front of one.
  • The floor buttons on a multi-storey house and the banner telling a guest what they may do in someone else’s house both STAY on the floorplan. Those are how you get around and what you are allowed to touch, not status, and burying them a click deep would have been the wrong tidy.

Patch 10.38 — The Hammer Actually Falls

2026-08-21
New
  • CRAFTING IS SOMETHING YOUR CHARACTER VISIBLY DOES NOW. Every resolved attempt — at a Crafting Bench or straight out of your backpack — plays a real physical action on your figure, wherever you happen to be standing. A smith winds a hammer back over the shoulder and drives it down. A carpenter pushes and pulls the saw through the cut. An alchemist grinds the pestle round the mortar, a tinker taps away at close fiddly work, a tailor jabs the needle and draws the thread taut, a scribe sweeps the quill across the page and returns it to the margin. A cook, having no implement in the game to hold, leans in over the pot instead.
  • THE TOOL IN YOUR HAND IS THE TOOL YOU ARE ACTUALLY USING. Not a generic hammer — the exact item whose bonus the craft is being rolled with, so a Verite hammer swings as a Verite hammer and an iron one as iron. The game already decided which of your tools was doing the work; now you can see which one it picked.
  • It follows you everywhere the game draws you: the town square, a forest or a mine, your own yard, your house, and the floor of a dungeon. Crafting out of your pack between fights looks like crafting, not like standing still.
🔧 Bug Fixes
  • THE ORC BRUISER’S SCROLL DROP WAS NAMED AFTER AN ITEM THAT DOES NOT EXIST, and so it never dropped at all. Its table asked for a "Strength" scroll — there is no such spell in the game — which meant the 3.5% roll quietly produced nothing every time it hit, and the bestiary card printed the raw internal name instead of a real one. It drops a BLESS SCROLL now, which is the spell that actually raises your stats. Every creature’s loot table was swept for the same mistake; this was the only one.
  • THE ORC FORT’S KEEP NO LONGER THROWS YOU BACK DOWN TO THE YARD. Climbing the stair and then starting a fight — or simply waiting for the next update to arrive — rebuilt the whole floor and put you back at the front gate, which made the upper level effectively unreachable. Reported from in-game.
  • Climbing that stair while exploring on foot also handed your character to the automatic hunt, which walked you into a fight you never asked for. The climb leaves you standing on the stair now; the next move is yours.
  • THE TRAVEL MAP COULD BE GRABBED OUT OF THIN AIR after you arrived. The travel screen’s map stayed invisibly present over the middle of the game, catching clicks and dragging loose like a loose image. It stands down properly when the journey ends, and cannot be dragged even while one is running.
Changes
  • YOU HAVE TO BE STANDING AT A CRAFTING BENCH TO WORK AT ONE, and walking off stops the work. The bench was usable from anywhere in the house, which made it the one fixture you never actually had to visit. Step away mid-run and the batch ends with a line saying so — the material you have already spent is spent, and nothing further is consumed by a bench nobody is stood at.
  • To keep that from being nothing but a nuisance, DOUBLE-CLICKING A BENCH NOW WALKS YOU TO IT and opens it when you arrive, whether you are looking at the room from the panel or standing out in the glade. Any of the eight squares around it counts as being at it, diagonals included.
  • This applies to the Crafting Bench and nothing else. A Craft Station and a stove are meant to be left running while you are elsewhere — that is the whole point of them — and they still are.
  • THE TRAVEL SCREEN SHOWS THE JOURNEY INSTEAD OF A CLOCK. The big countdown is gone; in its place the world map is drawn with a dashed trail inking itself out of your departure point toward wherever you are headed, a marker riding the leading edge. A short hop draws a handful of dashes and a long crossing draws twenty, so you can read how far you have left at a glance rather than doing arithmetic on a timer. Recall Home and treasure-site trips draw it too, and the Cancel button and its own window are exactly where they were.

Patch 10.37 — Green Hands, And A Ladder Up

2026-08-20
Changes
  • BANDAGING A POISON OUT NOW HAS A FLOOR, AND THE FLOOR CLIMBS WITH YOU. It used to scale from your Healing and Anatomy and from nothing else, which meant it scaled all the way down to nothing: at 30 in each, a Lesser Poison came out on 9% of bandages, and at 10 in each on 1% of them. The player least able to afford a Cure Potion had, in practice, no cure at all — and a Lesser Poison is exactly what a snake in the woods leaves in a brand-new character.
  • However green the hands, a landed bandage now draws out a LESSER POISON half the time and an ordinary POISON two times in five. A GREATER POISON gets a token 10% — it is the first strength the Cure spell cannot touch, so an unskilled bandage against one should be a hope rather than a plan. A DEATHLY POISON gets nothing at all, and is the only one that does not: untrained, cloth does not answer that one.
  • A FLAT FLOOR ON ITS OWN WOULD ONLY HAVE MOVED THE DEAD STRETCH, so it is not flat. Left alone, a Lesser Poison would have sat at exactly 50% from your first afternoon all the way to 50 Healing and 50 Anatomy — twenty points of hard training buying nothing whatsoever against the two poisons you actually meet early on. Instead every ten points of average skill from 30 upward is a rung you can feel arrive: 55%, 60%, 65%, 70%, and on up to certain at Grandmaster.
  • Every poison climbs its own ladder. An ordinary Poison steps five points a rung the whole way, 45% up to 80%. A Greater Poison runs 20% to 60% and is deliberately the shallowest of them — it should still have you reaching for a potion until you are most of the way trained. Even a Deathly Poison climbs, 15% to 40%, with the rungs crowding together near the top so that ceiling still feels like one.
  • NOTHING GOT WORSE AT ANY SKILL LEVEL. A Grandmaster’s odds are exactly what they always were, and every rung pays at least what the old scaling paid at that same skill — checked at every skill point, for every poison, including mismatched pairs like 90 Healing and 20 Anatomy. What has not changed either: it is still your HEALING ALONE that decides whether a bandage lands at all, and a bandage that fails does nothing, poison included.
  • The wiki’s poison page prints the whole ladder now, rung by rung, with every number on it run through the same code the bandage actually rolls against rather than written down beside it. It also states two things the old table left you to work out — that the columns are the AVERAGE of your Healing and Anatomy, and that a half-trained healer is landing only half the bandages these odds are rolled on.

Patch 10.36 — Something In The Rot

2026-08-20
New
  • YOUR YARD'S LUMBER YARD CAN BE OPENED. It was the last plot whose row said only that the means to open it had not been discovered. It has a price now — fifty Merchant Tokens and a DUSTY KEY — paid at the Yard gump exactly like the fishing pond's chair and the mine's rock face. The tokens you already know how to earn: a wandering lumberjack's or miner's order pays them by the tier.
  • The key is the other half, and it is not bought from any vendor: it is an EXTREMELY RARE FIND WHILE CUTTING WOOD, one in a lumberjacking career and no more. It turns up in a hollow trunk with no gate anywhere in sight, and it turns out to fit yours.
  • It is the Miner's Cart's opposite number down to the odds — Mining and Lumberjacking swing on the same clock for the same yields, so the deepest thing each turns up arrives on the same terms. Keep chopping and it WILL come: it is guaranteed by fifty thousand Wood, and a flat roll on top of that finds it early for roughly two in five. Only your own live swings can get lucky; a night of offline progress, a pet's haul and a Reaper ambush all move the guarantee instead, so a long stretch away pays exactly what it is owed.
  • And like the cart, the key is ORDINARY PROPERTY — trade it, sell it, buy someone else's. A lumberjack with no interest in a field of their own has something worth selling, and a miner who was never going to chop fifty thousand Wood now has somewhere to look. The same goes the other way: between the two finds, either plot can be opened by someone who never worked the skill that drops it.

Patch 10.35 — Broken Means Broken

2026-08-20
🔧 Bug Fixes
  • A BROKEN PIECE OF ARMOUR NO LONGER SHOWS ARMOUR RATING IT WAS NOT GIVING YOU. Reported from in-game. A fight has always ignored a broken piece, so the protection you actually had was correct — but the shield badge in your header went on counting it, which made the one number you decide whether to repair by the only one that lied. It now reads what you are really wearing.
  • A BROKEN SHIELD STOPS BLOCKING. That one was not only cosmetic: a shield’s Armour Rating stopped the moment it broke and its Parrying block chance did not, so a ruined shield went on parrying at full strength for as long as you left it equipped.
  • Cindercall Plate stops burning your attackers and Frostguard Plate stops blunting them once the plate is broken — both kept working at full effect while contributing no Armour Rating at all, which is the same bug wearing a different hat.
  • The Attack badge does the same for a broken weapon. A broken weapon has always meant bare hands in a fight; the badge kept advertising the ruined sword’s damage, and now shows what your fists are worth instead.

Patch 10.35 — One Pool, Five Thousand Deep

2026-08-20
Changes
  • THE CRAFTING BENCH HOLDS ONE POOL NOW. Its storage was capped at 1,000 of each material, which made the limit something you only ever found out one row at a time. It is 5,000 units all told from here on, spent however suits you — five thousand ingots, or two thousand ingots and three thousand boards, or a little of six things. A CRAFTING STORAGE CAP BAR runs along the bottom of the bench window showing exactly where you stand against it, and it turns red when there is no room left.
  • A stack too big for the room left no longer bounces off entirely. Dropping 1,001 ingots into an empty bench used to deposit NOTHING rather than the thousand that fit, and 500 boards would refuse to move if 999 were already sitting there — the bench now takes as much as it has room for and leaves the remainder in your pack. Commodity Deeds are still all-or-nothing one deed at a time, since half a deed represents nothing.
  • A STOCKPILE NOW COSTS one Iron Commodity Deed and one Board Commodity Deed, down from two of each. The skill it wants is unchanged, and so is everything it does once it is standing.

Patch 10.34 — The Cure Rule Keeps The Poison’s Own Clock

2026-08-20
Changes
  • An Auto Cast rule set to "I Am Poisoned" now answers a poison OUT of combat as fast as it does in one. In a fight that rule is read constantly; out of one it was only read by the ten-second pass — and a Lesser Poison is over in nine seconds, so the rule you armed against poison usually never fired at all once the fight ended, and an ordinary Poison had already taken three of its five bites before anything looked. It is now asked on the poison’s own clock, the same clock an armed Cure Potion has always been drunk on, so the cast goes off ahead of a bite instead of after the poison has finished with you.
  • It still only casts what the spell can actually answer — a Greater or Deathly poison is potion work and the rule knows it, so nothing is burned attempting one. It works while you are travelling too, because the poison does.
  • SEA SERPENTS NO LONGER POISON YOU. A Sea Serpent is what a Fishing ambush spawns, and it was the only harvest encounter in the game that could poison anybody — Mining’s Earth Elementals and Lumberjacking’s Reapers never have. It was a Greater poison at that, the one strength the Cure spell cannot touch, left in somebody who was standing at a pond fishing. The serpent still bites as hard as it ever did; it just does not send you home venomous now.
  • The Cure spell’s own description in the spellbook says what it does and does not cover, instead of still calling itself flavour.

Patch 10.33 — A Practised Palate

2026-08-19
New
  • TASTE IDENTIFICATION is a new skill, and it is the only one in the game you can never actually use. There is no button for it, nothing to start and nothing to equip — it climbs on its own every time you eat or drink, and everything it pays out is a bigger version of something you were already doing.
  • FOOD BUFFS LAST TWICE AS LONG at Grandmaster. A two-minute Valorfish bonus runs four; a fifteen-minute fish dish runs thirty, restoring twice as much over its life. That cuts in half how many fish the Food slot burns keeping a bonus up, which is most of the point of it.
  • FOOD RESTORES 25% MORE HEALTH and HEAL POTIONS RESTORE 20% MORE, at Grandmaster, whether you ate it by hand or the Food slot did it for you. Only health — a Cure, a Restore Mana and a Potion of Power taste exactly the same to a master as to a novice.
  • At Grandmaster there is also a 10% CHANCE A MEAL COSTS YOU NOTHING: you got everything out of it there was to get and the stack never moved. It stacks with Compassion’s Steady Care rather than replacing it, so someone holding both keeps three meals in every ten.
  • Every one of those climbs the whole way up rather than waiting for Grandmaster — half the skill is half the bonus.
  • It trains from eating and drinking and from nothing else. Every meal and every potion is one chance to gain, manual or automatic, in a fight or standing in town. It is a long climb — roughly six thousand mouthfuls from nothing to Grandmaster — and none of them cost you anything you were not already spending. There is a wiki page for it under Misc.
Changes
  • The total skill cap ceiling has gone up by 100, to 3,800 — every trainable skill at 100, and there is one more trainable skill than there was yesterday. Cap Stones drop and are worth exactly what they were; there is simply further to go.

Patch 10.32 — Come Show Me Yer Worth

2026-08-19
New
  • Every town square now has a TRAINING YARD. A straw practice post stands in it, and a Combat Trainer stands beside it who will call you over if you look like you could use the work.
  • Hit the post. It never hits back, it never dies, and it trains your fighting skills for real — up to 30, and then it stops paying. That ceiling is the whole point: the yard exists to get you to the bottom of five ladders and then send you off them.
  • Reach 30 in Swordsmanship, Fencing, Macing, Archery or Wrestling and the trainer kits you out — 50 Lesser Bandages, 50 Cooked Fish, and a random iron weapon for that skill. Once per skill, so taking all five walks you away with 250 bandages, 250 fish and four weapons, without having fought a single thing that could hurt you.
  • Wrestling is on the list and pays the same, minus the weapon — it is the one skill whose point is having nothing in your hands, and a new player with no weapon at all is exactly who this is for. Tactics, Anatomy and Parrying climb quietly alongside whatever you are practising; none earns a kit of its own, they simply come with the swinging.
  • The Getting Started guide has a ninth chapter about it, and the closing checklist ends there now: when something kills you, go and hit the post.
  • None of this touches the Attack Dummy you can craft for your own house. That one still costs GM Carpentry, two Board Commodity Deeds and a rare Troll drop, and it still carries you to 75 — it is the deep end of the same ladder. The town post is the shallow end, it is free, and it is standing in the square you spawned in.

Patch 10.31 — The Heal Rule Follows You Out

2026-08-19
Changes
  • An Auto Cast rule set to "Heal when my health is below X" now fires OUT of combat as well as in it. It used to stop the moment a fight ended, which is the moment it was most likely to be wanted — you walk away from something that nearly killed you and your own heal rule sits there watching. It works anywhere now, in a dungeon or in town, and stops as soon as you are back above your threshold.
  • A bandage already running still wins. If one is going to finish before the spell could land, the rule holds off rather than spending mana and reagents to beat a free heal by half a second — the same courtesy it already extended during a fight.
  • Out of combat these rules are checked every ten seconds rather than continuously, so it is a safety net rather than a reflex. Nothing is draining your health out there except poison, which has its own Cure rule.

Patch 10.30 — Nothing To Cure

2026-08-19
🔧 Bug Fixes
  • A Cure Potion drunk while you are not poisoned is no longer swallowed. It used to empty the bottle, take one off the stack, and tell you that you felt no different — which was true, and cost you a potion for it. Now the click is refused and says why, and the potion stays where it is.
  • Armed Auto-Drink slots have always known better than to spend a cure on somebody with nothing wrong with them; it was only drinking one by hand — a hotkey, a double-click, either potion slot — that threw it away.

Patch 10.29 — Small Knobs And A Way Back

2026-08-19
💬 Quality of Life
  • The Journal has a settings cog. It sits at the right end of the All/Combat/Loot/Gains row, and opens a small panel with four things you can change: the TIMESTAMP FORMAT (full seconds or just the hour and minute), the TEXT SIZE, how many LINES the feed keeps (50 up to 500), and whether GAIN ROLLS show up on the All tab.
  • Gain rolls have always been kept off All because one fires on nearly every tick of every skill and would bury everything else. If you want them inline anyway, the switch is there now — and turning it on fills them into the history already on screen, in the right places, rather than only affecting lines that arrive afterwards.
  • Every one of those is remembered per browser, and every default is exactly what the Journal did before, so nothing changes appearance until you ask it to. Turning off timestamps entirely is listed but not available yet.
  • The crafting window has an Unselect cross. Pick a recipe by mistake and there was previously no way back to an empty preview short of picking a different one. The cross sits in the top-right of the preview box and only appears when something is actually selected — and clicking a recipe row that is already selected now unselects it too, which is where most people reach first. Blacksmithing, Carpentry and Tinkering all have it.

Patch 10.28 — The Market Comes to Town

2026-08-19
New
  • The market has moved into Britain. Four striped awning stalls now stand in their own court on the green just northwest of the fountain square — the Red, Blue, Green and Gold Awnings, set among bushes and wildflowers — and together they are the MARKET SQUARE, the capital’s own bazaar quarter. The standalone Market Place location is gone from the world map: no more travelling out to a crossroads to sell a sword.
  • Every table that was open at the old Market Place made the move. Your table, its name, its till, its listings and its rent are all exactly as you left them — it now trades under one of the four awnings, and that awning is its address. New tables join whichever stall has the fewest, so the square fills evenly.
  • The stalls show their stock. Each counter in the square displays a small sample of items ACTUALLY listed under that awning right now — walk through the plaza and you can see at a glance which stalls are trading and roughly in what. An empty stall stands bare.
  • Walk up to any stall and click it to browse — the market opens on that stall’s own section. The directory is one searchable list grouped under the four awnings; search still covers the whole square, so finding a shop by name works exactly as before. "Browse the Market Square" on the World Map panel opens the whole directory, same as the old button did.
  • Anyone who was standing at the old Market Place, travelling to it, or holding a Recall Rune marked there has been moved along with the market: those runes now recall to Britain, which is where the thing they pointed at went.
Changes
  • The market no longer opens itself when you arrive. That was right when the market was its own location — the only reason to go there was the market — and wrong for Britain, where you arrive constantly for a dozen other reasons. Click a stall or the World Map button when you want it.

Patch 10.27 — Ride What You Paid For

2026-08-18
New
  • The Nightmare and the Unicorn are now RIDDEN. Until today only the two dungeon-drop drakes put your character visibly astride them — the stable's two flagship horses, at 100,000 and 250,000 gold the most expensive horses Ander sells, sat in your mount slot as a speed number and an icon. Now they carry you everywhere your character walks: dungeons, towns, forests, mines and treasure sites.
  • The nightmare is the demonic warhorse it always claimed to be — black coat, ember eyes, small swept horns, and a mane and tail of actual fire that gutters while you stand and streams flat behind you when you run, with flame licking off its hooves. The unicorn is its opposite: pearl-white under a golden spiral horn, gold-shod, mane drifting as it breathes, and it moves in a faint trail of sparks.
  • And other people can finally SEE them. Until today nobody saw anyone else's ridden mount anywhere — the drakes included; the one screen that ever drew them went out with the old town plaza — so no one has been quietly hiding a burning horse from you. Now mounts show on other players in towns, forests, mines and around houses. Dungeons stay on foot for everyone but you: your own mount still renders there, but a boss room full of other people's unicorns is a crowd, not a fight.
  • One deliberate exception: Incognito hides your mount from others, the same way it already hides your name, title, guild tag and pet. There may be exactly one Unicorn on the shard, and a beast that distinctive would name its rider faster than any nameplate. On foot is what a disguise looks like.

Patch 10.26 — Your Body Lasts Six Times Longer Than We Told You

2026-08-18
Fixes
  • The Getting Started page said a death pile "decays in 10 minutes". It decays in SIXTY. The page was reading the timer for a pile you make by deliberately dropping something on the floor, which is a different and much shorter clock, and it has been quoting that number at every new player since the page went up. Nothing about death has changed — the hour was already the hour. Only the sentence was wrong.
  • This is worth saying plainly because people have been acting on it. The corpse timer was raised to an hour precisely so that a long run back could not cost you everything through no fault of your own, and a player who dies far from town, reads "10 minutes" and writes the trip off is abandoning a pile that is still sitting there for another fifty. If you have lost a Tool Bag this way, that is why — the bag itself is not destroyed by dying and never has been. It drops intact, with its charges, and waits.
  • What death actually does to a Tool Bag, since it keeps coming up: it takes 30% of every banked charge, and the bag then falls into your pile like anything else. It is not blessed, so it does drop, and the pile is public — but you have an hour, not ten minutes.

Patch 10.25.1 — Say What You Are About To Melt

2026-08-18
🛠️ Improvements
  • "Recycle All" now lists what it is about to recycle, by name, instead of only counting it. Reported as a sweep offering six items to a player who could only account for four — the two extras were an Iron Hammer Pick and an Iron War Hammer, which are Blacksmithing WEAPONS despite reading like tools, so the count was right and there was no way to see that. It cuts the other way too: a spare Blacksmith Hammer is a Tinkering item and is not in a Blacksmithing sweep, which is just as surprising from the outside. Naming everything answers both without anyone needing to know which recipe list an item came from. Identical items group up, so five pickaxes are one line rather than five.

Patch 10.25 — Melt It Back Down

2026-08-18
New
  • Your tools can now unmake the things they made. Right-click a Blacksmith Hammer, Carpenter's Saw, Tinker's Tools or Tailor's Kit and there are two new options on the menu: "Recycle" melts down one item, "Recycle All" works through your whole backpack. You get back 30% of what the item cost to craft. It costs the tool no charges at all — recycling is free.
  • "Recycle" hands you a targeting cursor, the same one Recall and Mark use. Everything the tool can actually melt lights up, and the next thing you click goes in. It works this way rather than as an option on the item itself because right-clicking a weapon or a piece of armour equips it on the spot and never opens a menu at all — the cursor is the only gesture that could reach a dagger sitting in your pack. Instruments and Tool Bags, which do open a menu, get a plain "Recycle" row on it as well.
  • "Recycle All" works through everything that tool's skill made, one item per second, and tells you the count before it starts. A Blacksmith Hammer takes weapons and plate; a Carpenter's Saw takes wood weapons and instruments; a Tailor's Kit takes leather armour and empty Tool Bags; Tinker's Tools take tools. It runs like any other batch — it shows in the crafting pill, and the Stop button stops it.
  • A sweep deliberately leaves things alone. Anything equipped, anything magical or not yet identified, anything you have Locked, any tool currently set active, and a Tool Bag with charges still in it: all untouched, and the closing line tells you how many it stepped over. Targeting one item with the cursor overrides the magic and active-tool guards, because picking that exact icon out is a confirmation a sweep cannot ask you for.
  • Tinker's Tools will never recycle Tinker's Tools. They are the one item you need in hand to make any tool at all, so a sweep that ate them would be a machine for melting your own tools down at a 70% loss until you could not make anything again. They are excluded outright, including spares.
  • The 30% is rounded to the nearest whole unit, which means anything built from a single unit is worth nothing back. A Dagger costs 2 ingots and returns 1; a War Hammer costs 12 and returns 4; a Platemail Chest returns 6. This is for the pile of practice output at the bottom of your pack, not a way to fund anything.
Changes
  • A tool's old "Recycle"/"Recycle All" — melting the tool ITSELF back down for half its cost, scaled by the durability it has left — is now called "Dismantle"/"Dismantle All". Nothing about how it works has changed, and it is still the better deal for a tool you are finished with. The rename is because both actions now live on the same menu and needed names that say which is which: you dismantle a tool, you recycle the things a tool made.

Patch 10.24 — Four Books, One Open

2026-08-18
New
  • Your spellbook can hold up to FOUR sets of Auto Cast rules, and you switch between them in a click. One set is yours already; the other three are on the Virtue Shop's Account Upgrades shelf at 100, 300 and 500 Virtue Points. All three are listed from the start, so you can see the whole ladder before deciding whether the first is worth it — they simply unlock in order.
  • The Auto tab grows a row of tabs across the top and a "Select as active" button. The tabs choose which loadout you are LOOKING at; the button arms it. Those are deliberately two different things: you can build a boss-fight set from scratch while the one you are currently running keeps running, and nothing you type takes effect until you say so. The armed loadout wears a gold underline on its own tab so you can always see which is live, even while editing another.
  • Loadouts can be renamed. "Travelling", "Boss fight", "AFK training" — four tabs numbered one to four would be four tabs nobody can tell apart.
  • Nothing changes for anyone who has not bought a thing. With a single loadout the whole row stays hidden and the Auto tab is exactly the panel it was. Your existing rules are already sitting in the first loadout, untouched — there was nothing to move and nothing to set up.
🛠️ Improvements
  • THE MOONGATE FLOURISH NOW TRAVELS WITH YOU RATHER THAN SITTING ON YOUR SCREEN, and this is a real change to something already bought, so it is worth reading properly. It used to dress up every arrival YOU watched — yours and every stranger's — and the one arrival it could never dress up was your own, because you were the one arriving. Now it is the opposite: step out of a recall and EVERYONE in the room sees the portal, whether they own it or not. The cost of the swap, stated plainly: other people's arrivals go back to being puffs of smoke on your screen unless they own it themselves. Reported by an owner who recalled past a friend and was told they had seen nothing but smoke.
  • The gate also holds open longer — a shade over a second now rather than three-quarters of one. It opens and shuts at exactly the pace it always did; the extra time is spent standing open, which is the part somebody watching actually needs in order to notice a person came out of it.

Patch 10.23 — Where To Begin

2026-08-17
New
  • The wiki has a beginning now. "Getting Started" is the first card on the front page and the first link in the sidebar, and it is the one page here written as a journey rather than a reference table: eight chapters in the order a new character actually meets them, opening on Britain and closing on a list of what to go and do.
  • It says the things the game has never said out loud. That your three stats cap at 100 each but at 225 BETWEEN them, so you cannot have all three, and that the arrows beside them are how you move a build around afterwards. That every skill can reach 100, but your total skill cap starts at 1,000 — ten Grandmaster skills — against a ceiling of 3,700, and that Cap Stones are the only thing that closes the gap. Where the stones come from, at the real rates, with the fact that a starter quest tier pays ten of them per tier stated plainly, because it is far and away the fastest cap in the early game and nothing in the game tells you so.
  • It points new players at the rock face, deliberately. Mining and Lumberjacking are the only two things in the game that roll Strength AND Dexterity on every single attempt, and they hand you the ore and wood for your first real tools while they do it. That is the recommended opening, and the page makes the case for it rather than leaving it to be discovered.
  • It also covers the parts that are only obvious in hindsight: that your first full set of tools is free from the Provisioner and blessed, that a makeshift one is free every hour if you break your last, that an IRON tool will not train its skill past 75 however long you swing it — the single most common reason a skill appears to have stalled — and the ore-to-ingot-to-plank-to-tool loop that gets you off that bottom rung.
  • And it answers the question people are afraid to test. Dying takes your things, not your progress: every skill point and stat point survives, your bank and house are untouched, and your blessed kit stays on you. What it does take — the pile on the floor, public and gone in ten minutes, 20% off your equipped gear, 30% of a Tool Bag's banked charges, your mount — is set out beside it in full, along with the one exception that is genuinely permanent.
  • Every number on that page is read from the live game rather than typed into it, the same rule the rest of the wiki follows. If a cap is rebalanced tomorrow, the sentence about it changes with it.
  • A Tool Bag can be cut open. "Recover Tools" is the inverse of "Add All Tools" on the same right-click menu: every charge you banked comes back as real tools, and the bag is destroyed doing it — so it asks first, and the warning leads with what you lose. Charges that run to more than one tool can hold come back as several, with the last one part-worn, and nothing is rounded away in either direction: what comes out is worth exactly what went in. For the player who has crafted a better bag and had no way to move what was in the old one.

Patch 10.22 — The Road Takes Your Order

2026-08-17
New
  • Right-click a place on the travel map and tell it what you are going there FOR. A mine offers "Go Mining", Yew Forest "Go Lumberjacking", and every dungeon "Go Fighting". You set out exactly as before — and the moment the road ends, you are already working. Nobody travels to Minoc Mines to stand in them.
  • The road tells you what is waiting at the end of it, in a line under the countdown, so a trip you ordered work at the end of never looks like an ordinary one. Right-click somewhere with nothing to do in it and you are simply offered the trip; right-click the mine you are already standing in and the work just starts. And nothing has been taken away from the left-click, which still does what it always did.
🛠️ Improvements
  • The Skills panel is picked up by its top edge at last. Its header is the handle you drag the window by, and it sat underneath the Stats section — so the one place you could grab the panel was a section and a half down its face. Stats has moved below the header, where every other panel keeps its grab bar.
  • That panel can also be dragged bigger. It is the one window whose contents genuinely outgrow it — every skill in the game, in as many groups as you care to make — and it now remembers the size you leave it at along with where you left it.
🔧 Bug Fixes
  • Every window you can resize was shrinking a little more each time you loaded the game, for anyone playing below 100% UI Scale: the size was measured on screen and handed back as if it were panel-sized, so at 70% a window left 340 wide came back 238, then 167. The Leaderboards, the Skills panel and the staff panels all hold the size you left them at now, at any scale.

Patch 10.21.1 — One Hook Is Enough

2026-08-17
🔧 Bug Fixes
  • Your fishing rod was carrying two hooks. The pole in an angler's hands is drawn from its backpack icon, and that icon has a line, a float and a barbed hook drooping off the tip — while the dock casts a second, real line out to the bobber in the water. So a rod that had plainly just been cast still had its tackle dangling off the end of it. The rod you hold at the dock now stops at the tip; the one in your pack keeps its float and hook, because at that size they are what tell you it is a fishing pole and not a stick.

Patch 10.21 — The Shrine of the Eight

2026-08-17
🛠️ Improvements
  • The Virtue Binding is a shrine now, not a spreadsheet. Each virtue keeps its own alcove — arched, and lit in its own colour: the Ultima principle hues, Honesty blue through Honor purple, with Spirituality in moonlit cyan and Humility in undyed wool. Tiers are rune-stones on a devotional thread that fill with the virtue's light as you bind points into them, and the next stone you can afford pulses to say so.
  • The Active/Suppressed switch is a votive candle: burning while the virtue is, a wisp of smoke once snuffed, and the whole alcove goes cold and grey with it. Same rules as ever — snuffing suppresses the unlocked bonuses without touching the points, and each candle still keeps its five-minute cooldown.
  • Hovering a stone or a candle now speaks in the shrine's own voice too — the virtue, the tier, what it does, and what a click would do right now, painted in the virtue's colour instead of the browser's grey strip. A cooling candle even counts down its own wax.
⚖️ Balance Changes
  • Cap Stones drop from ordinary monsters at 1-in-10 now, up from 1-in-25. Harvest ambushes (a coin flip), Paragons (1-3, always) and Dungeon Bosses (one per tier, always) pay what they always did — the climb from a fresh cap to the ceiling is simply less of a pilgrimage.

Patch 10.20 — You Dig Where You Stand

2026-08-16
New
  • A treasure hunt is a place now, not a panel. Decode your map, travel out, and the dig drops you into a clearing you actually stand in — full screen, the way a dungeon floor plan or a mine already is. Every guardian is on the ground the moment you arrive, and they come at you one after another with no gap and no button to press. When the last one falls the chest rises in the middle of the clearing, and you walk to it and pick it yourself.
  • And the chest performs. What used to be a grid of small icons arriving all at once now plays back a piece at a time — the sprite large and lit, its name underneath — and any click skips the whole flourish. Collecting is still a click per item, which was always the point.
  • Your yard's Mine can be opened. The rock face has a price at last: fifty Merchant Tokens and a Miner's Cart, paid at the Yard gump like the fishing pond's chair and cool box. The tokens you already know how to earn — a wandering miner's or lumberjack's order pays them by the tier.
  • The cart is the other half, and it is not bought from anyone: it is an extremely rare find while mining Iron Ore, one in a mining career and no more. It is ordinary property, though — trade it, sell it, buy someone else's. A miner with no interest in a mine of their own has something worth selling, and anyone who would rather not wait out the iron has somewhere to look.
  • Ten seasonal leaderboards, and a shelf to put the trophies on. Every quarter the top three of each board take one home — bronze, silver and gold, engraved with the winner's name and the season — and they do nothing whatsoever beyond sitting in your house being a trophy. Prizes go to the bank, never the backpack.
  • Every board measures what you do DURING the season, not what you have piled up since the day you arrived. A player who started this morning is on level terms with one who has been here from the beginning. There is a wiki page for the boards, a card for it on the wiki front page, and a Leaderboards button in the header.
  • The Donation Store grows a Backpacks shelf: Sovereign Hide, Verdant Wayfarer, Corsair's Sailcloth, Shadowweave and Winterpelt. The whole satchel is repainted, interior included, and both side panels come with it — a skinned bag is never a themed front hanging off two plain brown panniers. Every card has a Preview that unfolds the real bag into it, and an owned card swaps Buy for Wear.
🛠️ Improvements
  • The Buy BritCoin page takes a typed amount. Players said the slider would not reach far enough, and the answer to that is a field you can type into rather than a longer track to drag along — with a live BritCoin readout and Enter to submit. The one-click rungs are back to 1, 5, 10 and 25, and the ceiling on a typed figure has been raised, with anything large shown to you written out before the checkout opens.
  • That shop also stops moving. The frame used to shrink to whatever tab was open — a 300-pixel jump on every click of the rail — and is a constant now, with the variation left inside the page that always scrolled.
  • A rune in your bank box can be recalled from, and so can one filed in a runebook in your bank. The old backpack-only rule was guarding an escape hatch that never existed: a bank is town-only, so a stored rune could only ever be cast from somewhere already safe.
  • The bestiary is alphabetical, with the boss still last as the page's apex, and it has an index box at the top that searches every dungeon at once — not knowing which of the twelve pages a creature is on is the whole reason you reach for it.
  • The leaderboard panel's footer stays inside the panel however you resize it, and says its three things separately: how long is left, how stale the numbers are, and what you win. The countdown says "Final day" rather than "0 days left".
  • A scene's running commentary — "You stumble into something hostile!", "The earth gives up a chest" — sits under the header with the scene's own title now, instead of being pinned to the far bottom of the screen with the entire map between them.
  • The "Established" date stitched into your backpack is thread-coloured to the hide it is stitched into. On Winterpelt the old gold thread was effectively invisible against pale fur; every skin now reads clearly, with the embossing flipped where that is what makes the words look pressed in rather than smeared on.
  • For staff: the Admin, Fight and Decayed panels give up their permanent seats in the header and become /admin, /fight and /decayed, alongside /goto and /kill where a GM already reaches. /refreshboards recomputes the standings on the spot. All three panel commands are documented on the GM Commands page.
  • All three Discord invites on the site and in game had quietly expired. They point at the same live invite now, which is also the fix for what let them drift apart.
🔧 Bug Fixes
  • Arriving somewhere "safe" healed you to full, and the rule for what counted was a list of what it was NOT — so Yew Forest, being neither a dungeon nor a mine, handed out a free full heal in the middle of the woods. Recall in, top up, recall out, bandages skipped entirely. Towns heal; forests, mines, dungeons and the Market do not.
  • Setting out on a treasure hunt left the game thinking you were still standing wherever you departed from, for the whole hunt. You could keep mining at a dig, start the fights of a dungeon you had long since left, summon its boss, use its blacksmith. Mining was what got reported; all of them are shut now, and a hunt puts you back where you came from when it ends.
  • In full-screen mode every prompt a scene wrote — including "the chest is here, click it" — was rendering a whole viewport height below the screen. Nobody could see them. Pinned now, for all three scenes.
  • The chest also used to be buried in whatever corner was farthest from the entry, which with a camera that follows you meant it was routinely off-screen at the exact moment it became clickable. It is in the middle of the clearing now.
  • Guardians looked like they arrived one at a time. They were standing there the whole time — they simply had no sprite until the fight reached them. That also closes a smaller lie: a Lich could walk at you and a Skeleton be what you actually fought.
  • Collecting the last item out of a chest dropped you into a bare location panel instead of the town, and the retired isometric plaza behind that panel could reappear on any town arrival. The plaza is gone entirely.
  • The leaderboard panel really was showing "1 maps".
  • A treasure map granted by a GM arrived already decoded, skipping Cartography entirely instead of needing to be read first.

Patch 10.19 — The Shard Would Like A Word

2026-08-15
New
  • An unverified account now gets one Journal reminder a day — no more than that — carrying a /discord pill: click it and the linking window opens on the spot. Linking marks your account verified, with the mark beside your name in chat.
  • Had enough? /discorddismiss turns the reminders off for good, and /discord itself keeps working whenever you change your mind. Both commands work from any chat tab, anywhere, even mid-journey.
  • The wiki's Premium dyes finally look the part: their own gilded shelf on the Dyes page, each colour glowing in its own accent, and they no longer sit in the drop table pretending to be droppable — Sovereign and Emerald Void have only ever been sold, never found.

Patch 10.18 — A Fountain Worth The Square

2026-08-15
New
  • Britain's fountain has been rebuilt to deserve its square: half again as large, standing dead centre of the paving, and finally SPRAYING — the jet climbs, sheds its droplets, and the ripples spread where the overflow lands. A ring of clipped hedges now encloses the square, a third of them flowering, with openings wherever the streets come in. And neither is scenery you can stroll through any more: the basin and the hedges turn a boot aside like any wall, though the ring's gateways keep every road open.
  • The BritCoin Shop is a proper storefront. The seal hangs top-left, the shelves — Logbooks, Comforts, Spectacle, Colour & Style — run down a rail on the left, and the shop opens on a Featured page that states its promises first and its best offers second, with the deepest discount wearing its percentage on the frame. Buy BritCoin sits apart at the foot of the rail. Nothing about prices, payment or what is sold has changed by a penny.
  • The Idle Shard's new seal now hangs from the header bar itself, in full — compass banner and all — with the title beside it and a line beneath it: A BRITANNIA THAT NEVER SLEEPS. It hangs over whatever sits below without ever stealing a click from it.
  • The Foreign Exchange in Britain runs two counters now, and both fit on a card instead of a scroll: +1 skill scrolls for skill cap as ever, and Common Spices — five for one Cap Stone, for every fighter whose pack fills with a cook's ingredient they will never fry. The Merchant and Dungeoneer token counters wear the same compact row, each showing the token it actually takes.
🛠️ Improvements
  • Casting Recall from a Runebook or Runetome now closes the book behind you — once the words are being spoken, a list of other destinations has no business floating over the journey. It closes only when the cast genuinely takes: a Recall refused for mana or combat leaves the book open exactly where you need it.
  • The Options gump's scroll grinder now says "Auto-Convert Scrolls to Arcane Dust", says that it runs every 30 seconds, and says what it will never touch: Scrolls of Recall, skill scrolls, and anything listed on the market or left in the bank. It was always this careful — it just never admitted it, which made an empty pack look like a broken setting.
  • The wiki's Dyes page now carries its rightful credit: Created by Chief Dye Coordinator Ruby W.
🔧 Bug Fixes
  • The Foreign Exchange's spice counter insisted you were carrying no spices however many you carried, until you traded a scroll first. It counts honestly from the moment the shop opens.
  • Standing a Large Rock on your ring — or pouring dust into the offering sign — walked you back to your own front door mid-task. The yard still redraws to show the stone rise; you now stay exactly where you were standing while it does.
  • For a stretch this afternoon the interface lost most of its styling — panels collapsed into bare text. One missing character in the stylesheet; found, fixed, and the deploy checks now test for that whole class of breakage.

Patch 10.17 — Seven Pages, One Hand

2026-08-15
New
  • The rites of the standing stones can be learned. You were born knowing one of them; the rest were written down, long ago, and the pages did not stay together.
  • Cryptic Texts have begun turning up on the dead. Each kind is a different hand, and every hand keeps to its own ground — a page found in one place will never be found in another. They are not common. Read the page and it will tell you what it wants.
  • Something that guards a dungeon has been hoarding Crafting Lace, and gives it up often enough that any boss is worth asking. A scribe of 80 Inscription can work it, with a good quantity of parchment, into a Rite Binder.
  • Right-click the binder and it will show you every hand you have collected and how far along you are with each. When one of them is complete the press will bind it, and binding never fails — the pages are far too dear to gamble twice.
  • What you get is a volume you can read. What reading it teaches, and what walking that teaching opens, is not written down here and will not be. Find out.
  • Every page and every bound volume is ordinary property — trade them, sell them, buy them. Whether that is easier than going and looking is between you and whoever else has been looking.

Patch 10.16 — Three Towns Dig A Pond

2026-08-15
New
  • Skara Brae, Jhelom and New Haven have dug real ponds into their squares — the same wobbled-shore water your house yard keeps, fish, bubbles and all, each tucked into the quietest corner its streets allowed, with a fishing chair on the west bank.
  • And fishing in those three towns now happens AT the pond: click the chair, walk over, sit down, and the line goes out into water you are actually looking at — catches arc back to the rod, the town keeps moving around you, and anyone else in the square sees you sitting there working the water. The dock view is retired in those three towns only; everywhere else that fishes, fishes from its dock exactly as before.
🔧 Bug Fixes
  • Six towns had a fenced monument courtyard with nothing on the plinth — reported from Jhelom, whose picket garden stood around bare lawn. Every town now carries its signature: Jhelom the warrior city raises a hero of its own, New Haven digs a young settlement's first well, Occlo grows an island oak a sea away from Yew's, Serpent's Hold cuts standing stones with its order's runes, and canal-front Vesper and the pirates of Buccaneer's Den each drag up an anchor — a map-width apart from Skara Brae's and from each other's.

Patch 10.15 — Seven Stones And The Words

2026-08-15
New
  • Your house sign has grown ambitions. Double-click it and the new Yard window opens: everything your grounds could become — Moongate, Fishing Pond, Lumber Yard, Mine — each marked unlocked or locked. Renaming the house lives in there now too.
  • The moongate can finally be EARNED. Miners will start turning up Large Rocks in the iron — seven in a lifetime, no more, and heavy enough (50 stones apiece) that you will want to stand them up rather than haul them about. Blessed, bound to you, and refused by every trade window and market stall: these belong in your yard and nowhere else. Expect the full set inside your first five thousand iron ore or so.
  • The ring of standing stones in your yard now shows the work: unplaced stones stand as grey ghosts, and each Large Rock you place (from the Yard window, with one in your pack) rises solid on the ring. When the seventh settles, an offering sign appears beside the circle asking for 250 Arcane Dust — pour it in across as many trips as it takes.
  • And then the words. With the stones standing and the offering paid, the Yard window offers one last button. Your character speaks the old Gate Travel incantation — VAS REL POR — and a moongate blooms on the ring, yours for good. Click it to travel, exactly as before.
⚖️ Balance Changes
  • The fishing pond in your yard is now LOCKED to start — the pond itself stays, fish and all, but the chair and the Cool Box are gone until you build them, and the line stays dry until you do.
  • Which you do under the new Upgrades heading at the foot of your house panel: 2,000 Boards and 250 Fish buys the chair and the cool box, and they appear at the water's edge the moment it is paid. A cool box that already had fish in it stays reachable meanwhile — you can always empty it, you simply cannot stock it again until the pond is yours.

Patch 10.14 — A Sky Over Britannia

2026-08-15
New
  • The outdoor world now sits under a sky. A day-night cycle turns once an hour — golden dawns, long working days, violet dusks, and true night — and cloud shadows drift across the ground all the while.
  • And the sky has moods. A drizzle passes with a soft hiss and rings spreading where the drops land; a proper storm comes down in sheets, whips the gate pennants, and carries thunder that arrives late and low the way real thunder does — you will hear the rain as well as see it, through the same volume control as everything else.
  • The lawns finally grow something. Grass towns, your house yard and the forests used to be one flat green; the ground is now a meadow — tone drifts, mown-blade texture, clover, wildflowers, seeding tufts, the odd pair of field mushrooms — laid the same for every player, seeded from the map itself.
  • Every town gate is now a true gatehouse, and a true GATE: the wall used to run unbroken with nothing but a spot on the lawn for an entry, and it is now carved open — a proper three-wide passage through the full thickness of the wall, a trodden dirt road running out through it into the woods, a stone arch spanning it that you walk visibly under, and a half-raised cast-iron portcullis hanging in the arch with its teeth showing. The flanking courses are dressed as towers with quoined corners and arrow slits, iron braziers burn on the jambs, torches line the wall-walk the whole way round, and moss and hanging ivy age the stone. Each town flies its colours from pennants standing proud on the battlements either side of the gate — clear of the arch, where a flag belongs.
  • The storied towns' monuments now stand in their own picket-fenced courtyards, moved out of the arrival traffic — flagstone underfoot, flowerbeds in the corners, and eight benches in two facing rows that you can actually SIT on: click one and you walk over, sit down, and face the monument, and so does everyone else who joins you. A gathering place, not a prop. The monuments themselves grew into the honour: the hero statue gained its stepped plinth, worn plaque and gilded blade, the standing stones their climbing runes and gilt capstone, Yew's great oak a crown like a hill with offering stones at its roots. And no two neighbours share a signature any more: Cove keeps a village well — roof, windlass, bucket and all — and Skara Brae a retired ship's anchor with its chain draped to the plinth, where both had been wearing Yew's oak.
  • And the portcullis keeps hours: it cranks down for the night and winds back up at first light, slow enough to watch if you are standing at the gate when the light turns.
  • Vendors have stopped glowing — a shopkeeper behind their own counter never needed a halo — and their signs finally read like signs: the trade and the name sit bold on a dark plate now, legible over any shop floor, instead of soft bare text that vanished into the herringbone.
  • The storied towns carry a monument inside their gate: a verdigris hero on a plinth in Britain and Trinsic, standing stones in Minoc, Moonglow and Nujel'm, and a great oak older than the town around it in Yew, Skara Brae and Cove. By night the braziers breathe and the monuments catch the moon.
  • And the world is lived in: birds land on the green and startle when you walk at them, rabbits browse the fringes and bolt, leaves drift off the treelines, and fireflies come out after dark.

Patch 10.13 — Every Kill Is Worth A Stone

2026-08-15
⚖️ Balance Changes
  • The creatures that ambush you mid-harvest — the Sea Serpent on your line, the Earth Elemental out of the rock, the Reaper in the trees — now always leave a Cap Stone. They interrupt honest work at a rate you do not control, so the stone is the compensation for the interruption rather than something you can go looking for.
  • A Paragon now always leaves 1-3 Cap Stones instead of the ordinary one-in-twenty-five chance.
  • And a Dungeon Boss always leaves Cap Stones, scaled to how deep it lives: one from Grendel in the Britain Sewers, three from the Gravekeeper, five from the Wyrmguard, seven from the Lich Sovereign, and nine apiece from Malgorath and the Serpentine Sovereign. Bosses never dropped a single stone before this — the roll lives on the ordinary kill path, which a boss fight has never gone through, so the hardest fight in the game paid nothing at all toward your cap. Since a boss can only be summoned once a week, the payout scales with the boss rather than being left to a chance.
  • Everything else is unchanged: an ordinary monster still rolls at the same rate it always has, and a stone is still worth exactly 1.0 of total skill cap, still the same everywhere, still untouched by Dungeon Boons or any loot bonus.

Patch 10.12 — The Logbook Dresses For The Work

2026-08-15
New
  • The Slayer Logbook now looks like what it is. Black leather where the Lore Book wears russet, a blood-red spine, paper gone cold and bone-grey, the page titles inked in dried blood under a skull — and the cover of the book itself carries a bone skull where a trophy cup briefly sat. If the Lore Book is a naturalist's field journal, this is the other kind of book.
  • A fourth trophy: Platinum, above Gold. The full ladder is now Bronze at 100 kills, Silver at 500, Gold at 2,500 and Platinum at 5,000 — a longer climb at every rung, because this is a lifetime record in a game that keeps fighting while you sleep, and the top of it should mean a creature you have decided to be known for. Bosses climb 3, 20, 50 and 100: with one kill a week possible, a Platinum boss trophy is the better part of two years of showing up. On this book's cold paper, Platinum is the one chip with a polished sheen across it.
  • Double-clicking the book opens it, alongside the right-click menu.
  • A trophy is now an occasion. The moment a tally crosses a rung, the book slams shut in your ear and a wax-sealed trophy card is stamped onto your screen — the creature's portrait under the skull, the rank named in its own metal — with a dark fanfare that climbs one note further for each rung, up to Platinum's full octave and shimmer. Yours alone to see and hear. Gold and Platinum are news, though: those get one line in your guild's chat, so the guild knows who among them has been keeping count.
  • And a second book: the Harvest Logbook, also 5 BritCoin. The Slayer Logbook's green-bound twin — forest leather, a bark spine, crossed pick-and-axe where the other carries its skull — with one page each for Mining, Lumberjacking, Fishing and Begging, all 35 materials listed with their lifetime tallies. It counts everything: your own ticks, what your Giant Mole or Beaver or Otter fetches home, the ore you win back from a harvest ambush, and every unit gathered while you slept.
  • Its trophies are priced in each material's own currency. A single ladder would make Iron's Bronze a coffee break and Valorite's Platinum a decade — the ore comes in at nearly three hundred times the rate — so the eight coloured tiers are priced from the same hours of honest work: Bronze an evening, Platinum a long commitment, whatever the material. Valorite asks just 4 for Bronze and 250 for Platinum. The base tier is the exception, priced in clean decades because it floods in: Iron Ore, Wood and Fish climb 1,000 — 10,000 — 100,000 — and Platinum at one million units, the number a lifetime of gathering gets shown off with. The book always says how many more you need. The trophy strike and the guild line work exactly as the Slayer Logbook's — but in green and gold, with an axe-knock and a bright major fanfare where the other book is all black leather and minor keys.
🔧 Bug Fixes
  • Trophy announcements now only appear for characters actually carrying a Slayer Logbook. The tally was always meant to run for everyone, but the journal line congratulating you on your book's behalf was reaching players who do not own one — every first boss kill triggered it.
  • A Slayer Logbook resting in your own House Storage now opens. The book counted as readable from your pack, a bag, or the bank, but not from your own house — where the storage window was still cheerfully offering the Open option and delivering only an error.
  • The open Logbook no longer resurrects itself after you close it. It used to ride back in about a second after travelling (painted over the travel screen), kept your scroll position hostage by resetting the list four times a second mid-fight, and — if you traded or dropped the book while reading it — pinned a permanent error message to your screen. It now refreshes its counts quietly a few times a minute, keeps your place on the page, and simply closes itself if the book leaves your hands.

Patch 10.11 — What You Have Killed, And What Has Killed You

2026-08-14
New
  • The Slayer Logbook, in the Donation Store for 5 BritCoin. A companion volume to your Lore Book — the same leather and parchment, one page per dungeon plus a thirteenth for The Wilds — listing all 111 creatures in the world, how many of each you have slain, and how many times each of them has slain you. Right-click the book to read it.
  • Trophies. Every creature earns its own Bronze at 25 kills, Silver at 150 and Gold at 500, and the book says how many more you need for the next one. Bosses run a much shorter ladder — Bronze on your first, Silver at five, Gold at twelve — because a boss can only be fought once a week, and a ladder nobody could climb in a lifetime is not a goal. A trophy is a mark in a book and nothing else: it changes no drop, no stat and no fight.
  • It opens on everything you have already done. The tally has been kept for every character from this deploy onward whether or not they own a book, so the Logbook is the reading glasses rather than the ledger — and a Logbook bought a year from now will open on a year of fighting. Kills from before today were never recorded anywhere and cannot be recovered, so every book starts from here.
  • Creatures you have never met sit as silhouettes, the same way an unstudied creature does in the Lore Book, and fill in the first time you kill one. The deaths column counts every way a creature has put you down, offline catch-up included. Deaths to something with no creature behind it — a poison finishing its work on the road home, a Gamemaster — are counted in your lifetime total at the foot of the book but belong to nobody's row.

Patch 10.10 — You Feel Sick

2026-08-14
New
  • Poison. Four strengths of it, and the difference between them is how long you have to do something about it. A Lesser poison bites three times for 3-6 and burns out; a regular one five times for 4-12; a Greater one eight times for 10-15. A Deathly poison does not stop. It takes 15-23 every couple of seconds for as long as it is in you, and the only thing that ends it is a cure or a grave.
  • It keeps biting wherever you go. Poison is not a combat effect that ends when the fight does — walk out of the dungeon, go stand in a town, log out and come back, and it is still there. That is the whole reason to carry a cure.
  • You will know. Your character turns a sickly green — to you and to everyone else who can see you, on the dungeon floor plans and out in the forests and mines — and every time the poison bites, it says so over your head in red: you feel sick, very sick, extremely sick, or deathly sick, depending on what is in your blood.
  • While poisoned, everything that heals you is worth 30% less. Bandages, food, potions, spells, a Vampiric Band's leech, a fish dish, Compassion's regeneration — all of it. Poison does not only take health away, it stops you putting it back.
  • A failed cure is never wasted. Every Cure Potion that fails against a poison makes the next one 15 points likelier, until it is a certainty — so a Deathly poison breaks by the fifth potion at the very latest and a Greater one by the third, however the dice fall. The odds reset when the poison is cured or replaced by a worse one. It means the question is whether you brought enough, not whether you got lucky: nobody dies with a bag full of potions they drank.
  • Curing. A Cure Potion always answers the two weaker poisons, has a 3-in-4 chance against a Greater one and an even chance against a Deathly one on the FIRST attempt — and the potion is spent whether it works or not. The Cure spell is second circle and cheap, and it can only ever draw out the two weak ones; against anything worse the words simply are not strong enough. Both of them had been sitting in the game doing nothing at all until now.
  • The dungeons have been restocked to match. Twenty-one creatures that could poison you existed in the game but lived nowhere — you could only ever meet them on a treasure map. They have homes now. The Britain Sewers are the classroom: five of its eight residents can poison you and every one of them leaves the weakest kind, including a Ratman Mage who will speak In Nox at a character who has owned a spellbook for about ten minutes. From there it climbs — grave-seep in the Britain Graveyard, a Dread Spider in Vesper, scorpions and a savage warband holding the lower switchbacks at Wrong, an ophidian nest in the middle corridors of Covetous, and a Terathan hive that has rebuilt the deepest galleries of Despise. Shame has been finished as the elemental cave it always claimed to be, water and blood included, and something in its deepest gallery made of nothing but venom. Deceit gets a Mummy, the one thing down there still carrying flesh and so the only thing down there that can poison anybody.
  • Every one of them drops something now, and the poisonous ones fund their own cure — raised reagent rates and Cure scrolls, so a dungeon that teaches you about poison also pays for the answer. The Loremaster's Study got longer as a result: its bestiary is counted from the dungeon rosters, so it now asks for 73 creatures rather than 51.
  • Poisonous things are poisonous. Spiders, serpents, scorpions, the caustic slimes and the Terathans can all put it in you when they land a blow, at their own strength, and the Serpentine Dragon carries the deathly kind. Nothing else in the bestiary poisons anybody, however hard it hits: poison is what a creature IS, not how dangerous it is.
  • Some things say the words. A Ratman Mage, an Ophidian Mage, a Savage Shaman and the Poison Elemental cast In Nox at you — the real Poison spell, the same two words you would speak yourself — and it is their signature rather than an occasional variation, so those four throw it instead of the fireball their tier would otherwise have earned. It hits for exactly what their tier always hit for; what has changed is what it leaves behind. Resist the spell outright and it leaves nothing at all, which makes Magic Resistance the answer to a Poison Elemental — it no longer bites you as well, so the spell is the only way it can reach you.
  • Every other caster keeps it in the rotation. A Lich, a Daemon, a Bone Magi, an Elemental — any of them will occasionally reach for In Nox instead of the spell you were expecting, about one cast in twenty, at a strength that follows the caster: a scratch from the shallow ones, a Greater poison from the deepest. Not Deathly, though; that stays the preserve of the two creatures built around it. And the cast bar never lies to you — whichever spell it names in the wind-up is the spell that lands, so a Lich announcing Poison really is about to poison you, and one announcing Energy Bolt never will.
  • And the dead are unclean. Zombies, Rotting Corpses, Ghouls and Mummies have a small chance of leaving grave rot in a wound. Not every undead thing, though: a Skeleton or a Bone Knight has no flesh to rot and a Wraith or a Ghost is barely there at all, so the ones that can poison you are exactly the ones still carrying something that could.
  • And every town healer will draw a poison out of you for free, just for speaking to them — any tier of it, Deathly included, no roll and no charge. "Let's rid you of this illness." It is the surest cure in the game and it should be: the price is the walk back to town, which is exactly what a Deathly poison ought to be able to cost somebody who ran out of potions three rooms deep. It is also the one cure you cannot reach mid-fight, which is where a poison is actually dangerous.
  • You can set both cures to answer on their own. Auto Magery has a new condition — "I Am Poisoned" — which casts Cure the moment something gets into you, in a fight or walking home afterwards. It knows what the spell can and cannot do, so it will not sit there burning mana and reagents against a Greater or Deathly poison it could never draw out.
  • And a Cure Potion in an armed potion slot drinks itself. It tries roughly every three seconds for as long as you are poisoned, which is what makes the weaker odds against the two worst poisons worth having — a Deathly poison you cannot cure on the first attempt, you may well cure on the fourth, as long as you brought enough. Nothing is drunk when there is nothing to cure.

Patch 10.9 — A Steadier Hand On The Mana

2026-08-14
⚖️ Balance Changes
  • Leather armour gives half the mana regeneration it used to, right down the ladder — a full Valorite suit is +50% rather than +100%. Sustained casting is limited by how fast mana comes back, not by how much of it you have, so at +100% a suit was doubling the rate of every spell you cast AND making each one land 60% harder, from the same six pieces. At Grandmaster Meditation that was four mana a second where a bare caster gets two. It is three now: still the best armour a mage can wear, and no longer a clean doubling stacked on top of a damage bonus. The spell damage bonus is untouched.
  • An Inscribed Spellbook only reaches for mana on every third landed swing. The chance itself is unchanged — a Valorite book is still 90% — but it is 90% of every third hit rather than of every one, so a book hands back about a third of what it did. The tooltip says so.
🔧 Bug Fixes
  • The Stockpile gump listed Valorite Leather above Verite, with every other tier in its right place. The ordering rule was there all along; the sort just was not applying it reliably.

Patch 10.8 — In A Puff Of Smoke

2026-08-13
New
  • Recall looks like magic now. A short puff of smoke marks the spot you vanish from and another marks where you appear — on your own screen and on everyone else's. The people in the square you left see you go up in smoke and your figure leave with it, rather than a body standing there for a few seconds after its owner was gone; the people where you land see the smoke first and you step out of it. The same goes for a Runebook or Runetome recall and the yard moongate. A ghost walking back to town gets no puff — that is not magic, that is dying.
  • Arriving by Recall no longer pops in. The moment the targeting cursor arms, the game quietly fetches the scenery for everywhere your marked runes could send you — a full minute of warning before any click. Opening a Runebook or the moongate does the same for every destination on the page. By the time you land, the far end is already painted.

Patch 10.7 — What You Leave Behind, You Leave Behind

2026-08-13
⚖️ Balance
  • The dungeon takes a pack animal while you are logged out, too. Yesterday's rule only applied to fights you were present for, which left logging off auto-battling in a dungeon as the one way to keep a Pack Horse hauling all night — the exact thing the rule exists to stop. It is now slain at the first fight of the night, and the While You Were Away summary tells you so.
Fixes
  • Recalling away closes what you had open. A Bank window, your House storage, and any bag opened out of either used to stay on screen after an instant journey — a live-looking, still-draggable window onto a container in a town you were no longer standing in. Every move out of one was already refused, so nothing could actually be taken; the window simply had no business still being there. Walking somewhere now shuts them however you got there: Recall and Mark, a yard moongate, and the walk back to town as a ghost, none of which have the departure countdown ordinary travel closes them on.

Patch 10.6 — No Place For A Beast Of Burden

2026-08-12
⚖️ Balance
  • The Pack Llama and Pack Horse carry +200 stones, down from +450. Their prices, their durations and the rest of what they do are unchanged. +450 was most of a second character's worth of capacity for a flat fee, which quietly made the number a player could carry a question about gold rather than about Strength.
  • A dungeon kills a pack animal. Take one below ground and the moment anything attacks you, the creatures fall upon it and it is gone — the mount slot empties, the capacity goes with it, and the journal says so in red. Pack animals are for hauling ore out of a mine and timber out of a forest, which is where a laden, defenceless beast can plausibly follow you; a dungeon was never that, and using one as a mule down there was the one place the capacity stopped being a convenience and started being the point. Riding mounts are untouched, an ambush while gathering is untouched, and a treasure dig is untouched.
  • You are told this before it can cost you anything. The warning is written in red at the Stable Master where you would buy one — on the phone as well as the desktop — and on the desktop it is on the animal itself wherever you hover it, in your pack or in the mount slot, and on the wiki. And you are not allowed to walk into the trap sideways: if losing the animal would leave you over your carry limit, the fight is refused before anything dies, so you keep the beast and everything it is carrying and can put something down instead.

Patch 10.5 — A Currency For Each Trade

2026-08-12
⚖️ Balance
  • Every wanderer contract now pays Cap Stones, two per tier: two for a Modest Order or a Standing Bounty, and eight for a Master's Commission or a Warlord's Warrant. Harvesting contracts paid none at all before, which meant the only ways to raise a cap were killing things and the Foreign Exchange — a miner who never went down a dungeon had no road to one.
  • Dungeon bounties pay on that same ladder, which changes what they are worth. They used to be dealt a number out of a range — 1-3, 2-5, 5-7, and a flat 10 at the top — so two Blood Bounties side by side could be worth different amounts for the same work. Now the tier decides it outright. A Sworn Bounty is slightly better for it (4 rather than 2-5), a Standing or Blood Bounty lands near where it already sat, and a Warlord's Warrant is the one that gives ground: 8 stones where it used to be 10. That is the price of one rule covering both kinds of contract, and it seemed the right trade for a number you can now read off any contract before you take it.
  • The two token currencies now come from the work they are named after. A harvesting order pays Merchant Tokens and a dungeon bounty pays Dungeoneer Tokens, one per tier either way. Until now the miner and the lumberjack handed out BOTH currencies for the same job and bounties paid neither, so the Dungeoneer Token was earned exclusively by people who never set foot in a dungeon.
Fixes
  • You can see other people in towns again, reliably. Standing in a square is not something the game asks you to keep proving, but it was: your position was reported once when the town drew and never again, so a shard restart, a moment of lost signal or a phone waking from sleep left you invisible to everyone there until you happened to walk or reload. Worse, starting almost any activity in a town — Begging most of all, which can only be done in one — tore the whole square down and took your figure off everybody else's screen for as long as you worked. Towns now stay up whatever you are doing in them, and your figure keeps saying where it is.

Patch 10.4 — Appraising At Your Own Table

2026-08-12
⚖️ Balance
  • Item Identification can be run at home. It never needed anywhere in particular — it appraises what is already in your own backpack — and Cartography, which works the same way and was written as its twin, has always been allowed indoors. Now the pair of them are: come home with a full pack and sort out what you are actually carrying.
Fixes
  • A monster's health bar and cast bar no longer read backwards when it happens to be facing left. Both are pinned to the creature, so both were mirrored along with it, and the fill drained from the wrong end — the opposite way round to the same monster's bar on the Combat gump. A casting monster's spell name was coming out mirrored for the same reason.

Patch 10.3 — The Cap Comes Due

2026-08-12
New
  • The Skill Cap at the foot of the Skills panel is no longer a suggestion. Once your Total Skill reaches it, every skill's gain chance reads a flat 0.0% with "(skill cap maxed)" beside it in the Journal, live and offline alike — training stops until you raise the cap with Cap Stones or at the Foreign Exchange in Britain, exactly the loop those have always fed. Only RAW skill counts against it: a +4 Band of Mining still makes you better at mining, it just never eats your room — a character at 994.0 wearing one can still train a full 6.0.
  • Every skill now has its own arrow on the left of its row in the Skills panel, just like the stat arrows above them: ▲ trains normally, — locks the skill exactly where it stands, and ▼ marks it a donor. At a full cap, a gain on a ▲ skill drains its tenth from a ▼ one — retraining by trade, so a capped character can still become someone new without buying another point of cap. Every skill starts at ▲; nothing changes until you click.
  • A +1 Skill Scroll read at a full cap is refused and NOT consumed — take it to the Foreign Exchange instead, where it buys the cap itself. A scroll read against a locked skill is refused the same way.
⚖️ Balance
  • Nobody was stranded by the new ceiling: every existing character past 1,000 total skill had their cap set to their current total plus 10%, rounded up — a 3,009.1-total veteran starts enforcement with a 3,311.0 cap and real room to keep training. Characters under 1,000 total live under the standard 1,000.0 cap, same as a freshly made one.

Patch 10.2 — Louder, Bloodier, With Music

2026-08-12
New
  • Every kill bleeds now, and everyone sees it. A monster goes down in a spray of gore — a crimson burst, a shock of blood across the stone, arterial spurts finding their distance — and the body lies in blood pools that every player in the location sees on the same tiles, drying up together when the corpse decays to bones. Hits draw blood too: every real blow flecks red off whoever took it, crits gout, and a bleeding wound visibly weeps between swings. All of it shows on other people's fights exactly as on your own, and party kills — which used to vanish without so much as a body — now bleed and leave a corpse like every solo kill always has.
  • Barding has a voice. A song resolving used to be one line in the journal; now notes stream off the bard in the song's own colour — soothing blue for Peacemaking, sour violet for Discordance — with a real phrase of synthesized music behind them: a rising lullaby that chimes when a calm settles, two deliberately wrong semitones growling downward as a Discordance bites, and a clunk with a flat bent note for a fumble. A landed song bursts and shouts CALMED! or DISCORD! over the monster on both the combat gump and the dungeon map, party members see and hear an ally's song land on the shared monster, and everyone else on the floor watches the notes rise off the bard's figure. The Keep Playing loop performs at half volume, so an idle bard serenades rather than nags.
  • Master's Touch is a show with an audience. The finishers are far bigger — a felled tree tears its whole canopy apart over a pillar of light, twin shockwaves and a rain of glowing embers; a collapsing vein erupts in twenty shards under twin detonation flashes; a catch breaches in a droplet geyser with a starburst and a dense sparkle trail — and everyone working the same forest or mine watches the same spectacle on the same tree. The home pond finally gets the show too, matching the dock.
⚖️ Balance
  • Bloody Mess grew up with the world around it: now that every kill bleeds for everyone, the unlock is the amplifier — on an owner's screen every death, theirs or a stranger's, sprays double and pools wider. What it adds is still visible only to its owner.

Patch 10.1 — Runes By The Handful

2026-08-12
⚖️ Balance
  • A Recall Rune costs 1,000 gold, down from 5,000. Matching the Reg Bag was the wrong comparison — you buy a Reg Bag once and it changes how you play forever, whereas runes are bought by the handful, and filling a Runetome's thirty pages came to 150,000 gold before a single place had been marked. A rune is priced as what it is now: the cost of one more destination, not of joining in.

Patch 10.0 — A Town With Doors On It

2026-08-12
New
  • Every town has streets and buildings. A square used to be one open clearing with the traders stood loose on the grass; now there is a road in from the world, lanes between the shops, and a plaza at the meeting of them. You arrive on the road, because you walked in by road.
  • The traders are indoors. Each has their own premises, built the way your own house is built — walls around a floor, a door in the near wall, no roof, so you can see straight in from the street. The bank has its counter and its strongboxes, the smithy its lit forge and anvil, the mage a mortar and pestle and a shelf of potions, the healer a cot, a wash basin and a basket of used bandages, the provisioner shelves and crates and sacks. Cottages fill the rest of the ground, because six buildings is a trading post and a town is more than its shops.
  • The stable has a paddock, with a water trough and horses grazing in it.
  • No two towns are alike. Britain and Vesper are crossroads towns, Trinsic and Moonglow are built around ring roads, Minoc and Nujel'm along a single high street, Skara Brae along a harbour promenade, and Yew, Cove and Buccaneer's Den are scattered hamlets with lanes worn between the houses. Underfoot: granite flags in the capital, crushed rock in Minoc, warm sandstone in Nujel'm, plain trodden earth in the hamlets.
  • You can see other people in town. Everyone standing in a square is now drawn walking it, the same way a forest or a mine has always shown you the people working it. Towns were the one populated place in the world where everybody was invisible to everybody else.
  • The traders dress for the job. The mage keeps to deep indigo and carries a spellbook, the smith wears leather and holds a hammer, the stable master carries a shepherd's crook, the healer keeps bandages to hand, and the banker is in plain shirt and trousers. You can read a shop from across the street now, before you have read a word.
🔧 Bug Fixes
  • Your Skill Cap updates the moment it changes. Using a Cap Stone, or buying cap at the Foreign Exchange, raised it for real and said so in the journal — but the number under Total Skill went on showing the old one until you reloaded the page.
  • Five more things that were quietly waiting for a reload: which floor of your house you are looking at, your Fame, whether death offers to send you home, the Auto-Convert Scrolls toggle in Options, and the Mage Shop's send-to-stockpile toggle. All six were being computed and none were being sent.

Patch 9.99 — Mark The Place

2026-08-12
New
  • Recall and Mark replace Recall Town and Recall Home. Both are third-circle spells costing the same three reagents, and neither does anything on its own — each hands you a targeting cursor and waits for you to click a Recall Rune. Mark writes the place you are standing into the rune; Recall reads it back and takes you there. Where you can go is no longer a list the game keeps: it is whatever you have taken the trouble to mark, dungeons and mines and the Yew forest included.
  • Recall Runes are on sale at every Mage Shop for 5,000 gold, and you may buy as many as you have places worth going. A blank rune is a dull grey stone; a marked one wears its mark lit, and takes the name of the place it points at, so a pack of them reads at a glance.
  • Runebooks. Bound at 50 Inscription from 250 Wood Parchment and 100 Arcane Dust, they file ten runes away and give each one its own Recall button. Pressing it is still casting the spell — it wants the mana, the reagents, thirty Magery and a spellbook that knows Recall — the book only saves you hunting through your pack for the right stone.
  • Runetomes. The full archive, bound at 100 Inscription from 1,000 Wood Parchment and 500 Arcane Dust. Thirty runes, and a crystal in the spine that banks up to fifty Recall charges. Drop Scrolls of Recall onto the tome to charge it; spend a charge and the journey costs you no reagents at all. You still need the spell, and you still need the book that taught it to you.
  • Scribes can write Scrolls of Recall. Ten Wood Parchment and one of each of the spell's own reagents, from 45 Inscription. The same scroll a ghoul drops — read it into a spellbook, sell it, or bind it into a Runetome as a charge.
  • Bless Deeds, 100 Virtue Points at the Offering. Drop one onto a Runebook or a Runetome and that book — and every rune filed inside it — stays with you through death. It works on nothing else. A book full of places you marked one at a time is worth more than the vellum, and losing it lost all of them at once.
⚖️ Balance
  • Recall Town and Recall Home are gone, and so are their scrolls. Anyone who knew either has simply forgotten it; there is no compensation. Recall is learned again from the ghouls in Britain Graveyard, who now carry its scroll at the rate they carried Recall Town's, and Mark is learned from the golems in Shame. Neither spell is craft-only, so a warrior who never picks up a quill can still get both.
  • A Scroll of Recall cannot be ground into Arcane Dust, unlike every other spell scroll. It is the one scroll a scribe can make, and a circle-3 scroll grinds into three dust while three dust buys thirty reagents — so grinding what you had just written would have been thirty reagents back on a recipe costing three, without limit.
  • Your house is somewhere you ARE now, not a state layered over the town you last set out from. Mark works indoors and a rune can hold your own home, so Recall — from the spell, or from a Runebook page — brings you back to your own front door. Somebody else's house is still refused: a rune records a place, and "a house" is not one place.
  • Neither Recall nor Mark can be cast in a fight, and the refusal now comes from one shared rule rather than each spell naming itself — which had already let one of the two slip through.
  • The Virtue Shop sells you as many of a reward as you want. Buying a second Safe, or a third Bless Deed, used to be refused on the grounds that one Ankh is all a house can use — an argument about the Ankh that had quietly become the rule for everything. Once-only now belongs to the Account Upgrades section, where it was always the real rule.
  • The Ghoul in Vesper Graveyard drops the Scroll of Mark as well as the Scroll of Recall. Mark was only carried by the Golem in Shame, a tier deeper, so a player could earn Recall and then find they could do nothing with it — a rune with no Mark is a blank stone. The Golem still drops it for anyone already down there.
🔧 Bug Fixes
  • Clicking a Tome on a freshly loaded page opens the Tome, not an inline bag grid. The flag that tells the two apart was only ever set when the page redrew itself, so the first click after a reload always opened the wrong thing.
  • The game knows you are at home. Standing in your house used to leave you recorded as still being in whichever town you had walked out of, which every shopkeeper, vendor check and "who is here" list read as the truth. Being indoors is its own place now, and stepping outside still puts you back exactly where you came from.
  • A party leader setting out no longer drags along a member who is sitting at home on the other side of the map.
  • An item weighing one stone says "1 stone", not "1 stones".
  • The travel scene clears when you arrive. It could linger over the world afterwards, leaving you looking at the road while you were already standing in the town.
  • A Craft Station cannot run the same tick twice. An overrunning sweep could start again before the previous pass had finished, which would have taken the material twice and paid the output twice.
💬 Quality of Life
  • A rune, or a book of them, works from your pack and from a bag in your pack — not from your bank box. The same rule your reagents have always followed: what is on your person is what casts the spell. A book left in the bank still opens, and you can still tidy it; only the Recall buttons go quiet, and the book says why.
  • A parked spell macro for a spell that no longer exists stops coming back as a broken tile. Old Recall Town macros clear themselves on the next reload.
  • A Recall Rune says where it points. Its name takes the place it was marked to, its stone lights up, and the description underneath matches — it used to go on calling itself a blank slate waiting for a name while the name sat right above it. A rune whose destination no longer exists says so plainly instead of reading as marked.
  • Rune books no longer offer "Hold to see contents". Their whole interior is one kind of item with one name, so the breakdown read "Recall Rune" ten times over; the book's own pages list every destination with a Recall button beside it, one click away.

Patch 9.98 — Follow The Leader

2026-08-11
⚖️ Balance
  • Only the party leader starts a fight, and only with the whole party standing with them. Attack and Auto Battle both refuse anyone else, and they refuse the leader too if somebody is elsewhere, sat in their house, or still on the road — the refusal names who is missing. A party shares one monster and splits what it drops, so a member pulling something spent everyone else's time and paid everyone else a share whether they wanted the fight or not. It is asked between fights as well, not only when you press the button: a party that sets out together and then wanders apart stops, rather than quietly paying an absent member for every kill.
  • Recall cannot be cast in a fight. Recall Town was a way out of one — cast it and you left, monster and all — while Recall Home refused with "You have no home set", which was flatly untrue for anyone who had one. Both now give the same honest answer and neither works. Fleeing is what leaving a fight early is for, and it has its own costs. Invisibility still slips you away.
  • Recall Town takes 3 seconds to cast instead of 10.
  • The grounds around a house belong to whoever owns it. Visitors still come in, look around and use whatever the owner has opened to them indoors — they simply no longer step out of the front door into the garden, which means the lumber field, the mine and the pond are the owner's to work. This reverses the note two days ago that said guests may walk the grounds and there was a switch for it: the switch is gone, because a garden stopped being scenery the day it grew a working timber plot and a mine, and a guest could strip both on unlocks they had never paid for and keep every log. Co-owners keep the run of the place.
🔧 Bug Fixes
  • You can recall home from a friend's house. The Shardbinder's Ring and the Recall Home spell both answered "You're already home" while you were stood in somebody else's one — and with no Leave button for a visitor, that was most of why a visit could feel like being trapped in there.
  • Setting out from a friend's house measures the road from THAT house. It was measured from your own front door wherever that happened to be, so the same journey took wildly different times depending on whose house you left.
  • Coming away from an upstairs floor of somebody else's house no longer leaves you standing on a floor your own house does not have.
  • Recalling home puts you in the room with anyone already standing in your house. Every other way in did this; the two instant recalls did not, so a host could arrive invisible among their own guests until somebody reloaded.
💬 Quality of Life
  • Your party walks the dungeon with you. When the leader starts Auto Battle it starts for everyone standing with them, and the dungeon map comes up for the whole party: followers fall in behind the leader in a line, share the monster, and take a place around it when the fighting starts. Until now only the leader ever saw that map — everyone else was pulled into fight after fight looking at the plain combat window while the leader walked a dungeon. The leader stopping calls it off for all of them. Anyone who cannot fight at that moment is simply left out rather than holding up the rest.
  • Leaving a party as its leader now ends the party. It used to hand the job quietly to whoever had been in it longest, which cost nothing back when leading meant nothing — but the leader is the only one who can call travel, and now the only one who can start a fight, so everyone else was left following somebody who had never agreed to lead them, pressing buttons that did nothing.

Patch 9.97 — A Bigger Target

2026-08-11
💬 Quality of Life
  • A party travels together, and that now includes recalling. Recall Town, Recall Home, the Shardbinder's Ring and the moongate in your own yard all moved a party member out on their own — the rule that only the leader starts travel was only ever enforced on the World Map, and the instant doors went around it. All four refuse now, and say why. The refusal used to read "You are not in combat", which explained nothing and named no rule; it now says only the party leader can start travel, and nothing is spent finding out.
  • The Hitching Post has a window of its own now. Double-click a locked-down post and you get two slots: drag a Pack Llama or Pack Horse in, click one to take it back out, with the time frozen on each mount written underneath it. Unhitching used to mean right-clicking the mount's own picture on the post, which was about fourteen pixels across with another one beside it — miss it and you were offered "Reclaim" on the post instead, which is not what anybody was aiming for. The pictures are still there, a little larger, and they now just show you what is hitched.

Patch 9.96 — Out The Front Door

2026-08-10
New Features
  • Your house now stands in a clearing of its own, and you can walk out of it. The cutaway room you have always had is the same room, with the same floor, the same chest and the same fixtures in the same places — it simply sits in the middle of a wood now, with grass around it and a door you walk through. Going outside and coming back in is one step either way; there is no separate view to switch to.
  • A signpost stands by the door. It is yours to name: double-click it and write whatever the place is called, up to thirty letters. Anyone can hover it to read the name. Until you name it the sign carries the house’s own style — "Small Brick House", "Small Stone Tower" — so it is never blank.
  • Two braziers burn either side of the door, and a pond lies at the bottom of the grounds with fish moving under the surface. There is a chair on its bank: click it and your character walks over, sits down and casts. Fishing at home happens there and nowhere else — the Skills panel will point you at the pond if you try to start it from your armchair. Walk away from the chair and you stop fishing.
  • A cool box sits beside the chair. It is the Iron Stove’s Fish Store, standing where the fish are actually caught: one slot per kind of fish, no skill needed to store anything in it. Put your catch in with one press, take a stack back out, or send one straight to your stove without carrying it through your pack.
  • Two corners of the grounds are ground the house can grow into. A fenced lumber field of full-grown timber, gated and shut, and a mine cut into the rock with an ore cart parked at its mouth. Neither opens yet — both will tell you what they are waiting for — but they are laid out now so nobody’s garden has to be rearranged the day they do.
  • A moongate stands on the far side of the grounds, ringed with standing stones. It opens onto any town or any dungeon, chosen from its own two lists. It is not unlocked for anyone yet; that comes later.
  • Visitors can walk your grounds. Open by default — a garden is outdoors, and somebody you would let through your front door should not be stopped at the gate to your lawn — with a switch in the house access window if you would rather keep it to yourself.
⚖️ Balance
  • Recall Dungeon has been retired. Dungeon travel now belongs to the moongate in your grounds, which reaches every dungeon rather than the handful a scroll happened to drop for. Recall Town is unchanged. Nobody on the shard was carrying the scroll or had the spell learned, so nothing has been taken away from anyone.
🔧 Bug Fixes
  • You no longer stand there with no gear on after a refresh. The game never sent you your own equipment when a page loaded — it waited for the next thing to happen, which if you were stood still doing nothing could be a very long time, and taking a piece of armour off and putting it back on was the quickest way to force it. Everything that draws from your character now arrives the moment you connect.
  • A tool kept in a Tool Bag is the tool you are actually using. A Verite hatchet banked in a bag was being swung and worn down while the game reported no bonus at all and drew a plain iron one in your hands — two different parts of the game had drifted apart on which tool was in use.
  • Walking onto the far row of your own house no longer makes you vanish behind the back wall.
  • The tops are no longer cut off the trees along the edges of every outdoor scene, or in a repeating line across the far woodland.

Patch 9.95 — Counting Straight

2026-08-10
🔧 Bug Fixes
  • Crafting through the night no longer stops at your first tool. Offline catch-up counted the uses left on whichever tool was active when you logged out and then stopped there — however many spares sat in your pack, and however long you were away. A Tinker's Tools with seventy uses left returned seventy attempts and nothing more, which is why a night away could come back looking like an hour. It now works through your spares exactly as it does while you are watching, and only stops when the last one breaks.
  • The Crafting Bench reaches the Stockpile beside it while you are away. Offline it picked one pile when it started and stayed with it, so a bench holding a handful of ingots ignored a Stockpile holding tens of thousands for the entire night — and because it preferred the bench the moment it held enough for a single craft, a nearly-empty bench was worse than an empty one. It now works the bench dry and carries straight on into the Stockpile, the way it always has while you are stood at it. Brewing was doing the same thing and is fixed with it.
  • A Pack Horse now counts for the whole time you were away. Offline catch-up was asking whether the mount was still alive at the moment you got BACK rather than while you were gone, so a horse that carried for you all night counted for none of it — your pack filled at bare capacity a few hours in and the rest of the window quietly earned nothing. Reported as a night of Lumberjacking returning about half what it should. A pack-bred pet and the carry bonus on worn gear were being left out of that same sum, and now count too.
💬 Quality of Life
  • The "welcome back" summary now tells you when a night ended early, and why — your pack was full, you ran out of tools, or you ran out of materials, with the time it happened. Any of those could cut a window short with nothing said about it, leaving only the note about the offline cap, which describes a completely different limit. Covers gathering, hand crafting and the Crafting Bench.
  • Gathered materials are listed in tier order — Wood, Dullwood, Shadowwood and on up — rather than the order each tier first turned up. A lucky early Veriwood used to land halfway up the list and make a perfectly correct haul look scrambled.
  • Double-clicking something in your house opens it where you stand. Your figure walked over to it first and only opened on arrival, which was a nice touch back when the floor plan was all there was of the house — but now that the house stands in its own grounds that figure is not even the one you can see, so all it bought was a pause before the window appeared. Clicking bare floor still walks you there.

Patch 9.94 — Paying For Dead Things

2026-08-08
New Features
  • A Wandering Bounty Hunter now walks the dungeons. He turns up where somebody is already fighting, stays ten minutes, and pays for kills — a named creature off that dungeon's roster, or whatever dies there. You have a day, and kills count whether you are at the keyboard or not.
  • He pays out of the dungeon's own takings: a share of its weekly boss bar (five to twenty-five percent by contract size), Cap Stones, bandages graded to how deep you are, and reagents. A chance of a Dye Tub too, and a smaller one of that dungeon's own Slayer.
  • One bounty at a time, in its own slot, so it never blocks a tradesman's order. One you cannot fill can be abandoned rather than waited out. The Town Crier announces him in red, apart from the tradesmen.
  • Local chat now appears over the head of whoever said it, on the dungeon floor plans and in the mines and glades — so a busy floor shows who is talking, not only what was said.
  • Three more tracks join the playlist: Standing Stones, Under Skara Brae, and The Old Mage's Fire.
🔧 Bug Fixes
  • Your own reconnection no longer reads as somebody else logging in. A phone waking or a laptop changing network came back as a connection the server could not tell from a rival login, so it closed your session and showed the full-screen notice — for a connection that was only ever yours.
  • Dragging a stack around a station's store no longer destroys it. The rack is one drop surface, so a stack nudged towards another slot was handed back to itself, doubled onto itself and deleted. Reported as 88 Agawood vanishing. The Raw Material column had the same trap.
  • Clicking a vein or tree you are already standing beside now works. It always worked from across the cavern, which is what made it so odd — but a click on one right next to you was silently thrown away.
  • Clicking to walk and then clicking a vein no longer sends your worker sprinting across the map. The second click started a fresh walk on top of the running one, and the two drove the figure together.
💬 Quality of Life
  • The Ore Smelter, Saw Pit and Iron Stove have a Deposit All. It takes everything that station works out of your pack AND out of the bags in it — a Log Roll, an Ore Bag — and puts each stack where it can actually go: the tiers you can work into the queue, and everything above your skill onto the store instead. No more dragging a mixed haul across two columns one stack at a time.
  • Their output side has an All to Stockpile to match, emptying the finished goods straight into the Stockpile in the same house rather than by way of your backpack. It works when the house is nearly full, too — material moving from a station to a shelf under the same roof was being charged for space it already occupied.
  • The Deliver and Collect buttons in the Quest Journal are finally part of the game rather than bare browser buttons, and both light up when the job is actually done.

Patch 9.93 — Somewhere to Put It

2026-08-08
New Features
  • The Ore Smelter, Saw Pit and Iron Stove each have a store now — a rack of slots down the bottom of the gump, one for every tier of the material that station works. The Ore Store, the Log Store and the Fish Store. Drag ore, logs or raw fish onto the wood to put it away; click a stack to take it back.
  • The point of it is the tier you cannot use yet. Loading a station has always demanded the skill to work that material by hand, so a miner turning up Valorite long before they can smelt it had nowhere in the house to leave it — house storage is refined goods only, and a Gather Bag has to be carried. The store takes any tier at any skill, and a slot you have not filled yet shows the material greyed out, so the rack reads as a list of what that station can eventually work. Tiers still beyond you are marked as such, but you can stock them all the same.
  • What the store will NOT do is let you skip the skill. It only holds material — the station never draws from it, and moving a stack across to the Raw Material column still asks for the skill it always did. A running station cannot touch what is on the shelf.

Patch 9.92 — Por Ort Grav

2026-08-08
Changes
  • Lightning now staggers what it hits. Three casts in ten leave the target reeling for three seconds — and it is the same stagger a Mace Fighter lands, not a lesser cousin of it: the creature loses whatever swing it was winding up and has to start a fresh one once it comes round, so the three seconds cost it rather more than three seconds of attacks.
  • It shows the way any stun does — the Stunned mark on the creature, its swing timer pinned flat for the duration, and a shout on the floor plan. Nothing else about the spell has changed; it still costs the same mana and hits for the same 16 to 22.

Patch 9.91 — The Lumberjack Keeps His Own Boards

2026-08-08
Changes
  • Carving logs into boards now trains LUMBERJACKING, not Carpentry — and so does the Saw Pit. This is the arrangement Mining has always had with smelting: the skill that gathers the raw material is the skill that refines it, and the crafting skill begins at the finished material. Carpentry now starts at the board, where the bows, instruments and house fixtures are.
  • Carving trains Lumberjacking as far as 75, exactly the ceiling smelting has for Mining. Past that the axe is the only way up. Your existing Carpentry is untouched — nothing was taken away, and every bench recipe still trains it as before.
  • Wandering tradesfolk arrive about a third as often. Each of the three workings rolls for one independently, which meant the shard was announcing eighteen a weekday and twenty-seven at a weekend — several times any other event in the game. It is now six and nine, in line with the Dungeon and Harvesting Boons.
Fixes
  • Hiding and showing the Skills panel no longer makes every running skill look finished. The progress bar was left frozen at the end of its sweep while the panel was closed, so it read as a completed tick until the next one actually landed. It now picks up wherever the real work has genuinely got to.

Patch 9.90 — The Dead, the Wandering, and an Honest Day’s Work

2026-08-08
New Features
  • Mining and Lumberjacking can now be worked BY HAND. Arriving at a mine or the forest offers you a choice: Auto works exactly as it always has, and Manual hands you the reins — you walk where you like and click a vein or tree yourself. A manual swing comes round every 8 seconds against the usual 14.3, so working by hand out-earns idling by about four fifths. What it costs is your attention.
  • Only the glowing veins and trees can be worked by hand, they are always a plain material rather than a coloured one, and a struck one takes 40 seconds to come back — so you work a rotation of them rather than standing at one. Your tool becomes the cursor when you hover one that is ready. They only appear in Manual; in Auto your character picks its own workspots as before.
  • The dead now stay where they fall. A slain creature lies on the ground for five minutes, decays to a skeleton for another ten, then fades — and so do you, wearing what you died in, at the spot you died on. Everyone working the same place sees the same bodies, and they are still there if you travel away and come back inside the quarter hour. Bodies fall four different ways, and the blood dries up when the flesh does.
  • A Wandering Miner and a Wandering Lumberjack now turn up unannounced in the mines and the glade — named tradesfolk with histories of their own, one of twelve faces each time. Speak to one and they will name an order of ingots or boards, sometimes both; fill it within two hours through your Quest Journal and they pay in kind. Never coin: geodes, better material than you handed over, a tool of the trade, and at the very top a Deed of the Vagabond. They stay ten minutes and then move on, and the Town Crier calls out their arrival in Discord so you have a chance of catching one.
  • Resurrection works. Cast out of combat it raises every dead character where you are standing — on the spot, whole, beside their own belongings, however deep in a dungeon that happens to be. It still cannot be cast in the middle of a fight.
Changes
  • The full-screen floor plan is now how the game looks, for everyone. It is no longer an option you can switch off — the scenes are built around it, and everything from the corpses to the wandering tradesfolk to clicking a vein assumes the world is the backdrop rather than a panel.
  • Only one session per account. Opening the game somewhere else closes the older one and tells it why, rather than leaving two of you quietly fighting over the same character.
  • The wandering tradesfolk walk properly — they stride, and they turn to face wherever they are heading, instead of gliding about face-on.
Fixes
  • Another player working the same patch could appear to teleport back and forth between two points. If they had the game open twice, both windows walked their figure independently and everyone watching saw it flip between the two. One session per account removes the cause.
  • A player whose outfit could not be assembled was drawn as a nameplate over empty ground, and two people standing on the same tile hid one another. Both now resolve — in the mines, the forest and the dungeons alike.

Patch 9.89 — Tie Up, and Stop the Clock

2026-08-08
New Features
  • The Hitching Post has arrived as a new house placeable — a Carpentry recipe (1,000 planks, 500 ingots, 50 skill) alongside the Saw Pit and Parchment Press. Drag a Pack Llama or Pack Horse onto a locked-down post and its decay clock freezes entirely for as long as it stands there, holding up to two mounts at once. Right-click a hitched mount to take it back, and its clock picks up again exactly where it left off — no more racing a wearing-out pack mount home before it gives out.

Patch 9.88 — Keep Working, and Room to Read

2026-08-08
Fixes
  • Lockpicking training stopped dead the moment a Training Lock broke, even with a pack full of spares — you had to start the activity again by hand every time one wore out. It now simply takes the next lock out of your pack and keeps working, and only stops when you have genuinely run out. Training away offline already behaved this way; it is the watching-it-happen half that was wrong.
Changes
  • The Journal and Chat panels can now be dragged wider or narrower, not just taller and shorter. Grab the same corner handle you already use for height and pull sideways — the panel follows. Whatever size you leave them at is remembered, the way the height always has been.

Patch 9.87 — The Cart Weighs the Bag

2026-08-07
Fixes
  • Sending a bag home from the bank now costs what is actually in it. The horse and cart was pricing a bag at the weight of an EMPTY bag, so a full one rode home for a handful of gold no matter what was inside — the menu had been quoting you the honest price all along while the cart charged a fraction of it. The two now agree. Nothing else about the fee has changed: it is the same rate per stone it always was.
  • A bag sent home also has to FIT now. Its contents were invisible to the house-storage capacity check and then counted the moment they landed, which could push a house past its own limit.
  • Sending a bag home while another bag of the same kind already sat in that storey's chest destroyed the incoming bag and everything inside it. Bags are no longer merged into one another — only stackable goods ever were meant to be.

Patch 9.86 — Panels, Half Off

2026-08-07
Changes
  • Backpack Side Panels are on launch offer: 6 BritCoin instead of 10, until the end of 21 August. The Store marks a reduced item with an Offer badge, the old price struck through beside the new one, and how long is left to take it.

Patch 9.85 — Room to Spread Out

2026-08-07
New
  • Backpack Side Panels have arrived in the Donation Store: 10 BritCoin unfolds two leather panels onto the sides of your backpack, each a full drop surface of its own. They ARE your backpack in every way that matters — same carry weight, same rules on death, same reach for crafting and trading — just more room to lay your things out the way you like them. Unlocked forever for the character who buys them.
Changes
  • The Lost Purse a Forensic Evaluation turns up when the ground has nothing real left to give was arriving far too readily — on a shard whose lost-item pool has been picked clean, every find became one. It is now limited to one per twelve hours. Genuine relics dug out of the pool are untouched and as common as they ever were.

Patch 9.84.1 — Point Me at the Rock

2026-08-07
New Features
  • Arriving at Minoc Mines, Britain Mines or Yew Forest now puts a panel in the middle of your screen offering to get on with it — "Start Mining" at a mine, "Start Chopping" in the forest. One click and you are working, and it steps aside the moment you are. It only ever appears when you are not already doing that job, and never while you are travelling, at home, out on a dig, or in a fight.
Fixes
  • The gathering bags now size their panel to their grid, the same fix the Tool Bag gump got just above. A Lumberjack's Log Roll in its two-column shape was carrying 75 pixels of dead leather past the last slot purely because its own name was wider than its grid; every bag now sits snug to its slots in every rotation.

Patch 9.84 — A Bag That Fits

2026-08-07
Fixes
  • The Tool Bag panel was far wider than the tools inside it — worst in the tall two-column layout, where more than half the panel was empty parchment, and worse still on a bag with nothing banked yet. It now sizes to the slots themselves, in every layout.

Patch 9.83 — A Grip Worth Holding

2026-08-07
Fixes
  • A Makeshift Pickaxe or Hatchet used to float at the wrong angle beside your character instead of sitting in their hand while you worked — the artwork wasn't wrong, it just wasn't drawn where the game expects a carried tool's grip to be. Both now carry exactly like their Iron counterparts.

Patch 9.82 — A Loaner, Not an Upgrade

2026-08-07
Fixes
  • A Makeshift tool from the Provisioner was training its skill straight past the cap a real Iron tool holds it to, letting a free hourly loaner quietly out-train the tool it stands in for. It now caps at 75, exactly like Iron, as it always should have.

Patch 9.81 — Deeper Workings

2026-08-07
Changes
  • The mines and the forest are considerably bigger — half again the ground to work, with more than twice as many veins and trees standing in it. A busier cavern, not just a wider one.
  • You no longer arrive at the same spot as everybody else. Gatherers now start scattered across the workings, the way a working mine actually looks, instead of all filing in through the one entrance.
Fixes
  • A rare vein could be right across the map, and the walk to it took longer than the time until your next find — so your character set off, got re-tasked partway, turned around, and spent the session darting about without ever arriving. Rich ore is now found in a vein you can reach, and no walk is ever longer than the time you have to make it.
  • Two people standing on the same tile drew one figure on top of the other, which read as a name floating over nobody. Whoever is sharing your tile now steps aside far enough to be seen — in the mines, the forest and the dungeons alike.
  • Another player whose outfit could not be assembled was drawn as a nameplate over empty ground. They now fall back to a plain figure, which is a missing hat rather than a missing person.

Patch 9.80 — One Monster, Not Three

2026-08-07
Fixes
  • A party encounter drew a monster for every member — two of you fighting one creature saw two of it, three saw three. A party shares a single encounter, so there is now a single creature on the floor however many of you are hitting it.
  • The same applies from the outside: a party you walk past is fighting one monster on your screen too, not one per member.

Patch 9.79 — Walk With Me

2026-08-07
New Features
  • A party can now walk the dungeon floor plan together. The view used to switch off entirely the moment you joined one; it stays on, and the party walks the floor as a group.
  • You follow the leader's own route rather than wandering your own: whoever joined first walks one step behind them, the next two steps behind, single file along the path the leader actually took.
  • When the party engages, everyone fans out around the monster into their own place in the ring, so nobody is hidden behind anybody and you can see the whole party working the same target.
  • The fight itself is drawn for the party at last. An ally's swing lands on the ally's own figure, the monster turns on whichever member it is actually hitting, and a breath or a thrown boulder washes over every one of you at once — which is what it has always done mechanically, without anyone being able to see it.
  • And everyone else in the dungeon sees the whole line: a party walking past reads as a party, not as three unrelated people who happen to be heading the same way.
Fixes
  • Spell words of power stopped appearing over anybody, self included. The label looks for whichever of your figures is on screen, and it was checking only the FIRST candidate it found rather than the first VISIBLE one — so once a house-view figure existed, it won that check, tested as hidden, and silently took the whole search down with it. Words are back, and other players' incantations now appear over their heads too.

Patch 9.78 — Every Spark, Shared

2026-08-07
💬 Quality of Life
  • Other people's spells now play out in full on your map. A Flame Strike erupts in its column of fire, Lightning comes down out of the dark, a Fireball crosses the room and detonates, heal sparkles rise around whoever cast them — all of it exactly as it looks when the spell is yours, because it is drawn by the same code.
  • You can see when someone is mid-cast, too: the channelling glow that hangs on your own figure while a spell winds up now hangs on theirs.
  • Explosion Potions go off where you can see them, and a monster's breath, cast or thrown boulder washes over its victim on your screen with the same colour and the same shout it has on theirs.

Patch 9.77 — Blow for Blow

2026-08-07
💬 Quality of Life
  • Monsters now visibly fight back against other players. Watching someone in your dungeon used to be watching one person swing at a statue — their opponent now lunges at them in return, and they take the same flinch your own figure does when something connects.
  • Damage numbers float over other people's fights, both ways: what they hit their monster for, and what it hits them for. Their crits read as crits.
  • A monster now appears on your map the moment its fight starts and leaves the moment it ends, rather than turning up several seconds late and then standing over its own corpse. Most fights are over inside that old delay, so the part worth watching was frequently the part you missed.
Fixes
  • Misses and parries deliberately do not float over other players. In your own fight a miss explains why nothing happened; a dungeon full of strangers' misses is just noise over the map.

Patch 9.76 — Same World, Same Fight

2026-08-07
💬 Quality of Life
  • Other players in your dungeon now visibly fight. The monster they are working on stands in front of them, they swing at it on the beat their own screen swings, and it flashes as each blow lands. When their fight ends, the monster fades out the way a real kill does.
  • Other players in a mine or forest now carry their tool and use it. A hatchet or a pickaxe is never equipped — it lives in the pack — so other workers previously turned up empty-handed and stood there motionless while their own screen showed them chopping. They now hold the real tool they are actually swinging, and you see every blow land.
Fixes
  • Watching a player with the All-Seeing Eye shows them somewhere other than where their figure stands on your map. That is expected rather than broken, and the figure is the accurate one: spectating re-renders their world on YOUR screen, which picks its own route through the trees, while the figure on your map is the cell their own client actually reported.

Patch 9.75 — Mended, Not Mistaken

2026-08-07
New Features
  • The Repair Bench can now mend an Inscribed Spellbook. Its charges mend with Arcane Dust rather than ingots: 1 Dust restores 5 charges, at a flat rate that does not move with your Blacksmithing or Inscription.
⚖️ Balance
  • Cooked Fish, the plain starter tier, now heals 10 instead of 5 — it was healing barely half a Bandage's minimum and is a real bite of food now, next to Cooked Dullfish's 15.
Fixes
  • An Inscribed Spellbook no longer flashes red on your paperdoll while you cast. That warning means "this weapon is doing nothing right now" — true of a real weapon mid-cast, never true of the book itself, which keeps working the whole time.

Patch 9.74 — Company at the Rock Face

2026-08-07
New Features
  • Other players now show up in the mines and the forest as well as in dungeons. Anyone working the same patch you are — mining Minoc Mines, chopping Yew Forest — is drawn walking between the veins and trees, with their name over their head, exactly as they already were on a dungeon floor plan.
  • Their tamed companions come too, in all three places. Somebody else's pet trots one step behind them the same way yours does, at the same size its level has earned, with a bonded one wearing the same standout hue it wears everywhere else.
  • Only people actually working the place are drawn — mining while you mine, chopping while you chop. A lumberjack and a miner standing in the same location are doing two different jobs and do not appear on each other's screens, and stopping work quietly takes you off everyone else's.
  • Fishing is the exception: the dock has no ground to walk around, so every angler would stand on the same plank. Nobody is drawn there.

Patch 9.73 — You Are Not Alone Down Here

2026-08-07
New Features
  • You can see other players on the dungeon floor plan. Anyone else farming the same dungeon is drawn on your map as their own paperdoll — their armour, their cloak, the weapon they are carrying — with their name over their head, walking their own route as they hunt.
  • They appear wherever they actually are, not as a marker: their figure steps tile to tile at the same pace yours does, so a dungeon two people are working now looks like a dungeon two people are working.
  • It shows who is WANDERING, which is not quite the same as who is in the dungeon. Someone standing down there with Auto Battle switched off is not drawn — their own map is not walking a figure either, and putting a stranger on a tile nobody chose would be inventing a position rather than showing one. Switch Auto Battle off and you quietly leave everyone else's map; switch it on and you are back.
  • A disguise still holds. Incognito swaps the name over your head in a dungeon exactly as it does in town — a spell that worked in the square but not underground would be no spell at all.

Patch 9.72 — Two for the Price of One

2026-08-07
⚖️ Balance
  • The Humility talent Grounded Focus does more. It keeps its -10% fail chance everywhere it already applied, gathering included, and adds this: at a Crafting Bench, every craft that succeeds has a 50% chance to finish a second one free.
  • The free craft is earned, not luck bent in your favour. It is only ever rolled after a craft has already succeeded, so a failed attempt gets nothing, and because the one that bought it succeeded the free one cannot fail either. It is a real craft in every other way: it spends its own materials and trains you exactly as the first did.
  • It only rolls while more than one is still owed. Asking for one gets no roll at all, since there is nothing to double; asking for three and landing it on the first leaves one to finish on its own. A failed craft does not use up its place in the run, so a run of two that fails its first attempt still gets another chance at the double.

Patch 9.71 — Leave It to the Bench

2026-08-07
💬 Quality of Life
  • Inscribed Spellbooks can now be bound at the Crafting Bench. The Inscription tab is split into Parchment and Spellbooks, and a spellbook run works like any other: it takes ten Parchment of that tier per book, out of the Bench or an adjacent Stockpile, and keeps going while you do something else. Binding by right-clicking a Parchment stack still works exactly as it did.
  • Binding at the Bench cannot fail, because binding by hand never could — the ten sheets always become a book. Automating it should cost you attention, not materials.
  • The Mage Shop reagent stall has a new tick: "Send purchases to my stockpile". With it on, a bulk reagent buy is carted straight into your Stockpile instead of landing in your pack — no charge for the delivery, since it never had to come out of your bag in the first place. Buy five hundred at a time and they are simply waiting at home next to the Crafting Bench that wanted them.
  • The tick is remembered per character and does nothing at all if you have no Stockpile placed — your reagents just arrive the usual way, so there is no purchase to lose.

Patch 9.70 — Cut and Pressed

2026-08-07
New Features
  • A fourth Craft Station: the Parchment Press. Build it with Carpentry for 1,000 Wood Planks and 500 Iron Ingots — the same price as a Saw Pit — place it in your house, lock it down, and feed it logs.
  • It is the only station that spans two refinements. Everything else takes one step: ore to ingots, raw fish to cooked. The press does the cutting AND the pressing, so what goes in is a log and what comes out is parchment, with no plank stage in between and nothing for you to move from one machine to the next.
  • What it will accept is gated on your Inscription, not on the Carpentry that built it — the same rule every station follows, that a machine can never process a tier its owner could not legally make by hand. A carpenter can build one for a scribe; neither of them can launder wood through it that the scribe could not scribe themselves.
  • Own both a Saw Pit and a Parchment Press and your logs will offer you both destinations when you send them from the bank or house storage, so you can decide per stack whether you want planks or parchment.

Patch 9.69 — Both Hands

2026-08-07
⚖️ Balance
  • Casting costs you your weapon and shield for as long as the spell is in flight. Both slots turn red on the paperdoll — the same red a broken item gets, because mechanically that is now exactly what they are: your swing drops to Wrestling, your shield stops blocking and stops counting toward your Armor Rating, and neither takes any wear while it is doing nothing. A spellbook is unaffected; its wisp bolt was always Wrestling. Spells landing alongside a full weapon swing for free is over — casting mid-fight is a trade you make.
  • Mana regeneration now scales with Intelligence. Meditation still sets the rate; Intelligence scales it, straight down the line — 100 Int gets the full curve, 25 Int gets a quarter of it. A warrior who dabbles in magic recovers mana far more slowly than a real mage does, whatever their Meditation.
  • Intelligence now decides how hard your spells hit. Half of a spell's damage is fixed and the other half scales with Int, so the Lightning that lands for 19 in a mage's hands lands for 12 in a warrior's. Poison's damage over time scales the same way.
  • Bless counts toward both of those, and can carry you past 100 — so it is a genuine caster buff now rather than a wider pool you refill at exactly the same speed.
💬 Quality of Life
  • Dungeon floors are properly inhabited. Monsters are now placed to cover the whole map instead of being counted out and scattered at random — Destard held eighteen of them across nearly twenty thousand tiles of floor, which is how you could walk a screen and a half of open cavern and meet nothing at all. No stretch of any floor plan is wide enough to be empty any more, and when something dies its replacement fills the thinnest part of the map rather than dropping in wherever chance put it.
  • The floors are furnished, too. Chests hanging open, chests staved in, stacks of crates and barrels — tucked against the walls where somebody camped, so a long trek across one of these maps passes something. They are scenery, and deliberately never an intact closed chest: a real Dungeon Chest still looks like a real Dungeon Chest.

Patch 9.68 — Brick by Brick

2026-08-07
💬 Quality of Life
  • Mobile can now fund a house under construction directly. While home, tap an Iron Ingot or Wooden Plank (or their Commodity Deeds) and choose "Add to Building Site" — the same delivery desktop has always made by dragging materials onto the Construction Site. Once the house is finished, that same tap offers "Store at House" instead.
Fixes
  • Tapping an item on mobile while your house was still under construction used to offer "Store at House" regardless — and it worked, tucking things into a chest that had no floor plan around it yet. That path is now closed, on mobile and on the server underneath it.

Patch 9.67 — What the Ground Remembers

2026-08-06
New Features
  • A new skill: Forensic Evaluation. Train it in any town, the same way you train Tracking. Every attempt reads a story out of the ground beneath you — an old murder, a badly dressed carcass, a scrubbed flagstone — and some of those stories are true ones, pulled from deaths that really happened on this shard.
  • It also finds things, and this is the part worth understanding. Every item this world has permanently destroyed is still down there: gear carried into a Dungeon Boss fight and lost, and anything scattered on a death that nobody came back for before it decayed. A forensic reading occasionally digs one of those out — the same sword, the same wear, the same enchantment, the same maker's mark, and the journal tells you whose it was.
  • An item is only in the ground once. Whoever finds it has it, it leaves the ground for good, and nobody will ever find it again — including the person who lost it. If an item was looted back off the ground it was never lost at all, and was never down there to begin with.
  • When the ground has nothing left to give, a find turns up a Lost Purse instead, which opens exactly like a Geode.
  • Forensic Evaluation also sharpens your skinning. It lifts the leather you take from every kill, climbing the whole way up to +20% at Grandmaster — half the skill is half the bonus, and it changes how much comes off rather than which hide drops.
Fixes
  • A bag left on the ground long enough to decay used to take its contents with it only in appearance — everything inside was quietly left behind in the world, owned by nobody and reachable by no one. Decaying bags now properly destroy what is inside them.

Patch 9.66 — A Slot for Every Find

2026-08-06
New Features
  • Three new bags for harvesters, tailored at 80: a Miner's Ore Satchel, a Lumberjack's Log Roll and a Fisher's Creel. Each one costs its own line's rare find — Pristine Ore, Pristine Wood — so the bag that organises a material is bought with that material's own scarcity.
  • They are organisers, not sacks. Each opens as a grid with one slot per tier of its line, in order from Iron up to Valorite, plus a last slot for that line's rare find. A resource you have never gathered sits there greyed out, so the bag doubles as a checklist of what the line contains; tiers still above your skill are marked out with a dashed edge.
  • While you carry one, what you gather goes straight into it instead of scattering through your backpack — the same way leather has always found its way into a Leather Sling. Right-click for "Add All" to sweep up anything you gathered before you owned the bag.
  • Every bag can be rotated between three shapes with the ⟳ in its header — a wide block, a tall column, or a single long strip — and remembers which you chose.
  • Your Reg Bag gets the same treatment: one slot per reagent, in alphabetical order, since no reagent is rarer than any other. It still packs reagents down to a tenth of their weight — it remains the only bag that lightens what it holds.
⚖️ Balance
  • Carving plain Wood into planks now starts at a 75% success rate instead of 50%. The climb to 95% at Grandmaster is unchanged, and every wood above plain — Dullwood and up — still starts at 50%, so unlocking a new tier is the same coin-flip it always was. This is the early game being less punishing, not the whole ladder moving.
💬 Quality of Life
  • The Leather Sling is now one of these bags. Same bag, same recipe, same hide — it simply gained the grid, so your leather is laid out by tier like everything else. Anything already inside carries over untouched.
  • Bags that hold one particular thing now say so. You could previously drag a longsword into a Leather Sling and it would take it; a Sling, a Satchel, a Roll and a Creel now each accept only what belongs in them, whether you drag from your pack, your bank, a house or the ground.
  • A bag opened from your bank is no longer titled just "Bag".
  • If one of these bags is already holding something that has no slot of its own — anything you tucked into a Reg Bag or a Sling back when they would take absolutely anything — it is shown in a row beneath the grid so you can drag it out, rather than quietly disappearing.

Patch 9.65 — A Way Back to the Bench

2026-08-06
⚖️ Balance
  • Crafting without tools earns no Tinkering. Making that emergency pair trains nothing — skill still requires the tool, so the way out of the trap is not also a way to level. Everything else about the attempt is normal, and gains resume the moment you have tools active again.
💬 Quality of Life
  • You can no longer be locked out of crafting entirely. Tinker's Tools are made by Tinkering, and every other craft tool — the Blacksmith Hammer, the Carpenter's Saw, the Sewing Kit, the Mortar and Pestle — is tinkered too, so breaking your last pair with nothing spare used to close a circle you could not get out of. At a Crafting Bench you can now make base Iron Tinker's Tools with no tools in hand at all.
  • It is a way back to work, not a shortcut: it applies only to the plain Iron ones, only at the Bench, and the attempt still costs its ingots and can still fail like any other.

Patch 9.64 — Books to Hand

2026-08-06
New Features
  • Your Spellbook and your Lore Book now have keyboard shortcuts — B and L. Both toggle, so the same key puts the book away again, and both rebind in Options under Hotkeys alongside everything else. As with every shortcut, they stay out of the way while you are typing: pressing B in chat still types a B.
  • The Spellbook key says so plainly if you do not own a spellbook yet, rather than opening an empty book at you.
💬 Quality of Life
  • Opening a panel now brings it to the front. Every panel was raised when you clicked it, but not when you opened it — so asking for the Spellbook while something else was on top handed you a Spellbook underneath it, and you had to go and find the thing you had just asked for.

Patch 9.63 — Your Screen, Your Keys

2026-08-06
New Features
  • A Panels menu in the header, next to the padlock, with a switch for every standard panel — Paperdoll, Backpack, Skills, Ground, Session Gains, World Map, Journal and Chat. Switch one off and it goes; switch it back on and it returns to exactly where it was, docked or floated, with its position untouched. Handy if you never look at the Ground panel, or want nothing on screen but the fight.
  • Every one of those panels also has a keyboard shortcut. S for Skills and I for Backpack, plus P paperdoll, G ground, M map, J journal, C chat and N session gains. All of them rebind in Options under Hotkeys, alongside the auto-cast and potion keys, and they only fire when you are not typing — pressing S in chat still types an S.
  • One warning worth reading before you use it: hiding the Chat panel hides the box you type into, and typing in Local is how you reach the bank, the stable, the healer and every vendor. The switch says so before you flip it. Press C again, or use the Panels menu, to get it back.
  • Lockpicking now trains while you are logged out. Start Lockpicking Training with Training Locks in your pack and it keeps picking overnight, working through your spares in turn — one lock is 100 attempts, which is about ten minutes, so carry as many as you want the session to last. It was one of three activities that quietly earned nothing at all while you were away.
  • A new wiki page, Offline Progress, that says plainly what keeps earning while you are logged out and what does not. Which activities count, what has to be in your pack, and the things that quietly cut a night short — a full backpack ends a gathering session the moment one more swing would not fit. Cartography and Item Identification still earn nothing offline; now at least the wiki admits it.
⚖️ Balance
  • Offline time is now capped at 8 hours instead of 12. Anything past the cap is discarded rather than banked, exactly as before — coming back after two days pays the same as coming back after eight hours. Eight is roughly a night, which is the absence the catch-up was meant to cover; twelve was most of a day, and made simply not logging in a reasonable way to play.

Patch 9.62 — Hard Times for Beggars

2026-08-06
⚖️ Balance
  • Begging brings in half as much. A plea now yields from 3 reagents at no skill up to 10 at Grandmaster — it was 5 to 20, which quietly out-earned every skill that involves a tool and a sweat.
  • Begging no longer earns Virtue Binding XP. The gathering trickle scales with how much a tick actually hauls in, which is fair for ore and absurd for handfuls of free reagents — holding out a hat had become the best Virtue farm on the shard, several times what honest mining paid. The reagents are still the reason to beg; Virtue now asks for real work.

Patch 9.61 — Straight to the Stockpile

2026-08-05
New Features
  • Right-clicking something in your house storage now offers to send it to your Stockpile, or to a Craft Station standing next to it. Ore you carried home and put away had no way across to the Smelter in the same room short of dragging it back into your pack first — the menu simply had nothing on it but the bank rows, which are no use to something already at home.
  • It reaches inside bags. A Reg Bag sitting in storage is exactly where a stockpiling player keeps their reagents, and its contents are offered the same rows as anything loose on the shelf — however deeply you have nested it.
  • Sending from your own house is free. Only the bank rents a horse and cart, because only the bank is somewhere else.
🔧 Bug Fixes
  • Ghosts can no longer loot. Death leaves you standing over your own remains, and with nothing stopping a corpse being picked clean on the spot, the walk back for your body — which is the death penalty — could be skipped entirely. Taking anything from the ground, and dropping anything onto it, now waits for a proper resurrection. You can still open your corpse and look, so you can decide whether the run back is worth it.

Patch 9.60 — Hotfix — Study Takes Time

2026-08-05
🔧 Bug Fixes
  • Clicking a creature in the Animal Lore book by hand now respects the same 6-second pace the Start loop already kept. It didn't — every click was a full study attempt with a full skill-gain roll, so mashing a row trained Animal Lore as fast as a finger could tap. Skill earned that way stays earned; the door it came through is closed.
  • Clicking a creature while the loop is running now just tells the loop to turn to that creature next, rather than sneaking in a free extra attempt on top of every tick.
  • Thanks to <@134375374162231297> for reporting it the right way — found, written up, and handed over within the hour.

Patch 9.59 — Open House

2026-08-05
New Features
  • You can see who else is in a house. Until now a house had no notion of who was standing in it at all — arriving home left the town behind and joined nothing in its place — so anyone who came in, a visiting Gamemaster included, was simply invisible. Everyone under one roof now shows on the floor plan, walks around it, and is drawn with their own gear, guild tag and title, exactly as they are in a town square.
  • You only see the people on your own floor. Two players on different storeys of the same house are in different rooms, and the guest list upstairs is nobody downstairs' business.
  • Players can visit each other's houses. Anyone with standing access travels there from the Friends panel whenever they like, owner at home or not — and an owner can invite anybody over on the spot for a single visit, friend or not.
  • A new House Access panel, on the House View header, decides who may come in and what they may do. Co-owners are trusted with everything inside; everyone else is governed floor by floor: allow visitors, use fixtures, use storage, add items, remove items.
  • Rules are per floor because each floor already has its own plan and its own chest. A ground floor can be a workshop your friends are welcome in while the storey above stays entirely yours.
⚖️ Balance
  • Visiting a friend requires the friendship to run BOTH ways — you each need the other on your friends list. The friends list has never asked for confirmation, so treating a one-way entry as a key to somebody's house would have let anyone on the shard add themselves and walk in. The Friends panel shows the Visit button greyed out, and says so, rather than hiding it.
  • Co-ownership needs no friendship, since adding a co-owner is an explicit act by the owner. A co-owner may use anything in the house on any floor, whatever the floor rules say, but may never move, upgrade or re-deed it, nor change who else gets in. Ten per house.
  • An invitation is good for one visit. It gets a guest through the door regardless of the friends rule, and ends when they leave.
  • Every house on the shard starts with its ground floor open to visitors and nothing else granted, upper floors closed. If you never touch the new panel, your house behaves as it always has — with the single difference that an invited friend can stand in the hall.
🔧 Bug Fixes
  • Fixed a serious fault found while building the above: walking across your own house could be mistaken for asking to relocate the building. On an unmoved house that would have charged the full move cost — up to 1,500,000 gold for a Castle — and shifted the house to the corner of the world map. Nobody was affected; it never reached a live shard.

Patch 9.58 — A Fetcher Learns Fast

2026-08-05
⚖️ Balance
  • The harvesting trio levels on a ladder of its own now: the first level costs 500 Harvesting XP, and each one after costs a little more, up to 10,000 for the final level into 10 — 47,250 in total. The old curve borrowed the combat pets' shape and priced the climb for looted gold, which Harvesting XP trickles in far slower than; a fetcher was going to sit at its 5-minute cadence for weeks.
  • Any mole, beaver or otter already tamed keeps every point of XP it has earned — the thresholds just moved down to meet it, so it may well level the moment its owner next swings a pick.

Patch 9.57 — Working Animals

2026-08-05
New Features
  • Three new tameable companions join the wilds at 30.0 Taming: Digger the Giant Mole, Chips the Beaver, and Brook the River Otter. They are working animals — the first pets classed for Harvesting rather than combat or carrying.
  • Take the right one out while you work its trade — the mole while Mining, the beaver while Lumberjacking, the otter while Fishing — and it will periodically run off to a node on your screen, work it, and trot back with 1 to 3 of whatever it found. Nothing lands in your pack until it is back at your feet; then the haul pops up over its head and the journal notes what it brought.
  • What it fetches follows you: the ore, wood or fish it can find rolls at your own skill, with your own chances — a Valorite miner's mole digs from a Valorite miner's odds.
  • Fresh from taming, a fetcher heads out once every 5 minutes. Levelling shortens the trips all the way to once every 30 seconds at Level 10 — the cadence is the whole growth curve, and the Stable shows it on the pet's own row.
  • These three level differently: they gain XP only from Harvesting — your successful gathering ticks and their own hauls, in their own trade. Gold from kills teaches them nothing, so a mole carried through a dungeon comes home no wiser.
⚖️ Balance
  • The fetch is a plain draw from your own table: no yield bonuses, tier bumps or doubling apply to what the pet brings back. It fetches what you could find, on top of everything you are already finding.

Patch 9.56 — Back To Work

2026-08-05
🔧 Bug Fixes
  • Beating a PK who ambushed you while harvesting no longer leaves the mine or forest frozen on the fight. The victory was being handled as though you had just cleared a dungeon room and were waiting for the next monster to wander in — but you were stood at a vein with a pickaxe, so nothing ever came and the scene never moved again. Winning now hands you straight back to the work you were doing, exactly as beating a wildlife ambush already did.
  • A PK who jumps you at a vein or a tree now looks like the person the journal says they are, with their own gear and the red glint, instead of borrowing an Executioner's sprite. That is how they have always appeared underground; the harvesting view simply never got told.

Patch 9.55 — No Unexploded Ordnance

2026-08-05
🔧 Bug Fixes
  • A thrown potion whose target died before the fuse ran out used to just sit there on the floor plan, counting down to 1 and staying put. It now goes off regardless — it simply has nothing left to hurt, and says so in the journal. The flask you threw is still the one you watch explode.
  • That stranded fuse was also staying armed on you behind the scenes, so a bomb thrown at one monster could turn up and detonate in a later fight you had not thrown anything in. A potion that outlives its target now ends with it.

Patch 9.54 — Your Bags Come Back As Bags

2026-08-05
New Features
  • You can open a bag lying on a corpse. Click Open on it in the loot window and its contents list underneath, each with its own Take — for the times you want four garlic back and not the other four hundred. Taking a reagent out on its own costs full weight, since the discount belongs to the bag and you are choosing to leave it behind.
  • The loot window can now be dragged even with your layout locked. A pile decays while you stand over it, which is the worst possible moment to find the window pinned on top of your own backpack.
  • A Bosses page has joined the wiki. All twelve, each with its portrait, its dungeon, what it costs to summon, what its signature ability does to you, and the trophy it guards. What they drop is listed; how often is not, same as everywhere else on the wiki.
  • That page also writes down two things that were previously only learnable by dying. Every boss hits half again as hard once you get it below a third health, not just the two whose whole gimmick is the rage. And losing empties your gold bar but does not spend your weekly kill — a win locks the boss away until Friday noon GMT, a defeat leaves it standing there, so you can farm the bar back up and go again the same week.
🔧 Bug Fixes
  • Loot All no longer tells you your own corpse is too heavy. Dying used to tip every bag out, so a Reg Bag holding five hundred reagents became five hundred loose items on the ground — and loose reagents weigh ten times what the same reagents weigh inside the bag. The pile you could carry a moment before you died was suddenly far too heavy to pick up, and the only way home was to lift everything by hand and rebuild the bag reg by reg. Bags now drop whole, and Loot All prices one exactly the way your backpack will charge for it.

Patch 9.53 — Light The Fuse Yourself, Or Don't

2026-08-05
New Features
  • Auto Throw. Right-click a throwable potion sitting in a Potion slot and enable it — the bottle is hurled once, automatically, at the start of each fight, whenever the 20-second throw cooldown allows. The beginning of the fight and nowhere else: it will never spend a second bottle mid-brawl, and it skips the Training Dummy entirely rather than feed it your reagents.
  • The Greater Explosion Potion joins Alchemy at 80.0 skill: 30-40 damage, armour still ignored, brewed from 3 Black Pearl and 10 Sulfurous Ash.
⚖️ Balance
  • The ordinary Explosion Potion is now the entry-tier bomb: 5-15 damage, brewed at 30.0 Alchemy for 1 Black Pearl and 3 Sulfurous Ash. Bottles you already own are these — every existing Explosion Potion wakes up weaker today, because the 30-40 blast it used to carry now lives in the Greater tier. If you brewed a stockpile at the old strength, this is the line telling you so plainly.
🔧 Bug Fixes
  • Explosion Potions can now actually be thrown from a Potion slot. The hotkey was quietly trying to drink them — and the server refused a throw from an equipped slot even when asked properly — so a bomb on your belt was a bomb you could not use. Both ends are fixed: the hotkey now throws a throwable and drinks a drinkable, and the slot's right-click Throw works.

Patch 9.52 — A Ceiling, And Somewhere To Raise It

2026-08-05
New Features
  • The Skills window now shows a Skill Cap beside your Total Skill. The cap is a ceiling on the sum of every skill you have — not a limit on any one of them, which still stops at 100 as it always did. Everyone starts at 1,000.0.
  • Nothing enforces it yet. It is there to be seen and to be raised; no skill will stop gaining for passing it, and a total above your cap is not a problem. When it does start to matter you will hear about it well beforehand.
  • A Foreign Exchange has opened in Britain. It buys +1 skill scrolls — any skill, all worth the same to them — and raises your skill cap by 1.0 for each one. Drag the slider to choose how many to hand over; ten scrolls, ten points.
  • That is what those scrolls are for now. A skill scroll only works on a skill below 80, so every one you have hoarded for something already mastered has been dead weight until today.
⚖️ Balance
  • The Exchange is in Britain and nowhere else. Every other vendor exists in every town because being unable to buy bandages somewhere would simply strand you — this one sells progression rather than supplies, so the capital keeps it.
  • Only scrolls you are carrying count. Anything in the bank stays in the bank; bring it with you.

Patch 9.51 — Fire In The Hole

2026-08-05
New Features
  • Explosion Potions are now a lit fuse rather than a dart. The flask arcs across the floor plan, lands at the monster's feet, and counts down 5, 4, 3, 2, 1 before it goes off for 30-40 damage — no longer reduced by armour.
  • The countdown you see is the real one, read from the server, so a refresh or a reconnect mid-fuse picks it back up rather than losing track of a bomb you have already thrown.
  • The blast gets its own purple line in the journal, naming the potion and what it hit for, so it does not vanish into a column of ordinary swings five seconds after you threw it.
  • One thrown potion every 20 seconds. The cooldown is on throwing rather than on the bottle, so switching between Explosion and Poison does not get you around it.
⚖️ Balance
  • Cooked food now heals 5, 15 and 20 for Fish, Dullfish and Shadowfish — Dullfish and Shadowfish both restore more than before.
  • An Explosion Potion cannot land the killing blow; it will leave a monster on its last point of health for your next swing to finish. Every damage-over-time effect in the game already works this way, for the same reason: kills are resolved by a real attack, which is what makes sure loot, gold and quest credit all follow.
🔧 Bug Fixes
  • Explosion Potions were being stopped by armour. Thrown damage ran through the same mitigation a sword swing does, and against a heavily armoured monster that removed most of it — a potion averaged about 9 damage against a Balron, which is why they felt like they did nothing at all. A blast is not a blade, and it no longer cares what the target is wearing.

Patch 9.50 — Sit Down To A Proper Meal

2026-08-05
New Features
  • Four fish dishes join Cooking at the very top: Fish Patty, Fish Stew, Fish Chowder and Fish Feast. Each needs 100.0 Cooking and a Cooking Stove locked down in your own house, plus a new ingredient — Common Spices.
  • The recipes name exact fish rather than any old catch: a Patty takes 2 Cooked Agafish and 1 Spice, a Stew 5 Agafish and 3 Spices, a Chowder 3 Cooked Verifish and 5 Spices, and a Feast 3 Cooked Valorfish, 2 Verifish and 10 Spices. No substituting a pile of Copperfish — a dish is gated on your Fishing as much as your Cooking.
  • A dish restores nothing when you eat it. Instead it pays out every second for fifteen minutes — the Patty 1 health a second, the Stew 2, the Chowder 3 mana, and the Feast 2 health and 3 mana together. Unlike your own passive regeneration, a dish keeps paying inside a dungeon and in the middle of a fight, which is where you want it.
  • The Cooking Stove is a new house placeable, made by a Tinker at 75.0 Tinkering for 4,000 iron ingots. It is not the Iron Stove — that one still quietly turns raw fish into cooked fish while you are away. This is the bench you stand at to make the dishes themselves.
  • Common Spices drop from any monster anywhere, roughly one every twenty-odd kills. The fish are the real cost of a dish; the spices just mean a cook has to leave the water occasionally.
⚖️ Balance
  • Every recipe spends Agafish or better, so the three fish that still heal are never eaten by one and the early Cooking ladder never becomes a feeder for the endgame one.
  • There is no failure roll. A Fish Feast costs three Valorfish, and losing that to a bad roll would make dishes something to avoid rather than aim for; at 100.0 Cooking the gate is the skill itself.
  • No two dishes that restore the same thing run at once. Eating one clears any dish it overlaps with: a Patty and a Stew replace each other, a Feast replaces everything since it restores both, and a Stew alongside a Chowder is the one pair that genuinely runs together. Last eaten always wins — so eating a Stew while a Feast is up ends the Feast, mana and all.
  • The Feast costs more than a Stew and a Chowder together. What it sells is one dish to cook and one buff to watch instead of two, not a discount.

Patch 9.49 — Something Worth Fishing For

2026-08-04
New Features
  • The rarer cooked fish no longer heal. From Copperfish up, eating one restores nothing and grants a short bonus instead — Copperfish +10% Double Harvest chance and Bronzefish +10% Craft Success chance for a minute; Goldfish +10% gold from kills, Agafish +10% Virtue XP, Verifish +5 to Strength, Dexterity and Intelligence together, and Valorfish +10% to every skill gain chance, for two.
  • Fish, Dullfish and Shadowfish are unchanged and still heal, so there is still food to put in the Food slot if that is what you want it for.
  • A buff fish can go in the Food slot too, and is eaten automatically each time its bonus lapses — one stack keeps the bonus running continuously. Ordinary food still works the old way, eaten when your health drops below your threshold. The two triggers are separate, so a buff fish is never eaten just because you got hurt.
  • You can also eat one by hand at any time, including at full health — the bonus is the point, not the healing.
  • Each running fish bonus shows in the buff bar with its own fish icon and countdown, alongside a Potion of Power rather than hidden behind it.
⚖️ Balance
  • Every fish bonus is +10%, the same figure a Potion of Power grants. What separates them is time: a potion runs for one to three hours, a fish for one to two minutes. They do not add together — the stronger applies, and the fish takes over when the potion ends.
  • This turns the top of the Cooking ladder from a slightly bigger heal into a reason to fish a particular tier: Goldfish before a boss run, Copperfish before an afternoon of mining.

Patch 9.48 — Twice The Room

2026-08-04
⚖️ Balance
  • Every house tier now holds twice as much. A Small House goes from 7,000 stones to 14,000, a Villa from 28,000 to 56,000, and a Castle from 60,000 to 120,000 — the whole ladder doubled, nothing else changed.
  • It applies the moment you next look at your house, on the house you already own. Nothing needs rebuilding or upgrading to get it.

Patch 9.47 — Walk Where You Like

2026-08-04
New Features
  • Click any empty square of your floor to walk there. Until now your figure only ever moved on its way to opening something, so with nothing nearby to open you were rooted to the doorway — in a Castle, that is a lot of floor you could see and never stand on.
  • Fixtures are unchanged: double-click one and you still walk over and open it in the one motion. Clicking the floor part-way through simply changes your mind and cancels the trip.

Patch 9.46 — Stand Closer To The Floor

2026-08-04
🔧 Bug Fixes
  • The floor no longer looks wrong in a house bigger than a Small House. A big house is scaled down so the whole of it fits the panel at once, and that scaling used to land on an awkward fraction — so the floorboards and the grid lines fell between pixels and every seam came out a slightly different width, which read as a mistake rather than as a smaller room.
  • The scale now always puts a floor tile on a whole number of pixels, so every seam is identical and the boards are crisp again. Your whole house still shows at once, with nothing to scroll and nothing to pan; it just gives up a pixel or so per tile to land on the round number, and sits centred in what is left over.
  • A Small House is unchanged — it always fitted comfortably.

Patch 9.45 — Upstairs

2026-08-04
New Features
  • Houses have floors now. From the Two-Story House up, your house has more than one storey and a Ground / 1st / 2nd strip appears in the house header to move between them. Two floors at Two-Story and Large Two-Story, three at the Large Patio Home, Villa and Large Workshop, four at Keep and Castle.
  • Every floor is the same size as the house itself — a 7×7 house is 7×7 upstairs too — and each has its own layout and its own storage chest. Nothing about the ladder changed except this: same prices, same materials, same build times, same plot sizes, same storage caps.
  • Storage is still one shared pool. Each chest holds its own items, but they all draw on the same house capacity, so a Castle holds its 60,000 stones however you choose to spread them. The weight bar reads the same from every storey.
  • If you already own a house that is entitled to more floors, they are there the next time you walk in — new chests included, already locked down. Everything you own stays exactly where it was, on the ground floor.
⚖️ Balance
  • Fixtures still work house-wide wherever they stand. A Saw Pit upstairs speeds your crafting downstairs and an Ankh anywhere in the house still resurrects you — a house is a home, not a set of separate rooms.
  • The single exception is standing next to something: a Crafting Bench only draws from a Stockpile beside it on the same floor. It cannot reach through a ceiling.
  • Fixtures cannot be moved between floors directly for now. Release one, change floor, and place it again.

Patch 9.44 — Things Stay Where You Put Them

2026-08-03
🔧 Bug Fixes
  • Items no longer jump back to where they came from when you move several of them quickly. Every move asked the server for a fresh picture of everything you own, and moving ten things in a row started ten of those at once — so a picture taken before your last move could arrive after it, and your pack was repainted as it had been a moment earlier. The next one put it right, which is why things appeared to slide back and forth on their own. The server now finishes one of those before starting another, and folds any that pile up in the meantime into a single answer.
  • This was only ever the picture being out of date, never the move itself. Nothing was going to the wrong place, and nothing was ever lost — where an item had actually landed was correct throughout, even while the screen was disagreeing with itself.

Patch 9.43 — The Book Passes To The Next One

2026-08-03
New Features
  • An Inscribed Spellbook that runs out is now replaced from your pack automatically, mid‑cast, without you noticing it happen. It reaches for another of the same book first so you keep the tier you chose, falls back to any other inscribed spellbook you are carrying, and only if you have none at all does the slot empty — and even then you simply carry on casting unaided. The Journal says which book you drew.
  • A book stashed in the Bank is deliberately out of reach; it has to be on you. A spare that is already spent gets skipped rather than drawn and instantly broken.
⚖️ Balance
  • Auto Cast works in fights you did not start with Auto Battle. It used to require Auto Battle to be switched on, which meant a mage who pressed Attack, got jumped while harvesting, or was ambushed by a player killer stood there swinging while their spell rules never fired once. Auto Battle decides whether a new monster is picked for you automatically; it was never meant to be the on/off switch for casting during a fight you are already in.
  • Dungeon chests turn up around two and a half times more often — roughly one every four hours of solo Auto Battle in a dungeon, where before the first one was eight to twelve hours of unbroken play away. The old figure was set from a miscalculated kill cycle, which is why so few people had ever met one. Chests themselves are unchanged: same locks, same dust, same loot.
  • The weekly boss bar now fills with the gold you actually looted rather than the monster’s base value. A Gold Rush boon, a Potion of Power, a Paragon kill and a gold‑finding pet all paid you while doing nothing whatsoever for the bar you were watching. With a Gold Rush up, Grendel now takes fifty kills to summon instead of seventy‑five.
🔧 Bug Fixes
  • Recalling out of your house actually leaves it. You arrived wherever you were going but stayed flagged as being indoors, so the house floor plan sat over the location view and your storage, crafting bench and stockpile all stayed reachable from another town.
  • A spent spellbook no longer leaves a phantom in your weapon slot. The book was deleted without clearing the slot that pointed at it.
🎨 Visual Improvements
  • Your pet follows you into the forest and the mine. It walked beside you in a dungeon and vanished the moment you started chopping or mining — the companion was simply never built for those scenes. It now trails a step behind as you work, and passes correctly behind and in front of the trees.

Patch 9.42 — Somewhere To Put The Good Stuff

2026-08-03
New Features
  • The Display Case is a new house placeable, built at the Carpenter’s bench for 1,000 planks and 500 iron ingots at 75 Carpentry. It holds two of the carried crafting charms — the Smith’s Lucky Hammer, the Silver Thimble and the Jeweler’s Loupe — and keeps their bonus working while you craft at home. A charm that took a very long hunt to find no longer has to ride in a backpack you might drop.
  • Read the trade before you commit a charm to one. Carried in your pack those three buff you anywhere; sitting in a case they buff you only at your own house, which is the same reach the Dwarven Anvil and the other craft decorations have always had. If you craft at home, where your Craft Stations and Crafting Bench already are, it is a straight win. If you craft in town, keep carrying it. Nothing is taken away — leave the charm in your pack and it behaves exactly as it always has.
  • The case shows what it is holding. Each charm’s own icon sits in the glass on the floor plan, so you can tell a case holding a hammer from one holding a thimble without opening either.
  • It is a heavy piece of furniture: a Display Case takes 1,000 of your house’s storage, and whatever you put inside counts toward it as well. On a starter house that is a real slice of the shelf. It also cannot be reclaimed while there is anything inside it.

Patch 9.41 — The Phone Says What It Is Doing

2026-08-02
🔧 Bug Fixes
  • The phone client now shows which skill you are training. Starting an activity left no mark anywhere on the page — the buttons were drawn once when the client loaded and never touched again, so after tapping Mining you could scroll back to the same wall of identical buttons with nothing to say it had begun. The running activity’s button now turns green and reads “Active”, and its row in the Skills list does the same.
  • Virtue Binding XP on the phone was showing your LIFETIME total against the size of the current level, which is two different measurements side by side. A level 3 character with 60,000 XP earned was told “60,000 / 25,000” — a figure larger than the target beside it. It now reads the XP earned since that level began, matching the desktop client and the bar it is meant to describe. Nothing about your actual progress changed; only the number on screen was wrong.

Patch 9.40 — The Road Home Runs Both Ways

2026-08-02
🔧 Bug Fixes
  • Setting out from your house now costs the journey it should. Travelling back to the town you had recalled home from was instant and free — the timer read 0:00 — and heading anywhere else charged you the road from that town rather than from wherever your house actually stands. Every trip out of a house has been wrong since house travel arrived.
  • The cause was a single mistyped word: the code that looks up your house before a journey asked for a status no house has ever had, so it never found one and quietly fell back to measuring from the last town you were in. Your house is now what the road is measured from, as it was always meant to be.
  • The world map’s hover preview was reading the same wrong figure and showing “0 min” for the town you came from. It now shows the real distance from your house, so what you are quoted is what you are charged.

Patch 9.39 — Everything On One Clock

2026-08-02
🔧 Bug Fixes
  • Progress bars, countdowns and timers no longer glitch when your computer’s clock differs from the server’s. Craft bars were the worst of it — snapping straight to full, sitting at zero, or drifting out of step — but the same fault ran through virtue cooldowns, respawn waits, dungeon boon timers, house construction, ground-loot decay, mount expiry, and both travel and treasure countdowns. All of them now measure against the server’s clock rather than your own.
  • The phone client had no clock synchronisation at all, so every countdown there was measured against the handset. It now syncs like the desktop does.
🎨 Visual Improvements
  • Only one crafting sound plays at a time. Carving wood resolves faster than the saw recording lasts, so several used to overlap into a permanent rasp — each attempt now cuts the previous one off, which is also rather more like how a saw actually sounds.

Patch 9.38 — The Bosses Pay Out

2026-08-02
⚖️ Balance
  • Boss trophies drop far more often. Every boss is locked to one summon a week, so the old 1.5%–5% chances meant the Gravekeeper’s Cauldron was a sixty-seven week wait and even Malgorath’s Voidforge was twenty. Worse, the ladder ran backwards — the tier-2 Gravekeeper held the rarest trophy in the game, rarer than either tier-8 boss. Trophies now run from 16% up to 25%, climbing properly with difficulty, and Grendel keeps his 30%.
  • The aim is that farming three or four bosses a week earns you at least one trophy per fortnight. That is an average rather than a promise, so a quiet run of weeks is still possible.
  • Bosses are also a real source of special loot now instead of a token one. They used to roll the same one-in-ten-thousand chance an ordinary monster does — a rate built for the thousands of kills a day that hunting produces, and quietly absurd on something you can only kill once a week. Depending on the boss’s difficulty you now have between a 5% and a 23% chance of a special item per kill.
  • The Infernal Duke and the Frostwyrm Matriarch can drop their own dungeon’s exclusive items — the Salamander’s Signet, the Glacial Signet, Cinderfang, Rime Fang and the rest. It never made sense that the Fire Dungeon’s own lord was the one thing down there that could not.

Patch 9.37 — Sawdust And Loose Ends

2026-08-02
🔧 Bug Fixes
  • Recalling out of a fight no longer leaves the combat window stranded on screen. It used to sit there showing a frozen fight you could neither act in nor dismiss — the fight had genuinely ended on the server, but nothing told your client. The Shardbinder’s Ring, the Recall Home spell and both admin teleports all announce it properly now.
  • The combat window also has a close button at last. It only hides the window — it does not flee, and it cannot be used to escape a fight, so a live one carries on exactly as it was and reappears on the next attack.
🎨 Visual Improvements
  • Carpentry and carving wood into boards now draw from three different saw recordings at random rather than the same one every time. Woodworking is among the most repetitive loops in the game, and an hour of the identical two-second saw was a lot to ask of anyone.

Patch 9.36 — The Phone Gets Its Due

2026-08-02
New Features
  • Bards can play on mobile. With an instrument in hand the Now card grows Peacemaking and Discordance buttons, the live charge count, and the Keep Playing loop — everything the desktop client offers.
  • Auto Cast can be toggled from the Magic section, so you no longer have to open the desktop client to turn spellcasting on or off.
  • Titles and the Alpha Event standings both have panels on the Home tab now. Tap any title to wear it, or No Title to go bare.
  • Three more actions on the item sheet: Scribe a Wood Plank into Parchment, Bind a Spellbook from a Parchment stack, and spend a Pet Bonding Deed on your active companion.
🔧 Bug Fixes
  • The mobile Skills list was missing twelve of the game’s thirty-five skills — every one trained by an activity, including Mining, Fishing, Lumberjacking and Taming. A miner could not see their Mining anywhere on the phone. All thirty-five now appear, grouped as they are on desktop.
🎨 Visual Improvements
  • The whole mobile client has been given a pass: cards now sit as raised panels with a soft shadow and an ember edge, buttons press when you tap them, the active tab is capped with an ember bar, vitals bars glide rather than jump, and the action sheet slides up from your thumb. Anyone who has asked their phone for less motion gets the still version.

Patch 9.35 — A House Is A Place

2026-08-02
⚖️ Balance
  • Your house is now a real location on the map, and the Leave button is gone. To leave, you travel somewhere from the World Map — exactly as you would from any town. The journey is measured from where your house actually stands, so heading out costs the same as Recall Home cost to get there.
  • This closes a genuine exploit. Leaving used to be instant and free, and it put you back in whichever town you had departed from — so with a Shardbinder’s Ring you could recall home from the middle of a dungeon, press Leave, and be standing back in the fight having paid nothing at all. A house was effectively a two-click teleport to anywhere.
  • Turning back part-way through a journey now returns you to your house rather than to the town you set out from, so cancelling cannot be a free exit either. Recall Home itself is unchanged — still instant, still every fifteen minutes.
🔧 Bug Fixes
  • The Crafting Bench, house storage and the Ankh now correctly stop being reachable the moment you set out on a journey, rather than the moment you arrive somewhere.

Patch 9.34 — A Proper Vat

2026-08-02
🎨 Visual Improvements
  • Dye Tubs have been redrawn. The old icon was a flat-sided pot with a disc of colour on top; every tub is now a proper coopered vat — squat and wide-mouthed, built from individually shaded staves that curve around a bellied body, banded with two iron hoops, and rimmed in lighter wood. The dye sits a little below the rim so you look down into it past the tub’s inner wall, with a wet highlight across the surface.
  • All 57 colours share the one drawing, so every dye in the game — common through to the dungeon exclusives — picks up the new look, each still tinted with its own shade.

Patch 9.33 — The Scribe’s Bench

2026-08-02
New Features
  • Inscription joins the Crafting Bench. Pick a wood tier and the Bench will scribe Boards into Parchment unattended, drawing material from its own storage or an adjacent Stockpile, training the skill exactly as scribing by hand does, and carrying on while you are logged out. It needs an active Writer’s Quill in hand, same as every other Bench skill needs its own tool.
  • Binding an Inscribed Spellbook is deliberately left as a manual act on a Parchment stack — that is a single deliberate craft, not something to leave running.
  • Parchment is now a Stockpile category, all nine tiers. Scribes can bank the ten-per-book binding cost somewhere other than their backpack, and a Stockpile beside a Bench can swallow the Bench’s own output.
  • The Crafting Bench panel is wider to fit its sixth tab comfortably.
🔧 Bug Fixes
  • Instruments can actually be made at the Crafting Bench now. The Bench offered every instrument on its Carpentry tab and then quietly refused to make any of them — it was resolving them down the same path as a Saw Pit, which meant looking for an item that does not exist. Lutes, drums, harps, tambourines and flutes all craft properly.
  • The leather hood got a proper cowl. It was drawn as a metal great helm wearing leather colours; it is now modelled on the hooded figure at the Britain bank — a peaked cowl with your face set back in its shadow, sitting over the robe rather than swallowing it.

Patch 9.32 — Robes For The Robed

2026-08-02
🎨 Visual Improvements
  • Leather armour now dresses you as what you almost certainly are: a caster. Instead of the stitched tunic and trousers, anyone in a leather chest piece wears a full-length hooded robe — ankle-hem, contrasting trim down the front, a sash at the waist, trimmed shoulders and cuffs, boots just peeking out beneath. The robe follows you through every view: the dungeon floorplan, the gather scenes, the Town Square and your house, from all sides.
  • The trim does the talking. The robe body keeps your leather tier’s colour — tanned brown for plain Leather up through Valorite’s purple — while the panel, sash and hem wear a bright contrast of it, so a robed figure reads as a robe at a glance and as YOUR tier a half-second later.
  • Sitting on the dock to fish, the robe folds to your lap rather than swallowing your legs, and mid-swing your sleeves read as pushed up. The hood stays exactly as it was: open-faced, stitched brim — a closed metal face plate still means plate.

Patch 9.31 — The Virtuoso

2026-08-02
New Features
  • A second Deed arrives for the bards: The Virtuoso. Land 500 songs — Peacemaking calms or Discordances that actually took hold, fumbles and resisted attempts count for nothing — and turn it in for the Virtuoso title alongside a bag of three random Goldwood instruments.
  • The instruments are the real article: full charges, three different flavours, and deliberately not blessed — play them, sell them, or hand them to an apprentice. The title sits in the Deeds section of the Titles panel next to Loremaster.
  • The count starts from this update — songs played before it were never being tallied, so every bard starts the race from the same line. The journal shows your progress live.

Patch 9.30 — Wyrms With Legs

2026-08-01
🎨 Visual Improvements
  • The White Wyrm and Ancient Wyrm no longer look like worms. Both were drawn as a bare, legless curve — an unflattering thing to meet at the top of a dungeon — and have been redrawn as proper standing dragons: four clawed legs planted, two tall membraned wings raised, a spined ridge from neck to tail, and the head up where it belongs.
  • The Dragon and Drake joined them, since standing next to the new wyrms made the old serpent shapes look worse than ever. The family now reads as a proper progression: the Drake is visibly the smallest with a single wing and one horn, the Dragon stands full-size with both wings, and the two wyrms wear the twin swept-back horns.
  • The Serpentine Dragon, Wyvern and Swamp Dragon keep their coiling shapes on purpose — serpentine is rather the point of the first two.
  • You will see the new art everywhere the old art appeared: in combat, on dungeon floorplans, in the Lore Book and across the wiki bestiary.

Patch 9.29 — The Loremaster

2026-08-01
New Features
  • A new quest for the completionists: Loremaster’s Study. Fill every page of the Lore Book — all 49 creatures across every dungeon, bosses included — and turn it in to earn the Loremaster title, worn above your head like any boss or skill title. It sits in its own new Deeds section at the top of the Titles panel, and exactly one of anything is the rarest thing you can wear.
  • The quest sits in your Quest Journal alongside the starter lines and shows live progress toward the full book, so you always know how many creatures you still owe your studies. There is no gold and no experience on this one — the title is the reward, and it says precisely what you did to get it.
  • Fair warning: the deep pages need serious Animal Lore before those dungeons will even open to study, and every boss must be met to be recorded. This is meant to be earned late, not collected early.

Patch 9.28 — Something Still Out There

2026-08-01
💬 Quality of Life
  • The Stable's Companions tab now shows the whole ladder rather than only what you have tamed. Your own companions sit in it as before, with every creature you have yet to find slotted into place between them as an undiscovered entry — so you can finally see at a glance whether you are missing any, and roughly where.
  • The list is ordered by the Taming each creature needs, which is also the order you will meet them in. Anything within reach of your current skill reads "Findable now"; anything beyond it tells you the Taming to aim for, so the tab doubles as a plan for what to train toward next.
  • A running count sits at the top — "3 of 20 companions found" — for when you just want the number.
  • What an undiscovered entry will not tell you is what it is. No name, no species, no bonus: finding out is still the point of taming. And if you have never tamed anything at all, the tab stays hidden exactly as before, with no hint that a roster exists.

Patch 9.27 — Dressed The Part

2026-08-01
🎨 Visual Improvements
  • Leather armour finally looks like leather armour. A character wearing a leather tunic used to render in the exact same breastplate, pauldrons and greaves as a plate fighter of the same tier — indistinguishable on the dungeon floorplan, in the gather scenes, in the Town Square and in houses. Leather wearers now get their own look everywhere: a belted, stitched hide tunic with bare arms, tinted to the tier of the leather, so a Valorite Leather caster still reads as the purple tier — just in matte hide rather than polished metal.
  • A leather cap no longer renders as a full metal great helm. It draws as an open-faced leather hood with a stitched brim, and your face actually shows — which no metal helm ever allows. At a glance, the closed face plate now genuinely means plate.
  • Inscribed Spellbooks are no longer enormous in your house. The book was already carried at a sensible size in dungeons and the Town Square, but the house view missed the same treatment and rendered it as a huge slab across the figure at a sword's chop angle. Bows and crossbows had the same problem there and hung like blades; all three now carry correctly at home.

Patch 9.26 — Keys To Hand

2026-08-01
🎒 New Content
  • Options has a Hotkeys tab. Three things you reach for mid-fight can now be put on a key: Auto Mage Toggle on F1, Drink Potion Slot 1 on F2 and Drink Potion Slot 2 on F3 to begin with. Click the key box next to an action, press the key you want, and it is done — there is no Save button to forget, and the × beside each one clears it if you would rather that action had no key at all.
  • Each key does exactly one thing. Taking a key that another action is already using simply moves it — the action that had it becomes unbound, so your newest choice always wins rather than the click appearing to do nothing.
  • Enter and Escape cannot be reassigned. Enter opens chat from anywhere and Escape closes whatever window is on top, and anyone who bound one of those away would have no route back to the panel that took it. Function keys F1 to F12 and the number row are what the boxes accept; letters are deliberately left out, because which letter a key reports changes between keyboard layouts and a binding made on one would quietly stop working on another.
  • Your keys are saved to your character rather than to the browser, so they follow you to another machine and are already correct the first time you open the tab.

Patch 9.25 — A Plot Near Britain, And Poison With Teeth

2026-08-01
⚖️ Balance Changes
  • Poison now scales with your spell damage. Every source counts — Grandmaster Inscription, Grandmaster Evaluating Intelligence, an Inscribed Spellbook, a leather suit and a spell-power pet — so the damage-over-time improves alongside everything else you have invested in as a mage, instead of being the one spell your gear never touched. A well-equipped caster poisons for roughly twice what an unequipped one does.
  • The bonus is locked in when the spell lands, so swapping gear mid-fight will not weaken a poison already running. Poison still cannot land the killing blow — it stops at one health, as before.
💬 Quality of Life
  • A newly built house is now placed in the countryside around Britain, within sight of the Graveyard, the Sewers and the Mines, instead of anywhere on the map. Nobody else has to start their first house on a distant shore they have no reason to visit, and new houses now appear near other people's.
  • If that neighbourhood ever fills up, the search widens outward rather than failing — you might get a slightly more distant plot, but a build will always find somewhere.
  • Existing houses are untouched, and moving house is unchanged: a paid relocation still lets you drop your house anywhere on dry land.

Patch 9.24 — The Mage Gets Its Due

2026-08-01
New Features
  • Hitting something with an Inscribed Spellbook equipped now has a chance to give mana back. The book drinks in the strike and returns 10 mana, on a tier-scaled chance running from 10% with an Iron book to 90% with a Valorite one. The mana floats up over your mana bar, in the dungeon floorplan as well as the combat window. It costs the book nothing extra — swinging wears it exactly as it always did.
  • The point of it is that the melee half of a caster’s kit is no longer just what you do when you have run dry. Swinging is now part of how you stop being dry.
  • Spellbook tooltips finally tell you what the book does. Spell Power and the mana-restore chance both show on hover, in the pack and once equipped. Those two numbers decided which book you should carry and previously appeared nowhere in the game at all.
  • Auto Cast can be toggled without opening anything. Right-click your Spellbook for Auto Mage On/Off, or press F1 from anywhere — F1 is ignored while you are typing, so it will not fire mid-sentence in chat.
  • While Auto Cast is on, your Spellbook wears a small "A" in the corner, the same way an equipped item wears its "E". No more wondering whether you left it running.
⚖️ Balance
  • Leather armour is worth twice what it was. Both of its caster bonuses have been doubled: a full Valorite suit now gives +60% spell damage and +100% mana regeneration, up from +30% and +50%. Every tier moved by the same factor, so the whole line is worth wearing earlier as well as at the top.
  • Inscribed Spellbooks have gone from a nice-to-have to the single biggest decision a caster makes. The spell damage they grant used to run from 2% to 10%; it now runs a clean 10% per tier, from +10% with an Iron book up to +90% with a Valorite one. Which book you carry now matters more than any other piece of caster kit.
  • Taken together an endgame mage — full Valorite leather, a Valorite book, Grandmaster Inscription and Grandmaster Evaluating Intelligence — now does roughly three times the spell damage of an unequipped one. All of it still adds together rather than multiplying, so the numbers stay readable, and none of it helps you survive a hit.

Patch 9.23 — Any Hide Will Do

2026-08-01
💬 Quality of Life
  • Tailoring now lets you choose which Leather you are working. A new dropdown on both the Tailoring gump and the Crafting Bench covers the Bag, both resist Cloaks, the Leather Sling and Animal Tackle — five recipes that until now demanded plain Leather and nothing else, so a full bag of Shadow or Bronze hide sat there useless while you went hunting for the one tier they would accept.
  • Bandages are the deliberate exception and still take plain Leather. They are the bulk consumable every fighter gets through by the hundred, and letting them soak up rare hide would quietly make Valorite the correct thing to shred for field dressings. The dropdown greys itself out when a bandage is selected, so it is clear rather than silent.
  • Tool Bags and the new leather armour are unchanged too — for those the tier is already part of the recipe, and the Valorite version was never going to be made of anything else.
  • One thing to know before you reach for the good hide: working a rarer Leather now asks for the Tailoring that Leather deserves — 70 for Shadow, 99 for Valorite. That is the same rule Tool Bags have always followed, and it is what stops the dropdown becoming a way to sew a novice’s Bag out of the rarest hide in the game. Tiers you cannot work yet show red in the list, exactly like the metal and wood ladders elsewhere.

Patch 9.22 — A Bard Walks Into A Dungeon

2026-08-01
New Features
  • Three new skills arrive together, and none of them is any use without the other two. Musicianship decides whether the song you meant to play is the song that comes out. Peacemaking calms a monster until something hits it. Discordance makes a monster measurably worse at fighting. Together they are the shard’s first support role: a bard contributes by making everyone else’s turn better rather than by out-damaging anyone.
  • Instruments are a new Carpentry line — Lute, Drum, Lap Harp, Tambourine and Bamboo Flute, six boards each. All five are mechanically identical, so pick whichever you like the look of; what actually changes the numbers is the wood you make it from, which sets how many charges it holds. Wood gives forty, Valiwood gives two hundred and sixty.
  • They carry charges rather than durability, and they cannot be repaired. One charge is one attempted song, spent whether it lands, misses, or falls apart in your hands — so a poor musician gets through a lot of instruments. When the charges are gone, so is the instrument.
  • An instrument goes in your weapon hand. That is deliberate: you cannot fight and play at the same time, and swinging at something with a lute out means punching it. Losing your turn is the whole cost of the role, which is why barding is at its best in a party — one person losing a turn buys everyone else several safe ones.
  • Peacemaking stops a monster attacking for twelve seconds, or until something strikes it. A landed hit may snap it out early, and the better your Peacemaking the more likely the calm survives being hit. Damage over time will not wake it — a bleed or a poison ticking away leaves the calm intact. When it does break, the monster has to wind up a fresh swing rather than hitting you instantly for the trouble.
  • Discordance strips a flat amount of damage and armour for thirty seconds, and unlike a peace it runs its full course no matter how hard you hit. The amounts scale with the monster as well as with your skill — a few points of armour is a real dent in a rabbit and nothing at all to a balron — so it stays worth playing at every tier.
⚖️ Balance
  • Peacemaking and Discordance can never train past your Musicianship. Raise that first or you will stall both other skills at once.
  • Both are also hard capped by what you play to. Every monster tier trains you exactly as far as that tier can teach — which is precisely the skill at which it stops failing you — and then stops. A bard cannot grind to Grandmaster on rabbits; getting there means going somewhere worse. Your journal says so outright when the cap bites, and names whether it was the monster or your own Musicianship holding you back.
  • The three toughest monster tiers never become a certainty. Even a Grandmaster bard fumbles roughly one song in fourteen against something Legendary.
🔧 Bug Fixes
  • Monster debuffs now show up in party fights. Bleeding, stuns and everything else have been landing correctly in parties all along, but the icons above the monster were never sent — so a whole row of information simply was not there. Joining a fight already in progress also started you with a blank row; you now see whatever is already afflicting the monster the moment you arrive.
  • Being logged in with an account that no longer exists now returns you to the login page instead of a wall of error text you could not get out of.

Patch 9.21 — The Alpha Event

2026-08-01
New Features
  • A weekend event arrives: Alpha Tokens. While the event is running, absolutely anything you do has a small chance to turn one up — swinging a pickaxe, stitching a bandage, killing a dragon, or leaving a macro running in town. They are blessed, cannot be traded or dropped, and weigh nothing, so once one is yours it stays yours.
  • The chance scales with how long the thing you did actually takes. A mining swing is worth far more per attempt than a single cooking attempt, and a full fight — counting the time it takes to find the next one — is worth more again. The upshot is that every skill in the game pays about the same per hour, so you can chase tokens doing whatever you already enjoy rather than being herded into one activity.
  • Speed matters not at all. If your gear has your gathering ticks down to a third of the usual time, each tick is worth proportionally less — a fully kitted miner and a bare-handed one earn at the same rate. The event rewards time spent, not gear owned.
  • Progress made while you are logged out counts too, at three quarters of the live rate. You can compete without living in the tab, but showing up and playing will still finish ahead of leaving something running.
  • A new Alpha Event panel in the header ranks everyone by their haul. You can see who is ahead of you and by how many places — but never by how much. Only your own total is ever shown to you, including your own rank when you are nowhere near the top.
  • When the event closes, the player holding the most Alpha Tokens will be awarded 5 BritCoin. Standings stay readable after it ends, so you can see exactly where you landed.
💬 Quality of Life
  • Your token balance is recorded the instant one drops, separately from the token itself. Should a token ever go astray, your standing on the leaderboard is unaffected — the count is what is ranked, not what is in your pack.

Patch 9.20 — Reagents Without The Wardrobe Change

2026-07-31
💬 Quality of Life
  • The Equipment Locker’s Equip button is now Restock All, and it does exactly what it always did — swaps you to that gear set and tops your reagents up. It was only ever telling you about the gear half, so the name now covers both.
  • Beside it is a new Restock Regs, which refills your reagents and leaves your gear completely alone. This is the one you want when you come home mid-session: before, topping up meant running the full swap, which re-equipped a set you were already wearing and cycled everything else back through the Locker for no reason at all.
  • The old Regs button is now called Targets. It never restocked anything — it opens the editor where you set how many of each reagent to carry — and leaving it named one word away from Restock Regs would have been a coin flip as to which one you clicked.
  • Restock Regs also tells you why when nothing happens, rather than sitting there silently: whether there is no Stockpile beside the Locker, no targets set on that loadout yet, or you are simply already carrying everything it asks for.

Patch 9.19 — Straight From The Shelf

2026-07-31
💬 Quality of Life
  • Craft Stations now load directly from house storage. Drag ore, logs, fish or hides out of your storage and onto a Smelter, Saw Pit, Stove or any other station and it goes straight in — no more pulling a load out into your pack first, dropping it in, and finding yourself overweight halfway through.
  • Nothing about weight changes: house storage and a station's own contents already sat in the same pool and counted against the same house capacity, so moving between them costs you nothing and never was going to.
  • Your finished goods still come back to your pack when you collect them, as before.

Patch 9.18 — Counting the Rare Things

2026-07-31
🔧 Bug Fixes
  • Tool Bags no longer warn that they are "Destroyed outright on death". They have not been since the last patch — they drop with your body and lose 30% of their banked charges instead — and the old red warning was left behind saying the opposite of what actually happens. The bag's own tooltip already explains the real rule.
💬 Quality of Life
  • The Gains panel now tracks two more things worth bragging about: how many Paragons you have killed this session, and how many Dungeon Chests you have found. Paragons are counted as a share of your total kills rather than on top of them, so "50 slain, 3 of which Paragons" means fifty fights, not fifty-three.
  • Your welcome-back summary calls out Paragons too. If Auto Battle ran into any while you were away, it now says how many of the night's kills were Paragons instead of lumping them in with everything else.

Patch 9.17 — What Death Takes Now

2026-07-31
⚖️ Balance Changes
  • Your Tool Bag is no longer destroyed when you die. It drops with your body like everything else you were carrying, so you can go back and reclaim it — but 30% of every banked tool charge inside burns away in the process.
  • Dying now batters what you were wearing. Every equipped item that tracks durability loses 20% of its maximum — the same absolute hit whatever condition it was already in. An item taken to zero is broken rather than destroyed: it stops working until repaired, and never drops below zero, so the repair still prices normally.
  • Blessed gear is exempt. Your starter Sword keeps the same promise it always made — it cannot be lost on death, and it will not be worn down by one either.
  • A Tool Bag stored in the bank is untouched by any of this, exactly as it always was.
🔧 Bug Fixes
  • Boss trophies no longer claim they can be opened. Placing one in your house gave it a "double-click to open" tooltip, which was simply untrue — a trophy is passive and has no window of its own. Every trophy now states what it actually does instead, whether that is shaving time off a Craft Station or raising a crafting skill's success chance.
  • A Tool Bag now explains itself on hover: what it holds, how to manage it, and exactly what dying costs you.
💬 Quality of Life
  • "Exclude Regs" in the Stockpile is now ticked by default, so "Add All" leaves your reagents in your pack instead of sweeping a caster's whole supply into the house. Untick it whenever you do want them stored, and the per-tab "Add Regs" button still deposits them in one click.

Patch 9.16 — Quick Hands, Soft Armour

2026-07-31
🎒 New Content
  • Tailors can now make armour. A full six-piece leather set — Cap, Gorget, Tunic, Sleeves, Gloves and Leggings — is craftable in all nine leathers, wearing in the same slots as platemail, so the two are a straight choice rather than something you mix.
  • Leather protects roughly half as well as plate. What it gives back is what plate never has: spell damage and mana regeneration. A full Valorite set is +30% spell damage and +50% mana regeneration, alongside 39 Armour Rating; a plain Leather set is +3% and +5% alongside 9. Every piece carries its own share, so a partial set is worth exactly the part of it you are wearing.
  • Worth understanding before you grind for it: the armour rating holds steady across pairs of tiers, while the spell damage and mana regeneration go up at every single one. Upgrading your leather is a spell-power decision. If what you want is protection, wear plate — that is the trade, and it is meant to be a real one.
  • It costs no metal at all. A full set is 140 hides of whichever leather you choose, which gives Camping a serious use beyond bandages, and it repairs with the same leather it was sewn from.
⚖️ Balance Changes
  • Dexterity now decides how fast you swing. Until today it did almost nothing — a character with 10 Dexterity and one with 100 swung every weapon at exactly the same speed, and the only thing Dexterity touched was a small share of your Attack Rating. A weapon’s listed speed is now what it does at 100 Dexterity; below that, the same weapon is genuinely slower in your hands, down to a little over a third of that speed at 10.
  • Read that as the warning it is: almost everyone is currently below 100 Dexterity, and almost everyone will swing slower today than they did yesterday. The good news is that the penalty falls away fastest at the bottom — half of it is gone by 30 Dexterity, which is not far at all — so the fix is quick, and it never gets worse than it is at the very start.
  • Dexterity is therefore now the single most valuable stat a fighter can raise, and the first points are worth far more than the last. It trains from fighting and from Mining, Lumberjacking and Fishing, so most of you have been raising it already without knowing what it was for. Agility Potions and Bless count toward it too — a Greater Agility Potion is a real, immediate increase in how fast you attack, not just a number on your sheet. Anything above 100 Dexterity does nothing for speed, so there is a clear finish line.
  • Hovering a weapon now shows what it swings at for YOU underneath its listed speed, whenever the two differ. The Weapons page and the Tactics page explain the whole thing — Dexterity’s role in combat was never written down anywhere before.

Patch 9.15 — Bigger Beasts, Better Hides

2026-07-31
⚖️ Balance Changes
  • Tougher creatures now yield considerably more leather when you skin them. A kill’s leather is worth 1.75 units per difficulty tier rather than 1, so a Legendary creature hands over 15 leather where it used to give 9, and the tiers in between all rise with it. The weakest creatures are unchanged at 1 — the whole point is to widen the gap, so that hunting deep is the way to keep a Tailor supplied rather than farming whatever dies fastest.
  • What has not changed: how often leather drops at all, still an even chance on any kill, and which grade of leather you get, which continues to ride on your Camping skill, your knife and your ring rather than on what you killed. A Grandmaster skinning something small still takes better hide than a novice skinning a dragon — the dragon simply gives far more of it.
  • The Skinner’s Bounty dungeon boon multiplies the new, larger number, so it is worth meaningfully more in a hard dungeon than it was.
  • No single stat can now exceed 120, however it is raised. Strength, Dexterity and Intelligence each stop there once potions and blessings are counted — so a Grandmaster at 100 Strength drinking a Greater Strength Potion sits exactly on the ceiling, and your maximum Hits, Mana, attack rating and every heal now agree on that same number rather than one of them quietly disagreeing.

Patch 9.14 — The Bar That Would Not Leave

2026-07-31
🔧 Bug Fixes
  • Casting bars now clear the moment the cast finishes, instead of occasionally sitting there full and reading 0.0s. The bar used to wait to be told by the server that the spell had resolved — and if you killed the caster partway through its wind-up, that never happened, because the spell never resolved. Nothing was left to hide the bar, so it stayed, and followed you into your next fight. Fleeing or dying mid-cast stranded it the same way.
  • It now clears itself the instant the countdown reaches zero, which is the point at which it had already told you everything it was there to say. This covers incoming spells, thrown boulders and boss wind-ups alike, as well as your own casting bar.

Patch 9.13 — One Blessing, One Icon

2026-07-31
🔧 Bug Fixes
  • Bless now recasts properly while a Strength Potion is up. It used to register as three separate buffs — Strength, Dexterity and Intelligence — and the "Buff Missing" rule that recasts it watched the Strength one. A Strength Potion writes that same buff, so for as long as the potion ran the rule believed Bless was already active and quietly stopped recasting it. Bless now has a buff of its very own, so the rule asks about Bless rather than about strength.
  • Bless also takes a single slot in your buff bar now, with its own icon, instead of three. It still raises all three stats exactly as before.
  • The two no longer fight over your Strength, either. Whichever is stronger wins that one stat — a Greater Strength Potion outranks a Bless while it lasts — and your Bless keeps supplying its full Dexterity and Intelligence the whole time, since nothing else grants those. If your Strength is already sat at the cap, the rest of the blessing is still worth having.

Patch 9.12 — Heal In Time, Bars That Tell The Truth

2026-07-31
🔧 Bug Fixes
  • Auto Magery now checks your heal rules constantly, instead of only when your weapon was ready to swing. A rule like "heal below 50%" could previously go unread for the whole gap between two swings — and with a slow weapon, a fast monster, and poison or bleeding ticking away in between, that is more than long enough to die at full alert with a heal you had configured and never got. Your health is now re-checked several times a second, the instant after any damage lands.
  • Your attack rules are deliberately unchanged: a fireball landing a moment later costs you nothing, and putting everything on a hair trigger would make fights feel quite different. Only the "am I about to die" question is asked in real time.
  • Every timer bar in the game now runs on the server's clock rather than your computer's. If your machine's clock was even slightly out, every countdown you saw was wrong by that much — swing timers, cast bars, debuff durations, bandage cooldowns, respawn waits and the crafting station cycle alike. It was easiest to spot on a smelter, where a long cycle makes a small error obvious, but it mattered most in combat: against a two-and-a-half second swing, a two second error is the entire bar. Bars should now fill smoothly and finish exactly when the action does.

Patch 9.11 — The Shimmering Aura Earns Its Keep

2026-07-31
⚖️ Balance Changes
  • Magic Resistance is stronger. At Grandmaster it now takes 40% off every spell that lands on you, up from 35% — and every point below Grandmaster scales up with it, so the skill is worth more at any level you have it.
  • Magic Reflection now does something for its whole duration, not just once. On top of the charge that throws the next spell straight back at whoever cast it, the ward takes 20% off any hostile spell damage that does land — for as long as it lasts.
  • That 20% stacks on top of Magic Resistance rather than replacing it. A Grandmaster resister with the ward up takes 60% less damage from every spell thrown at them, and still gets the reflected hit on top.
  • The ward runs on the same clock as Protection — two minutes at a standing start, five at Grandmaster Magery. Eating the reflect charge no longer ends it: the charge is spent, the 20% keeps running until the timer does.
💬 Quality of Life
  • The new reduction shows in your buff bar as its own icon with a live countdown, so you can tell at a glance whether the ward is still up after its charge has been spent.

Patch 9.10 — And Counts What It Made

2026-07-30
🔧 Bug Fixes
  • A Craft Station's input and output counts update again while you watch it. Yesterday's bar fix accidentally tied the "ask the server what is in there now" refresh to the bar restarting — and since the bar now runs its own cadence and rarely restarts, that refresh stopped happening after the first pass, leaving the ingot count frozen even though the station was quietly working the whole time. The two are now on separate clocks, as they should have been.
  • Worth knowing while you watch it: a station is deliberately a little worse at the craft than you are, so some attempts genuinely produce nothing. A Grandmaster smith smelting iron succeeds about four times in five — a count that pauses for one unit is usually a real failure, not a stuck display.

Patch 9.9 — A Bar That Finishes What It Starts

2026-07-30
🔧 Bug Fixes
  • Craft Station progress bars now sweep cleanly from empty to full, once per unit produced. They were restarting part-way through — a Saw Pit or Ore Smelter would jump to somewhere around halfway, fill from there, then sit stuck at full before snapping backwards, over and over. A station sped up by boss trophies had it worse: the bar spent longer frozen at full than the whole attempt took.
  • The cause was the bar waiting for the server to tell it the next unit had started, on a schedule deliberately offset from the units themselves. It now follows the station's own cadence directly and rolls straight into the next unit as each one finishes, so it never stalls and never jumps back.

Patch 9.8 — Make Yourself at Home

2026-07-30
💬 Quality of Life
  • You now stand in your own house. Your character appears on the floor plan by the door, wearing exactly what you have equipped — armour, helm, shield, cloak and the weapon in your hand, the same figure that walks the dungeon floors.
  • Opening anything in the house now walks you to it first. Double-click a chest, a craft station, a tome or the training dummy and you stroll across the room, turn to face it, and it opens as you arrive rather than the instant you click. You cannot redirect mid-stride — finish crossing the room, then choose again.

Patch 9.7 — Somewhere to Put the Ingots

2026-07-30
🔧 Bug Fixes
  • House upgrades shipped yesterday with nowhere to actually put the materials — the panel that takes them opened in a window that was never positioned on screen, so it could not be dropped onto. Everything now lives inline in the house itself, directly under the hammer: what the upgrade will become, a bar for each material, a drop zone, and the Build button.
  • Each material bar now says how many MORE units it wants, not just the running total, so you can see what you still have to go and buy at a glance.

Patch 9.6 — Room to Grow

2026-07-30
New Features
  • Your house can now be upgraded in place. There is a hammer slot under the floor plan — drop a House Placement Deed of a larger house onto it to commit it, feed the works Iron Ingots and Wooden Planks, then press Build when you are ready to begin. A deed for the same size or smaller is refused outright and stays in your pack.
  • The house stays open the whole time it is being enlarged. Storage, craft stations and Recall Home all keep working, and nothing inside moves — when the work finishes, everything is exactly where you left it and the storage cap simply goes up.
  • An upgrade only costs the DIFFERENCE in materials between the two houses, since the walls you already paid for are still standing. Climbing the ladder one house at a time therefore costs exactly the same in total as building the biggest one outright — you just pay for it as you go. The deed itself is still full price.
  • One honest caveat: a couple of steps on the ladder are a slightly different shape rather than simply bigger (a Stone Tower is deeper than the Two-Story House above it). If the new floor plan would leave a chest or a craft station outside the walls, it is moved just inside and you are told. Anything that still fits is left untouched.

Patch 9.5 — The Movers Need a Rest

2026-07-29
⚖️ Balance Changes
  • Moving your house now carries a 12-hour cooldown. The gold cost was meant to make relocation a considered decision, but with enough money a house could hop around the map like a market stall. The clock starts only when a move actually succeeds — a refused attempt costs nothing and starts nothing — and placing a fresh deed doesn't start it either, so correcting a bad random placement right after construction stays free.
  • While the cooldown runs, right-clicking your house's map pin tells you exactly how long until the movers will come again, instead of letting you drag the pin somewhere it can't go.

Patch 9.4 — Dressed the Part

2026-07-29
🔧 Bug Fixes
  • A restyled cloak now looks restyled everywhere. Applying the Alpha Cloak Restyle changed the walking figure in dungeons and gathering spots, but the cloak's own picture in your backpack, on your paperdoll and in the bank stayed the original — which read as the restyle simply not working. The item art now swaps with the style.
  • The town square was the one place your figure genuinely ignored the restyle — everyone in the plaza saw your cloak's original colours. It now wears the restyle there too.

Patch 9.3 — Coin In Hand

2026-07-29
⚖️ Balance Changes
  • Every UI theme now costs 5,000,000 gold, up from 250,000. At the old price a theme was an early-game curiosity; it is meant to be something to spend a fortune on once there is nothing left to buy. A Theme Token in the shop still unlocks any one of them outright.
💬 Quality of Life
  • BritCoin is a real coin now. Support the shard and a stack of them is minted straight into your bank, where you can see it, count it, hand it to a friend or leave it sitting there — rather than a number tucked away on an account page. It is blessed, so it is never at risk, and it is yours to trade.
  • The Donation Store shows you a picture of what you are buying, and the panel is wider so it no longer runs off the bottom of the screen.
  • Everything in the shop is now cosmetic, with no exceptions. The Alpha's Supporter Cape has been withdrawn: it carried real stats, which is not a thing this shop is willing to sell. In its place is the Alpha Cloak Restyle — drag it onto any cloak you own and that cloak takes on the Alpha's crimson-and-gold trim while keeping its own name and everything it does. The two capes already out there have been converted, so nobody loses the look they paid for.
  • Also new: a Loadout Token, which unlocks one more slot on your Equipment Locker up to the same maximum of five that gold already buys, and Sovereign — a premium royal-purple-and-gold dye sold nowhere else and dropped by nothing.

Patch 9.2 — Where You Left Them

2026-07-29
🔧 Bug Fixes
  • Your window layout now survives resizing the browser. Going fullscreen and back — or any resize at all — was quietly resetting saved window positions: any panel the shrink pushed off-screen was snapped back to its default spot permanently, and worse, every window that happened to be CLOSED at that moment had its saved position wiped too, so the scrambling hit windows you weren't even looking at. A resize is no longer treated as you rearranging anything: your saved layout is only ever changed by you actually dragging something.
  • If a resize leaves a window's saved spot outside the visible screen, it is shown at a default position just for the moment — the instant the window grows back, it returns to exactly where you put it.
  • With the layout locked, windows now do not move at all, full stop — even a window stranded off-screen by a shrink stays put and simply comes back when the space does. Unlocking is the escape hatch: any window stuck off-screen pops back into view the moment you unlock, ready to be dragged, with its saved spot still intact.

Patch 9.1 — One Companion, Not Two

2026-07-29
🔧 Bug Fixes
  • Companions in the Stable roster were being drawn twice each, squashed to half width. A creature's art is a two-frame animation strip, and the roster was fitting the whole strip into a space meant for one frame — so every pet on the list was a squeezed pair of itself. It now shows a single, correctly proportioned companion, the same way the dungeon map and the town square already did.

Patch 9.0 — The Empty Dungeon

2026-07-29
🔧 Bug Fixes
  • The dungeon map really is fixed after a restart this time. If you were reloaded while Auto Battle was already running, the map came back named correctly and completely empty — no monsters, and your character nowhere to be seen. The map was in fact drawn perfectly: the camera had simply never been told to look at you, so it sat in an empty corner of a dungeon that can be a hundred and sixty tiles across while you stood far outside the view.
  • The same fault was doing quieter damage underneath. Whatever stopped the camera also stopped the rest of the map's code from loading, so for the whole of that session the map heard nothing the server told it — fights starting and ending, blows landing, chests appearing. That is the other half of "auto battle stops working properly after a reboot".
  • It only ever happened on a page load that began with Auto Battle already switched on, which is precisely what a restart does to everyone at once, and why it never showed up in ordinary play. The fix in 8.4 was a real bug in the Auto Battle button, but it was not this one — this is what was actually emptying your map.

Patch 8.9 — Twenty Faces

2026-07-29
💬 Quality of Life
  • The tameable creatures on the Animal Taming page now show their own sprites rather than sitting as a list of names. Still no bonuses, no odds and no thresholds — finding that out is still the skill — but you can at least see what you are looking for.

Patch 8.8 — A Picture of Every Reagent

2026-07-29
🔧 Bug Fixes
  • The Tools page understated pickaxe, hatchet and fishing pole charges by two and a half times at every tier. Those three spend a charge on every gather tick, so they run their own far longer ladder — an Iron pickaxe has 250 uses and a Valorite one 1,450, against the 100 and 650 the page was quoting off the crafting-tool curve. Both ladders now sit side by side, here and on the Tinkering page.
  • The Tools page also claimed a makeshift tool lasts "about a third of an Iron tool". That is true of an Iron crafting tool and badly wrong for an Iron pickaxe, so it now just states the 35 uses and leaves the comparison alone.
💬 Quality of Life
  • The wiki has pictures now. Every reagent, ore, log, fish, hide, ingot, board, plank, potion, cooked dish and bandage is shown with its own sprite beside its name, so a page of names reads as a page of things instead of a spreadsheet.

Patch 8.7 — Two Boards Is Not Two Thousand

2026-07-29
🔧 Bug Fixes
  • The Carpentry table was quietly lying about the Attack Dummy. It costs two Board Commodity Deeds — two thousand boards — and was printed as "2x" in a column headed Boards, directly under a Saw Pit whose "1000x" really did mean a thousand boards. Two rows in the same column, three orders of magnitude apart, formatted identically. Anything priced in Commodity Deeds or a special material now says so outright, on the Carpentry, Blacksmithing and Tinkering tables alike.
  • The Camping page's skinning knife table was printing each knife's name twice and a meaningless skill requirement of 0.0 against every one — those tiers have no skill requirement at all. It now shows what they genuinely differ in: how many uses each has, and which ones a vendor will actually sell you.
💬 Quality of Life
  • A recipe that anyone can make now says "No requirement" rather than "0.0", which read like a threshold you had to meet instead of the absence of one — and buried the handful of rows that really are gated.
  • Quantities are centered in their own column and have lost the trailing "x", so a column of numbers reads as a column.

Patch 8.6 — Show Your Working

2026-07-29
⚖️ Balance Changes
  • The Cloak of the Hourglass now only hurries Mining, Lumberjacking, Fishing and Begging. It used to shorten every activity's tick, which quietly made it the strongest item in the game for the town skills — Hiding, Tracking, Evaluating Intelligence, Lockpicking, Animal Lore and Taming are all paced in real hours rather than attempts, and taking 2 seconds off a 6-second tick was cutting a third off every one of those without the Cloak ever having been balanced against them. It is a gathering item, so it now only helps gathering. This supersedes the note in 8.5, which said it was unchanged.
  • The Shardbinder's Ring recall cooldown is now 15 minutes, up from 5.
💬 Quality of Life
  • The wiki now tells you what the numbers actually are. Every weapon line's signature effect has its own table: Execute's chance and the health it needs, Bleed's damage per tick and how many ticks, the Mace stagger's length, and Archery's critical chance and what it adds. All four scale with your skill in that weapon, and the page now shows the full range rather than only the figure you reach at Grandmaster.
  • Mace Fighting's special is called Concussion on the wiki. It was written as "Paralyze", which is also a circle 5 spell and nothing to do with it — the page now says outright that it shows on the monster as Stunned, so there is no guessing whether the two are the same thing.
  • Bandages list what they heal for, whether they land at all — your Healing skill read straight across, so 40 Healing is a 40% chance — and what Anatomy adds on top.
  • Every potion and every spell now names its effect: what it heals, what it restores, what it buffs and by how much, and the damage range it rolls. The magery tables note that the figures shown are the base roll, before Eval Int and an Inscribed Spellbook push them higher.
  • A new Tools page collects the whole tool ladder in one place: what skill level each tier will train you to, the bonus it adds while you hold it, and how many uses it has before it breaks. If you have ever wondered why a skill stopped climbing, that answer used to live only on the Tinkering page — it is now linked from Harvesting and Crafting both, and from the sidebar.
  • The skill category pages no longer run their card list straight into the section below it.

Patch 8.5 — Crimson and Gold

2026-07-29
⚖️ Balance Changes
  • The Cape's tick bonus now applies to Mining, Lumberjacking, Fishing and Begging only, and has been adjusted from 3 seconds to 2. It was written as a flat cut off any activity, which read fairly against a 14-second gather but was far too strong against the short ones — Animal Taming was being cut clean in half. It now speeds up harvesting, which is what it was always meant to buy, and its tooltip names the four skills outright.
  • The Cloak of the Hourglass is unchanged and still hurries every activity — that one is all-skill by design.
💬 Quality of Life
  • The Alpha's Supporter Cape is now actually worn. It had an inventory picture but no figure art, so equipping it changed nothing you could see — your character walked around a dungeon, a gathering spot or the town square with nothing on their shoulders. It now hangs in crimson velvet with gold braid, matching its own icon, and drapes properly from every angle: a clasp and swinging hem from the front, streaming off your back in profile, and the full cape from behind.

Patch 8.4 — One Press, Not Two

2026-07-29
🔧 Bug Fixes
  • Stopping Auto Battle now works on the first press. After a restart the button could come back reading "Start Auto Battle" while your character was quite happily still fighting — and because the button acted on what it believed rather than what was true, pressing it to stop instead told the server to carry on. The first press only corrected the label, so stopping took two.
  • The cause was a timing one, which is why it struck hardest right after an update: every client reloads at once onto freshly-rebuilt files, and the message telling the page whether Auto Battle was running could arrive before the part of the page that listens for it had finished loading. The button now reads its state directly from the page it loads with, so it is right from the very first frame whether or not that message arrives in time.

Patch 8.3 — Growing Up Together

2026-07-29
💬 Quality of Life
  • Tamed companions now grow as they level — a little taller with every level, until a max-level friend stands more than a quarter bigger than the day you coaxed it out of the wild. The growth follows them everywhere: trotting behind you in a dungeon, at your side in the town square, and in the stable roster.
  • A Bonded companion now wears its own shifted coloration, so a creature raised all the way stands out at a glance from one freshly tamed. No two species wear the change the same way.

Patch 8.2 — A Paw on the Crest

2026-07-29
💬 Quality of Life
  • Your companion now has its own level bar, tucked just beneath your Virtue Binding bar at the top of the screen and marked with a small paw. It fills as they grow and names their level at a glance, so you can watch a friend coming along without opening the Stable Master.
  • It is deliberately slimmer and violet rather than ember, so there is never a moment where you mistake your companion's progress for your own. Hover it for the exact figures and how much further to the next level. It only appears while a companion is out with you, and sits full once they are fully grown.

Patch 8.1 — Bonded Sooner

2026-07-29
⚖️ Balance Changes
  • Your companion now Bonds at level 3 rather than at full growth. Bonding is what makes a pet permanent — a Bonded animal stays with you through death, where an unbonded one panics and bolts for the wilds. That safety used to sit at the very top of a long climb, which meant the rarest creature you had ever found was also the one you could least afford to walk into a dungeon with. Now it costs roughly a twentieth of the journey.
  • Companions still grow all the way to level 10, and their gift still reaches its full strength only there. Bonding early changes when your friend stops being at risk, not how far they can come — the seven levels after it are pure upside instead of seven levels of holding your breath.
  • This applies to companions you already have: any of yours already at level 3 or beyond is Bonded from this moment, with nothing to re-earn.

Patch 8.0 — A Cleaner Kill

2026-07-29
⚖️ Balance Changes
  • Swordsmanship's Execute has been reined in. At Grandmaster it fires on 7% of landed hits against a wounded monster, down from 20% — the finishing blow is meant to be a moment you notice, not the way most fights quietly end. Everything else about it is unchanged: it still only looks at a target already down to a quarter of its health, and it still pays full loot, gold and experience.
  • Training the skill matters as much as it ever did. Execute now runs from 1.75% with a blade you barely know up to that 7% at Grandmaster — the same fourfold climb the old 5%-to-20% curve had, just centred lower. An untrained swordsman lands noticeably fewer of them than before; a Grandmaster still executes four times as often as a novice.

Patch 7.99 — Your Remains, Kept

2026-07-29
🔧 Bug Fixes
  • Your own corpse is now visible the instant you die. It was being created correctly and left lying exactly where you fell — the game simply never told your client it was there, so the remains sat under your feet undrawn until you reloaded the page. Walking back never helped either, which is why refreshing seemed to be the only thing that worked. Anyone else standing where you died had the same blind spot, and now sees it drop in real time too.
💬 Quality of Life
  • Corpses now last a full hour, up from fifteen minutes. Getting your things back means resurrecting, crossing the map and fighting your way back to where you fell — and the old window could run out before you managed it, turning one bad fight into losing everything. Remains still vanish the moment the last item is lifted from them, so an hour is the longest an abandoned pile can linger, not how long a picked-clean corpse sits around.

Patch 7.98 — Best in Show

2026-07-29
💬 Quality of Life
  • Every tameable companion has been redrawn from the ground up. Where they were flat little silhouettes, they now carry real shading, a soft shadow underfoot, and the small things that make an animal an animal — ears that flick, tails that wag and sway, wings that beat, a proper trotting gait instead of a shuffle.
  • Each creature now looks like itself rather than a colored shape. We will not spoil who is out there waiting to be found — but if you have already befriended someone, take them for a walk through a dungeon and see them anew. The rarest of them got the royal treatment.

Patch 7.97 — Sealed Pages

2026-07-29
New Features
  • The Stable Master has found her voice. Ask for the Stable and she greets you aloud — one of three lines at random, so she does not repeat herself every time you come to collect a horse. She speaks on the Voices channel alongside the blacksmith, so the same slider in Options covers them both.
⚖️ Balance Changes
  • The harder dungeons now keep their secrets until you have earned them. Each page of the Lore Book demands Animal Lore before its creatures can be studied at all — nothing for the Britain Sewers, 20 for the Britain Graveyard, up to 80 for Destard and Hythloth. A sealed page still lists its residents as silhouettes, and tells you what it wants.
💬 Quality of Life
  • The Lore Book no longer changes size. It used to grow and shrink as you turned pages and inked creatures in; it now holds one fixed shape, sized to fit the largest roster in the realm.

Patch 7.96 — A Friend at Your Heel

2026-07-29
New Features
  • New skill: Animal Taming. Stand in any town and try your patience on the local wildlife — six seconds of soft words per attempt, trained like any other macro skill. What answers your call, and when, is yours to discover.
  • A tamer's hand is steadied by knowledge: your Animal Taming can never climb past your Animal Lore. Study the creatures of the world before you presume to charm them.
  • A tamed companion follows at your heel — in the town square for all to see, and into the dungeons at your side — and lends you its own particular talent while it does. One companion out at a time; the Stable Master will happily board the rest, and swap whichever you fancy walking with today.
  • Companions grow. Gold looted while one walks beside you feeds it, its gift strengthening as it goes. Reach its full trust and it is Bonded — yours forever. Until that day, mind yourself: a companion that watches you die will bolt for the wilds, and no whistle brings it back. Stabled friends stay safely stabled.
  • Tames cannot be traded, sold, or taken. A creature gives its trust to one person.
💬 Quality of Life
  • Global and Guild chat now survive being logged out. Come back after ten hours and the conversation is right there where it happened — the last stretch of each channel replays into your chat panel on login, timestamps and all. Local stays in the moment, as it should.

Patch 7.95 — The Lore Book

2026-07-29
New Features
  • Animal Lore now lives in a proper book. Every character owns a Lore Book — blessed, granted on arrival, and already sitting in the pack of everyone who joined before today. One page per dungeon: creatures you have not studied appear only as dark silhouettes, and everything you lore is inked in for good.
  • The book opens anywhere — right-click it, or use the Lore button on the Skills panel. Reading is free; studying still means standing in the creature’s own dungeon, and each page tells you where to go.
  • It cannot be dropped, and it cannot be lost to a death. Your bestiary is yours.

Patch 7.94 — Know Thy Enemy

2026-07-29
New Features
  • A new skill: Animal Lore. Stand in any dungeon, open it from the Skills panel, and study the creatures that live there. Succeed and that creature is recorded in your bestiary for good — its real health range, damage, armour rating, gold and swing speed, along with the drops it is actually worth hunting for. The Slime in the Britain Sewers, it turns out, is the only thing down there carrying a Magic Arrow scroll.
  • Every dungeon lists its own roster plus its boss, so you can weigh up a boss fight before you commit to one rather than after.
  • Tick Loop and it studies on its own, so the skill can be trained unattended — and it keeps going while you are logged out, like Hiding and Tracking. Rarer creatures are harder to read: a Balron gives up its secrets far more grudgingly than a Giant Rat.
  • At Grandmaster, a Lore button appears in the combat window: one look at whatever you are fighting is enough, no roll needed. Mastery means never having to stand and stare again.

Patch 7.93 — The Smith Speaks

2026-07-29
New Features
  • The blacksmith has found his voice. Open his shop and he greets you out loud — one of three lines, picked at random, so he does not repeat himself every time you come in to mend a helm.
  • The Voices slider added yesterday now has something to carry. Set it wherever you like in Options, independently of Sound Effects and Music, or take it to zero and he goes back to being the strong silent type. The Toggle Sound button in the header silences him instantly either way.

Patch 7.92 — Heads Up

2026-07-28
⚖️ Balance Changes
  • A hurled rock lands on the whole party, not one unlucky member. Same rule the Dragon breath follows: each of you takes a full hit rather than a share of one, so bringing friends does not soften it. The "heaves a rock overhead..." wind-up is your warning, and it is the same one a solo fighter gets.
🔧 Bug Fixes
  • Rock throwers now throw rocks in party fights. Trolls, Ettins, Ogres, Cyclopes, Golems and Earth Elementals had been fighting groups with their fists alone — party combat runs on its own separate footing, and the throwing half had never been wired into it. That was the last of the three monster abilities missing from group fights.
💬 Quality of Life
  • Audio settings have a third slider: Voices, alongside Sound Effects and Music. It controls spoken lines from the people you meet, so you can keep the soundtrack and your combat cues exactly where they are and still turn the talking down. There is nothing for it to carry just yet — it is in place ahead of the voices themselves.

Patch 7.91 — Thinner Plate

2026-07-28
⚖️ Balance Changes
  • Armour now deflects a quarter less than it did, at every material tier. A full Valorite suit turns aside about 52% of a hit rather than 70%; plain Iron about 27% rather than 37%. The shape of the ladder is untouched — every tier is still worth climbing, and the gap between Iron and Valorite is as wide as it ever was — the whole thing simply sits lower.
  • This is a change to what YOU take, not what you deal. Monsters mitigate exactly as they did before, so your own damage output is unchanged; fights get longer because you are softer, not because they are tougher.
  • Magic Resistance has come down with it. At Grandmaster it now cuts 35% of the damage from a spell rather than 50%, and shrugs one off entirely 5% of the time rather than 10%.
  • Fair warning: this lands alongside dragons learning to breathe on your whole party. If you have been walking into Destard in plate and treating it as routine, it will not be. Bring bandages.
🔧 Bug Fixes
  • Offline progress now fights by the same rules you do. A monster hitting you during an offline catch-up was running a slightly different armour calculation than the same monster hitting you while you were at the keyboard — harmless while the two happened to match, but it would have quietly left offline play easier than live play from today onward.

Patch 7.90 — Shared Flame

2026-07-28
⚖️ Balance Changes
  • A dragon's breath hits the entire party at once. A cone of fire has never much cared how many of you are standing in it, and now the game agrees: everyone present wears it on the same beat.
  • Each of you takes a full hit rather than a share of one — bringing friends does not thin the flame. You each get your own chance to resist it, and each train Magic Resistance off it, exactly as you would meeting the same dragon alone.
  • The wind-up is your warning. "The Dragon takes a deep breath..." is the same telegraph a solo fighter gets, and it lands on the whole group about two seconds later.
🔧 Bug Fixes
  • Monsters cast again in party fights. Every caster in the game — the whole Dragon family, Liches, Daemons, Elementals — had been fighting groups with nothing but their claws, because party combat runs on its own separate footing and the spellcasting half was never wired into it. Take a party into Destard now and the dragons breathe.

Patch 7.89 — Closing Time

2026-07-28
🔧 Bug Fixes
  • Bags now close when you travel. A bag opened at your bank, or inside your house, used to stay open for the whole journey — a live window onto storage you had walked away from, and anything dragged through it moved in or out as though you were still standing there.
  • The rule underneath has been tightened, not just the window. Whether you can reach into your bank or your house is now judged by where your things actually live, rather than by the bag they happen to be sitting in, so routing a move through a bag no longer sidesteps it. Equipping, stacking and splitting are held to the same rule as ordinary dragging.
  • That also closes the more serious half of it: gear can no longer be posted into your bank from somewhere no banker could reach, which had made it possible to put valuables beyond the reach of death entirely.
  • Nothing you could legitimately do has changed. Your bank and your house storage behave exactly as before while you are actually there, and bags in your own pack are untouched wherever you happen to be.

Patch 7.88 — Wear and Tear

2026-07-27
⚖️ Balance Changes
  • Platemail costs considerably more to forge. A full suit is now 100 ingots rather than 36 — Chest, Legs and Shield 20 apiece, Helm and Arms 12, Gorget and Gloves 8. Nothing got heavier to carry; only the forging cost moved.
  • Because a repair is priced off the same recipe, keeping a suit standing costs more than it did too. Armour was cheap enough that wearing it barely registered as an expense — now a suit is something you invest in and maintain.
  • Repairs above Iron have moved to the Repair Bench. Everything from Dull Copper up to Valorite is mended at your own Bench, paid in that item's own ingots and discounted the higher your Blacksmithing climbs — up to 40% off at Grandmaster. The town Blacksmith still mends Iron for gold, always, so a starter kit is never stranded behind owning a house.
  • Magic weapons no longer repair at the Repair Bench at all. The town Blacksmith is the only smith who will touch them, and the price is Virtue Points, scaled by the weapon's rung — a Vanquishing blade costs five times what a Ruin one does for the same damage. Slayer weapons price at their underlying Power or Vanquishing rung.
  • Taken together: a worn-out magic weapon is now a real decision rather than pocket change, and a Repair Bench is worth building.
🔧 Bug Fixes
  • The Summon button on the dungeon boss banner no longer hangs outside the banner itself. On the fixed-width map panel there was never room for the portrait, the progress bar and the button on one line, so the button simply spilled ~50px past its own frame. It now sits on its own row, tucked against the right edge.
💬 Quality of Life
  • The dungeon boss banner has been redressed in the game's own colours. The bar and the Summon button were a leftover green and gold that belonged to no palette in the game and clashed with each other; both now use the same ember treatment as every other button and meter, and — unlike the old green — they follow whichever theme you have chosen. The "ready to summon" state now announces itself with a slow pulse rather than a green outline.

Patch 7.87 — Known By Name

2026-07-27
New Features
  • Titles have arrived. Every skill grants one at 30, 40, 50, 60, 70, 80, 90 and 100 — Neophyte, Novice, Apprentice, Journeyman, Expert, Adept, Master and Grandmaster — so a Grandmaster smith can go by Grandmaster Blacksmith, and a hundred-point miner by Grandmaster Miner.
  • Defeating a Dungeon Boss earns its own trophy title instead: put the Serpentine Sovereign down and you may call yourself Dragonsbane. There is one for each of the twelve bosses, and more kinds of title will follow.
  • Open Titles from the button under your backpack to see everything you have earned and switch between them freely — including taking your title off again. Nothing shows until you have unlocked something and chosen to wear it.
  • Your title hangs above your name in the Town Square and shows when someone Inspects you. Everything you had already earned before today is waiting for you — no need to re-train or re-kill anything.
  • One exception: Incognito hides your title along with your name. A Grandmaster Blacksmith label over a disguise would rather give the game away.

Patch 7.86 — Housekeeping

2026-07-27
💬 Quality of Life
  • The Stockpile's deposit button now says what it will actually sweep — "Add Boards" on the Boards tab, "Add Ingots" on Ingots, and so on — instead of the vague "Add to Stockpile".
  • Both Stockpile buttons are now the same width, rather than the left one stretching to fit whatever its label happened to be.
  • New "Exclude Regs" tick beside Add All. Leave it on and the everything-sweep will skip your reagents, so you can dump a full pack into storage without having to withdraw your spell components again afterwards.
  • The Virtue Binding has been redrawn. It is the forged iron ring and chain it was always described as now — heavy band, riveted hinge, clasp and coiled chain — rather than the gold pendant standing in for it, with the ember still set into the clasp.

Patch 7.85 — Reds

2026-07-26
New Features
  • PK Ambush — the first zone event that makes a place WORSE. From time to time word will spread that killers are hunting a particular mine, forest or dungeon, and while that lasts anyone working there can be jumped. Watch the Active Boons panel: a PK Ambush shows there in red alongside the ordinary blessings.
  • The killers are not monsters. They arrive with a real name and a guild tag, in randomised armour, helm, shield, cloak and weapon drawn from the same gear you wear yourself — so no two look alike. They fight like players too: expect to be cursed, weakened and paralyzed while they work on you.
  • They carry nothing worth taking, and you get no gold for putting one down. What you get instead is Fame — a new mark of reputation shown beside your Attack and Armour once you have any. It only accrues for now; what it unlocks is coming.
  • Tougher killers hunt more dangerous ground, and the deeper the dungeon the more Fame their heads are worth. They never set foot in towns, so a fishing dock is always safe, and they keep out of the shallowest dungeons entirely.
  • Some hard protections, so this can never be something that simply happens to you: any one killer will only come for you three times per ambush, they never appear while you are logged out, and anyone below Virtue Binding level 5 is Protected and will not be touched at all.
  • A killer is meant to be a genuine fright rather than a death sentence. Go in with bandages, food and your armour on and you can take one — go in unprepared and you will not.

Patch 7.84 — Incoming

2026-07-26
New Features
  • The brutes can throw now. Ogres, Ogre Lords, Cyclopes, Trolls, Ettins, Earth Elementals and Golems will heave a rock or boulder at you mid-fight — you will see them rear back and get a moment of warning before it lands, and you can watch the boulder tumble across the floorplan on its way in.
  • A thrown rock hits considerably harder than an ordinary swing, and it is physical — so Armor Rating deflects it exactly as it would a claw, and good plate makes a real difference. Plate is the answer here, not Magic Resistance. If you fight in Despise, Wrong, Covetous or Shame, wear your armour.
  • Winding up a throw does not cost the monster its swing: it keeps hitting you on its normal timer the whole time, so a rock is extra damage on top rather than a pause in the melee. Having thrown, it needs a few seconds before it can throw again.
  • This closes the gap left by the recent caster damage pass — until now anything that could cast was simply more dangerous than anything that could not, and the melee half of the bestiary had no answer.
  • Miners take note: the Earth Elemental that ambushes you at a rock face is the same creature, and it throws too. Going unarmoured to the rock face is now a genuine risk.

Patch 7.83 — Open Book

2026-07-26
New Features
  • Tomes now open on a double-click as well, matching how one placed in your house already opens — so the same gesture works whether the tome is in your pack, your bank, or sitting on your floor.
🔧 Bug Fixes
  • Fixed tomes appearing not to open at all. The panel was opening correctly the whole time, but it was being drawn behind every other window with no position of its own, so there was nothing to see — right-click Open, Add All and a plain click all now bring it up properly, centred on screen and draggable like every other panel.
  • The tooltip on a tome placed in your house no longer mentions dragging it to reposition.

Patch 7.82 — Worth What You Put In

2026-07-26
⚖️ Balance Changes
  • Crafting skill gain now scales with how much material an attempt actually spends. A recipe costing 3 units trains three times as fast per attempt as one costing 1, so reaching Grandmaster costs roughly the same total material whichever recipe you train on. Previously the chance was flat per attempt regardless of cost, which quietly made the cheapest recipe in every craft the only sensible one to train on and turned everything else into a trap that cost several times the resources for the same skill.
  • This covers Blacksmithing, Carpentry, Tinkering, Tailoring and Alchemy, by hand, at a Crafting Bench, and in offline catch-up. The published targets are unchanged and now hold for every recipe rather than just the cheapest: about 150,000 Iron Ingots, 200,000 Leather, and 150,000 reagents to Grandmaster. Smelting, Cooking and Plank carving always consumed exactly one unit per attempt, so nothing changes for them.
  • Two paths that were cheaper than those targets have been brought in line: brewing the 2-reagent potions now costs about the same reagents to Grandmaster as any other potion, and the Shepherd's Crook no longer trains Carpentry for fewer planks than the rest of the bench.
  • Evaluating Intelligence now only ever turns up the smallest Scroll of Devotion. An unattended town macro should not be a source of the large Virtue XP scrolls at any rate — the bigger three still drop from Special Loot on monster kills, so earning those means fighting for them.
🔧 Bug Fixes
  • Fixed a crafter at Grandmaster having their skill knocked back down to 75 if they picked up an Iron-tier tool, which caps skill gain at 75.

Patch 7.81 — Mind the Bag

2026-07-26
🔧 Bug Fixes
  • Fixed a bug where dragging any item into a bag in your backpack could throw an error and fail to move it.

Patch 7.80 — The Scribe, the Scholar and the Archive

2026-07-25
New Features
  • Inscription has arrived. Scribe Wood Planks into Parchment with an active Writer's Quill, and bind Parchment into an Inscribed Spellbook — a caster's alternative to carrying a real weapon. At Grandmaster it grants a permanent +10% to every offensive spell you land, plus an opt-in sweep that converts carried magic scrolls into Arcane Dust.
  • Evaluating Intelligence, a new Magic skill. Start it in any town and you'll spend your time quietly sizing up whoever is standing around — real players and townsfolk alike — and forming opinions about their wits. Some of those opinions are kinder than others. At 100 skill, your offensive spells strike 20% harder.
  • While Evaluating Intelligence is running there's a small chance to turn up a Scroll of Devotion dropped underfoot, the same way Tracking occasionally digs up a treasure map. Roughly one every four hours, and it works offline too.
  • Tomes: three specialised archives crafted through Inscription at 95 skill, each costing 1,000 Wood Parchment and 2 Pristine Leather. The Map Tome files every treasure map away in level order, the Skill Scroll Tome holds all your +1 scrolls, and the Dye Tub Tome stores every dye with its actual colour shown beside it.
  • Right-click a tome for "Add All" to sweep every eligible item straight in, the same way a reagent bag works — then take back any amount, any time. Tomes work from your backpack, your bank, or placed in your house.
⚖️ Balance Changes
  • Grandmaster Inscription and Grandmaster Evaluating Intelligence stack to +30% spell damage, not +32% — the two milestones are summed before the damage is applied rather than multiplied one after the other, so the numbers mean what they say.
  • Binding a tome is a genuine endgame sink: 40% success at 100 Inscription, rising to 80% at 120 effective skill, and the parchment is spent whether the binding takes or not.

Patch 7.79 — Meet Me at the Fountain

2026-07-25
New Features
  • The Town Square has had a full makeover: a mixed stand of oak, birch and blossom trees swaying in the wind, richer grass with sunlit patches, a worn path up to the bank doors, flower beds and benches — and a fountain. Toss a coin in; it might have an opinion.
  • The square is alive now too: butterflies flutter about, leaves and blossom petals drift down from the trees, and a town cat strolls the plaza. Yes, you can pet the cat.
  • Two more tracks have joined the Town Music playlist: Foxfire Cup and Lanterns On The Beam.
⚖️ Balance Changes
  • Base materials can now train every craft all the way to Grandmaster — no more hard stop at 90 forcing a switch to colored materials. It is a genuinely long road: roughly 150,000 Iron Ingots for Blacksmithing, 200,000 Leather for Tailoring, 150,000 reagents for Alchemy, with Carpentry and Tinkering on the same curve. Colored materials remain by far the faster path — Iron to 100 is for the stubborn.
  • Verite and Valorite crafting is no longer capped at 80%/70% success forever: skill bonuses from your tool and ring now push those ceilings upward past raw 100 skill, closing toward the universal 95% at 120 effective skill. The best gear is what makes the rarest materials reliable.
  • Boss kills now roll their Special Loot chance multiple times, scaled by the boss tier — harder bosses drop noticeably more rare loot.
🔧 Bug Fixes
  • The dungeon floorplan view could stay stuck off after a server restart even though Auto Battle itself kept fighting — it now resumes correctly on reconnect.

Patch 7.78 — Shardbinder

2026-07-25
New Features
  • Everyone who tested The Idle Shard before launch has been given the Shardbinder's Ring — it's already waiting in your backpack. Wear it and right-click to recall home instantly, once every 5 minutes: no Magery, no reagents, no spellbook needed. It's blessed, so you'll never drop it on death.
  • A founder's item that won't be handed out again — it carries its own violet aura wherever its icon appears, so it never gets lost among ordinary loot. Thank you for helping build the shard.

Patch 7.77 — Touch and Go

2026-07-25
New Features
  • You can now drag and drop items using touch, not just a mouse — equip gear, move stacks around your backpack, deposit at the Bank, and everything else drag-and-drop already did, all now work with a finger on a touchscreen.
  • Every chat line — Local, Global, Guild, DMs, and system messages — now shows a [HH:MM] timestamp, on both the desktop and mobile clients.

Patch 7.76 — Every Trade, Same Rule

2026-07-24
⚖️ Balance Changes
  • Blacksmithing, Tailoring, Tinkering and Alchemy now count your tool and ring bonuses toward your crafting success chance, matching the change Smelting, Cooking and Carpentry got in the last patch. All seven crafts now follow the same rule: raw skill decides what you may attempt and still governs skill gain, while your gear makes you more reliable at what you have already earned.
  • This applies everywhere you craft — by hand, at a Crafting Bench, and in offline catch-up. Recipes with a fixed success chance are unaffected, as skill never applied to those in the first place.

Patch 7.75 — Tools of the Trade

2026-07-24
New Features
  • Added a master volume slider, in a new Audio section of the Options panel alongside the Britain Bank ambience setting. It controls every sound in the game — combat, gathering, crafting, ambience and chimes — and takes effect as you drag, even on sounds already playing.
⚖️ Balance Changes
  • Smelting, Cooking and Carpentry now count your tool and ring bonuses toward your success chance, not just your raw skill. Your raw skill still decides which tiers you're allowed to attempt and still governs skill gain — gear makes you more reliable at what you've already earned, it doesn't unlock recipes or train for you.
  • Following on from that, Verite and Valorite smelting have been rebalanced across the full gear range. At a bare Grandmaster 100 Mining, Valorite now succeeds 40% of the time (was 70%) and Verite 60% (was 80%) — but a Valorite Pickaxe and a Greater Band of Mining carry them to 80% and 90% respectively. The top-tier tools are now genuinely worth chasing. Every ore below Verite is unchanged.
  • Craft Stations (Saw Pit, Ore Smelter, Iron Stove) no longer ignore skill. They used to convert anything with a flat 10% failure rate, which made a placed Ore Smelter the single best way to refine Valorite despite it being the hardest smelt in the game by hand. A station now rolls your own skill's odds for that craft, minus a flat 15% automation penalty — so it's convenience, and always a little worse than doing the work yourself.
🔧 Bug Fixes
  • The angler at the fishing dock now sits properly on his chair instead of hovering above it — his rod sits correctly in his hand again too.

Patch 7.74 — Strike the Vein

2026-07-24
New Features
  • Mines have been rebuilt from the ground up: warm, mottled cave floors, rough-hewn rock walls, and abandoned ore carts scattered through the dark. Ore veins are now tall outcrops studded with jagged, glossy ore nuggets, the top four tiers (Golden and up) catch a faint sparkle, and every swing visibly chips rock loose as the vein is worked down.
  • Mining, Lumberjacking, and Fishing can now turn up a rare find: a Geode, a Lost Satchel, or a Message in a Bottle. Right-click one to open it (or Open All on a stack) for a payout: 45% a purse of gold, 50% a random +1 Skill Scroll, or a 5% shot at a genuinely rare item pulled from the same table dungeon chests draw from. Mining and Lumberjacking need 60+ skill to find theirs; Fishing's bottle has no skill gate.
🔧 Bug Fixes
  • Going overweight in a dungeon no longer leaves Auto Battle stuck trying (and failing) to start the next fight forever. It now cleanly switches Auto Battle off and tells you to drop something before it'll resume - whether that happens mid-fight, between fights, or while you were away.
  • Gathering characters now correctly turn to face a mining or lumber node standing right beside them, instead of occasionally swinging at empty air next to it.

Patch 7.73 — Turn and Face

2026-07-23
New Features
  • Player sprites now actually turn to face the way you're walking or fighting — a proper side-on profile heading east or west, your back (cloak billowing, shield slung and all) climbing north, the classic front view heading south. Applies everywhere: dungeons, gathering, and Town Square.
  • Parrying with a shield now physically snaps it up into the blow instead of just flashing a color — no shield equipped falls back to a weapon jolt instead.
  • Spells finally look like spells: Fireball flies from you to the target and detonates on arrival, Energy Bolt streaks across the gap, and a dragon's breath washes over you as a real cone of fire or frost.
  • Cloaks now render on your character — visible from the front, side, and slung across your back.
  • Tear a spell icon straight out of your Spellbook and drop it anywhere on screen for a one-click cast button. Left-click to cast, right-click to remove, and drag two together to snap them into a spell bar you can move as one.
  • Chat tabs now show a small unread badge when a message comes in on a tab you're not looking at — Local, Global, Guild, or a DM.
🔧 Bug Fixes
  • Fixed shields floating disconnected behind the character in side and back views, a frozen-looking side walk cycle, and weapons that kept swinging after a fight had already ended.
  • Fixed a shield slung on your back showing its strap side instead of its proper decorated face.
  • Fixed gathering characters sometimes not turning to face a mining or lumber node they were already standing beside when the scene first loaded.
💬 Quality of Life
  • The dungeon boss Summon button is now a proper solid green when it's ready to click, instead of looking greyed-out and disabled.
  • Floating spell icons now hide themselves during travel instead of sitting on top of the road scene.

Patch 7.72.5 — Fitted Plate

2026-07-23
🔧 Bug Fixes
  • Earth Elementals no longer cast spells — including every ore-tier Elemental ambush while Mining (Iron through Valorite), which shared the same creature under the hood. They're back to being the purely physical bruisers they were meant to be.
💬 Quality of Life
  • The Platemail Chest, Legs, and Gloves icons got a full redraw — a real breastplate with a fauld skirt, armored leggings with knee cops and sabatons, and a proper pair of articulated gauntlets — across every material tier and every dye color.

Patch 7.72.4 — Show Your Work

2026-07-23
⚖️ Balance Changes
  • Magic Resistance now has its own gain curve: a flat 100% chance to gain from 0 all the way to 90, dropping to a flat 30% for the last stretch to GM.
💬 Quality of Life
  • Combat messages now show their own math: a monster's hit tells you how much your Armor Rating deflected ("hits you for 6 (12 deflected)"), and a monster's spell attack tells you how much Magic Resistance absorbed ("sears you for 11! (8 absorbed)") — both only appear when they actually did something.

Patch 7.72.3 — Withdrawal Slip

2026-07-23
New Features
  • Added a Withdraw button to your market table — pull gold straight out of the till into your bank without closing up shop. The till keeps paying rent out of whatever you leave behind.
🔧 Bug Fixes
  • Closing a market table (and clicking a listing on your own table) could silently fail to show its confirmation menu — it opened and closed in the same instant, so nothing ever appeared to click. Both now stay open properly.

Patch 7.72.2 — A Proper Tabletop

2026-07-23
💬 Quality of Life
  • Market tables now display their goods on a proper hand-crafted rustic tabletop — timber frame, corner caps, nails and all — instead of a flat painted surface.

Patch 7.72.1 — Tidier Stalls

2026-07-23
💬 Quality of Life
  • The market table view slimmed down about 30% so it no longer dominates the screen, the Market panel now opens dead-centre of the window every time, and it stays draggable even with the layout padlock on.
  • Stacked listings on a table now show their quantity badge, same as stacks in your backpack.
  • The Open-a-Table popup got full-width fields, and table names are letters and spaces only — no numbers or special characters.

Patch 7.72 — Market Day

2026-07-23
New Features
  • The Market Place has been rebuilt from the ground up. The old fixed grid of rental rows is gone — the market is now a directory of named tables, searchable by name and shuffled into a fresh order on every visit, so no stall ever owns the front row. Tables are anonymous: browsers see the name you gave your shop, never who runs it.
  • Your table is now a real, physical tabletop twice the size of your backpack — drag items from your pack onto it and they sit exactly where you place them, rearrangeable any time. Drag one back to your pack to take it off sale.
  • Opening a table is one step: name it and fund its till (drawn from carried + bank gold together). Rename it whenever you like.
  • Buying got smarter: pay straight from your bank balance — no need to carry coin — and choose where each purchase is delivered: your backpack, your bank box, your house storage, or (for raw materials) straight into your Stockpile.
⚖️ Balance Changes
  • Table rent is now 20 gold + 0.2% of your table's total listed prices, charged from the till once per real day — a bigger, pricier inventory costs more to keep on display. Close up early and you only pay a pro-rata slice for the time you actually used; the rest of the till goes to your bank.
  • Compassion's Gentle Hands talent now adds a flat +5 HP to every bandage application, replacing its old 15% multiplier — it stays meaningful at every bandage tier instead of compounding on the biggest heals.
  • Bandage healing rebalanced: Lesser 5, regular 10, Greater 20 (down from 10/20/35).

Patch 7.71 — One Bag Isn't Enough

2026-07-23
New Features
  • Reg Bags are no longer a one-time purchase — buy as many as you want from the Mage Shop to spread your reagent storage across.
  • Right-click any Reg Bag for a new "Add All Reagents" option — it sweeps up every reagent you're carrying, whether it's loose in the backpack or tucked in another bag, and sorts it straight into that bag.

Patch 7.70 — Topped Up

2026-07-23
New Features
  • Right-click an equipped Strength/Agility Potion or Potion of Power and choose Auto-Drink — it automatically redrinks another one from the same stack the instant its buff runs out, as long as you're actually out in a dungeon, mine, or forest. It goes quiet the moment you're back somewhere safe in town, so it can't burn through your stockpile for nothing.
⚖️ Balance Changes
  • Slayer weapons are now twice as rare to drop, and their top (Vanquishing-equivalent) rung is ten times rarer than a Power-tier weapon — bringing them back in line with how special a dungeon-locked magic weapon is meant to feel.
🔧 Bug Fixes
  • A buffed max Hits (from a Strength Potion or Bless) always showed correctly on your health bar, but bandages, heal spells, heal potions, passive regen, the auto-eat/auto-bandage/Auto Magery triggers, and even arriving safely in town were all still capping at your UNBUFFED Strength — so seeing "120 Str" never actually let you heal past 100. Every one of those now heals (and triggers) against the true, buffed maximum.
  • Trading a bag now carries its full contents with it instead of leaving them behind ownerless, and dropping a bag on the ground now spills its contents into the pile alongside it instead of stranding them out of sight.
  • Once you've actually arrived in a dungeon, your Mount can no longer be unequipped — closes an exploit where slipping it into your backpack right before dying let it survive as ordinary, recoverable ground loot instead of dying with you as intended.
  • Buff and debuff tooltips (Status bar, Combat gump) could get stuck reading a frozen "0:00 remaining" forever if the row underneath rebuilt mid-hover — they now notice and disappear within about a second instead.
  • A mount's travel-speed bonus now also applies on the way to a Treasure Site, not just ordinary town-to-town travel.
  • Sword grips now sit properly in hand across every blade (daggers/cutlasses/scimitars/kryss no longer float at the chest, longsword's pommel no longer dangles at the thigh), and the biggest axes/maces had their heads pulled in a notch so they no longer cover the character's face on the heroic carry.
💬 Quality of Life
  • The Virtue Shop shrine now reskins with your active theme instead of always showing a fixed violet-and-gold look.

Patch 7.69 — Smooth Operator

2026-07-23
💬 Quality of Life
  • Inventory items no longer teleport around on quick drags — icons now glide into place, fast back-to-back moves of the same item land exactly where you dropped them, and new items pop in with a little settle instead of just appearing.
  • The Crafting Bench progress bar is finally honest: every fill is synced to the attempt's real finish time, so the green always reaches the end instead of getting cut short — and a failed attempt now pulses the bar red without dragging the fill backward.
  • Craft Station gumps (Saw Pit, Ore Smelter, Iron Stove) stopped flickering their contents and restarting their progress bar every time anything else happened in the world — they only redraw when that station actually changed.
  • The World Map button's icon is now a hand-drawn map that looks identical on every device and recolors with your theme, replacing the emoji that rendered differently per platform.

Patch 7.68 — A Bigger Locker

2026-07-22
New Features
  • The Equipment Locker now caps at 1 loadout slot to start, but you can unlock up to 4 more for 1,000,000 gold each — a permanent upgrade to that Locker.
  • Stored Gear now has category tabs (Weapons, Armor, Jewelry, Consumables) and a search box, so digging through a packed Locker is a lot less scrolling.
💬 Quality of Life
  • The Equipment Locker gump is noticeably wider, and the reagent-target icons in each loadout's restock editor are bigger and easier to read.

Patch 7.67.1 — The Square Comes Alive

2026-07-22
New Features
  • The Town Square is now walkable: click anywhere on the lawn and your character strolls over — and everyone else in the square sees you standing exactly where you walked. The crowd idles about on its own too, rather than posing like statues.
  • Right-click anyone in the Town Square to Trade with them or Inspect them — a full read-out of what they're wearing and every skill they've trained. Show off properly.
  • A hooded figure known only as "Man" is slumped against the back tree, fast asleep. Click him and see how much he cares. Rumour has it he might once have run this place.
💬 Quality of Life
  • The square zoomed out a notch: smaller sprites, a smaller bank, six trees around the plaza, and chat bubbles that now always stay inside the frame instead of clipping at the edges.
  • Weapons finally sit properly in the hand — held near-upright from the fist instead of floating sideways at the hip. Fixed in the dungeon view too, where the same wonky carry angle had always been.
  • The Bank/Quests/Friends buttons under the backpack no longer dissolve into the scenery — they're proper solid buttons now, themed to whichever palette you play in.

Patch 7.67 — Meet Me at the Bank

2026-07-22
New Features
  • Every town now has a Town Square — the bank building sits at the heart of the World Map panel, and everyone currently in town stands around it in person, wearing exactly what they have equipped: armor tier, helm, shield, and weapon (dyes included, so your Slayer colours are on full display).
  • Names float above each character in classic blue, and anything said in Local chat pops up as a speech bubble over the speaker's head. The panel opens out wider in towns to give the crowd room — the bank is the place to be seen.

Patch 7.66 — Of the Same Ore

2026-07-22
New Features
  • Mining, Lumberjacking, and Fishing ambushes are no longer always the exact same monster — the creature that jumps you is now named after the material tier your roll actually landed on. Mining can meet anything from an Iron Elemental up through a Golden Elemental to a rare Valorite Elemental; Lumberjacking runs Reaper through Valiwood Reaper, Fishing runs Sea Serpent through Valorfish Sea Serpent. You can only ever meet a tier your own skill has unlocked — no Golden Elemental without the Mining to actually reach Golden Ore.
  • Nothing about the underlying fight changed: it still scales stronger the higher the tier, still drops that same tier's own material on a win, and that bonus haul still shrinks the rarer the material gets — only the name (and the ambush announcement) now reflects which one you actually met.

Patch 7.65 — Lessons From Every Kill

2026-07-22
⚖️ Balance Changes
  • +1 Skill Scrolls no longer hide inside the ultra-rare Special Loot table (they used to share odds with things like a whole new mount). They now have their own roll on every kill — about 1-in-200, any of the 27 trainable skills — so they show up far more often.

Patch 7.64 — Small Fixes

2026-07-22
🔧 Bug Fixes
  • The Admin Panel's player roster was too narrow for its own action buttons — Summon/Goto/Kill/Revive/Manage were wrapping onto a second line. Widened the panel and floored the button column so that can't happen again.
  • The dungeon boss progress card could overlap the status message just below it (e.g. "You stumble into something hostile!"). It now clears that line.
  • The Inspect Binding gump's XP bar showed only a fill percentage — the actual numbers behind it are now shown too (e.g. "3,396 / 12,500 XP to next level"), matching what the bar's own hover tooltip already knew.

Patch 7.63 — The Shrine Awakens

2026-07-22
New Features
  • Every town now has an Offering shrine — click the new Virtue Statue tile to enter the Virtue Shop, the home of the end-game Virtue Points economy. Make a Bind Offering right from the shrine (sacrifice identified magic items for Virtue Points), then spend them on its rewards.
  • The first ten offerings are on display now as a preview — sealed relics marked "Coming Soon" while their powers are forged. The shrine itself is fully live, glowing and waiting.

Patch 7.62 — Read the Room

2026-07-22
💬 Quality of Life
  • Every crafting menu now colours what you can make by how much it still trains you: red means your skill is too low to make it at all, yellow means it still gives good skill gains, green means only the last trickle of gain is left, and plain grey means you're maxed out and it won't train you further. This was only on Tailoring before — it's now on Blacksmithing, Carpentry, Tinkering, Alchemy and the Crafting Bench too, and it updates live as your skill climbs.
  • The Spellbook now shows each circle's mana cost once on the circle header, instead of repeating the same number down every spell in that circle.

Patch 7.61 — Know Your Ceiling

2026-07-22
🔧 Bug Fixes
  • The crafting gain-chance preview now explains a 0% instead of just showing it. When you've hit a skill ceiling — like Tinkering stuck at 85 because your Tinker's Tools are too low a tier — the preview tells you exactly what's capping you and what to craft to train past it, rather than a confusing decline curve that quoted impossible skill levels (a "2% floor by skill 147" on a scale that stops at 100).

Patch 7.60.1 — Now Actually Visible

2026-07-22
🔧 Bug Fixes
  • The dungeon boss panel pinned to the Auto Battle map never actually showed up while fighting — only right when you arrived, or after stopping Auto Battle. It's fixed now: the panel stays up and live the whole time you're auto-battling.

Patch 7.60 — A Place for Everything

2026-07-22
New Features
  • A new Tinkering-built house fixture: the Equipment Locker. Lock one down, stash your spare gear inside, and save named loadouts — then swap your whole kit to any of them with one button. Whatever a loadout doesn't use is tucked back into the Locker, never lost.
  • Place the Locker next to a Stockpile and each loadout also restocks your reagents from it — topping up to the amounts you saved with that set, so switching to your caster kit refills your regs in the same click.

Patch 7.59.1 — Know Thy Prey

2026-07-22
New Features
  • The dungeon boss bar now lives right on the Auto Battle map — a small progress panel pinned in the corner, so you can watch it fill without stopping to open the roster. Once it's full, a Summon button appears there too.
  • You'll get a toast the moment a boss becomes summonable, even mid-run in a background tab, so you never have to keep checking.
🔧 Bug Fixes
  • The boss gold bar on the World Map now updates live as you farm, instead of only refreshing after you traveled, begged, or reloaded the page.

Patch 7.59 — Something Stirs Below

2026-07-22
New Features
  • ⚠️ In Testing: every dungeon now has its own named boss. Fill that dungeon's gold bar by fighting its regular monsters, then summon the boss for a solo showdown through the World Map. Numbers are still being tuned and may change without notice.
  • A boss pays no gold, but delivers a big guaranteed haul of leather (with a bonus chance at a finer grade), a flat chunk of Virtue Binding XP, and a guaranteed magic weapon — with a real shot at a Slayer weapon for that dungeon. There's also a rare chance at a house-placeable trophy that boosts a craft skill or speeds up a Craft Station.
  • Each boss's summon bar resets every Friday at 12:00 noon GMT, and can only be beaten once per week. Die to a boss, though, and it's not a normal death — everything you were carrying is lost for good, no walking back to collect it.

Patch 7.58 — Rest In Peace

2026-07-21
🔧 Bug Fixes
  • A dead character could still equip, drag, split, merge, and bank their own gear — a ghost has no business rearranging its own backpack. Every inventory action now waits for a proper resurrection first, same as combat, crafting, and travel already did.

Patch 7.57 — Grind Harder

2026-07-21
⚖️ Balance Changes
  • Breaking down a spell scroll now pays Arcane Dust by circle instead of a flat 1 — a Circle-1 scroll still grinds down to 1 dust, but a Circle-8 scroll now pays 8.

Patch 7.56 — Every Tier Counts

2026-07-21
⚖️ Balance Changes
  • Armor's per-tier AR bonus used to tie two tiers together at a time (Dull Copper/Shadow Iron shared one bonus, Copper/Bronze shared the next), so upgrading into those tiers gave zero extra protection. Every material tier now grants its own distinct AR bonus, same shape as the weapon damage curve already uses — Iron through Valorite, no two tiers alike. Existing armor updates automatically, no need to recraft.

Patch 7.55 — Make It Stop

2026-07-21
New Features
  • The Crafting Bench can now be told exactly how much to make. Set a "Make x, then stop" count alongside (or instead of) the skill-level target, and the Bench shuts itself off the moment it's produced that many successful items — no more babysitting a run that was only ever meant to make 20 arrows.
  • Works the same unattended, offline-friendly way the skill-level target already does: it survives a disconnect and picks up where it left off, whether you log back in or come back after Offline Progress has already caught it up.

Patch 7.54 — Just Ask It

2026-07-20
New Features
  • The Wiki front page now answers questions directly. Ask it something in plain English — "how much damage does a dragon do?", "where do I find a lich?", "what does Master's Tongs do?" — and it replies with the real numbers instead of just pointing you at a page.
  • It reads those answers straight out of the live game data, the same source every wiki page is built from, so it can't quote you a drop rate or damage range the game doesn't actually use. When a word matches several things it asks which you meant, and when it genuinely doesn't know it says so rather than guessing.
  • Ordinary keyword searching still works exactly as before — the topic cards keep filtering underneath, so a one-word search behaves the way it always did.

Patch 7.53 — The Shard in Your Pocket

2026-07-20
New Features
  • The Idle Shard now plays on your phone. Open the game in a mobile browser and you'll land on a new touch-friendly client — five tabs covering the whole core loop: Home (vitals, what you're doing now, quests, guild and party, chat, live journal), Items, Craft, Skills and World.
  • Nearly everything works on the go: tap any item for its actions (equip, eat, drink, cook, smelt, carve, activate tools, bank and house storage moves), run all five crafting trades, cast spells, spend virtue talent points, work treasure hunts stage by stage, shop every town vendor, buy off the Market, travel, and fight — including Auto Battle.
  • Prefer the classic layout? The "Desktop version" link switches you over and remembers the choice. Trading, decor placement and Market listing stay desktop-only for now.

Patch 7.52 — Seeing Stars

2026-07-20
New Features
  • A stunned monster is now marked like a bleeding one: spinning gold stars sit over its head on the dungeon map, and a Stunned icon joins the Combat window's debuff row with a live countdown.
  • Its attack bar now shows the stun honestly too — the bar empties the instant your crushing blow lands and stays flat for the whole stagger, then visibly starts a fresh swing from zero, so you can see exactly how long you have.
⚖️ Balance Changes
  • Mace Fighting's Paralyze now buys noticeably more than its 3 seconds suggested. A stunned monster throws away whatever wind-up it had in progress and must start a completely fresh swing once the stun lapses, instead of connecting the moment it recovers. Against a 1.8-second attacker caught mid-swing that's 4.8 seconds of free hits rather than 3 — the stagger finally reads as the heavy interrupt it was meant to be.

Patch 7.51 — First Blood

2026-07-20
New Features
  • Weapon specials now land with real weight in the dungeon view: a Swordsmanship execute erupts in a shockwave, a Fencing bleed bursts into a crimson splatter, and a Mace paralyze rings the monster in a spinning stun — each shouting what just happened, so you can read a fight at a glance instead of hunting the journal for it.
  • A bleeding monster is now marked: a blood drop sits over its head for as long as the wound runs, both on the dungeon map and in the Combat window's debuff row, with the damage ticking up in blood-red numbers.
  • Treasure chests now reward Devotion. Springing the lock grants Virtue Binding XP scaled to the map's level — 500 at level 1 up to 3,000 at level 6 — paid the instant the chest opens, on top of the gold and unidentified weapons already inside.
⚖️ Balance Changes
  • Fencing's bleed has been reworked from a small trickle into a real opening strike: each tick now deals 5% of the monster's maximum health (so it bites just as hard on a dungeon brute as on a rat), but it can only open once per fight. It still never lands the killing blow itself.

Patch 7.50.1 — Dust Yourself Off

2026-07-20
🔧 Bug Fixes
  • The Arcane Dust economy is back after briefly vanishing earlier today: right-click a spell scroll to Break Down for dust, spend it at the Mage Shop's reagent stall, and dungeon chests once again pay their guaranteed dust. Any dust you were already carrying was never lost — its icon just showed broken while the feature was out.
  • Arcane Dust also has a proper new icon — a glittering violet mound in place of the old broken-looking placeholder.

Patch 7.50 — Signature Strikes

2026-07-20
New Features
  • Each melee weapon family now has its own signature move that can trigger on a landed hit — and it applies to that skill's one- and two-handed weapons alike.
  • Swordsmanship — Execute: a 20% chance, when a hit leaves a monster at or below 25% of its health, to strike it down on the spot for full loot and XP. A finishing blow only — it never fires on a healthy target.
  • Fencing — Bleed: a 10% chance to open a bleeding wound that keeps dealing damage on its own for a few seconds, ticking away between your swings. It softens a target up but never lands the killing blow itself.
  • Mace Fighting — Paralyze: a 10% chance to land a crushing blow that staggers the monster — resetting its attack and stunning it for 3 seconds, buying you free hits.
  • Archery keeps its existing bonus-crit edge. See the Wiki's Skills page (Weapon Specializations) for the full details.

Patch 7.49 — Tools of the Trade

2026-07-19
New Features
  • The Skeleton Key and Masterwork Lockpicks have been retired from the Special Loot table — dungeon chest locks now work exactly as before, with no bypass or boost. In their place: thirteen new items spanning gathering, combat, crafting and everyday utility.
  • Gathering gets two Very Rare rings: the Prospector's Dowsing Rod (5% chance per Mining tick to bump the ore a material tier) and the Woodwose Charm (the same for Lumberjacking). The Chum Bucket (Common) is a 50-use pack item that lifts fishing success +10% while carried.
  • Combat gains three new rings and a quiver: the Executioner's Band (Rare, +10% damage against monsters below 25% HP), the Vampiric Band (Very Rare, heal 2% of damage dealt), and the Ring of Second Wind (Very Rare, an automatic 15% heal the first time you drop below 20% HP each fight). The Sharpshooter's Quiver (Rare) is carried, not worn — it gives bows and crossbows +3 minimum damage just by sitting in your pack.
  • Three Rare pack items bring your crafting bonus with you anywhere, no house required: the Smith's Lucky Hammer (+5% Blacksmithing), Silver Thimble (+5% Tailoring), and Jeweler's Loupe (+5% Tinkering) — they stack with the existing house craft decorations if you have both.
  • Rounding out the batch: the Feedbag of Plenty (Common, pauses a pack mount's decay 48 hours), the Auctioneer's Bell (Common, announces your Market listing once in Global chat), and Master's Tongs (Very Rare, the armor twin of the Whetstone of the Master — drag onto an owned armor piece to upgrade it one material tier).

Patch 7.48 — The Chest-Robber's Toolkit

2026-07-19
New Features
  • Twelve new Special Loot items now drop from kills and Dungeon Chests alike, including the Chestfinder's Compass — chests spawn twice as often while worn.
  • Alongside them: the Bottomless Coin Purse (while carried, gold you earn is deposited straight into your bank — income a death can never drop), the Boonstone (consumed in a dungeon with a live Boon to extend it 30 minutes for the whole server), the Elemental Ward Ring (halves the Fire/Ice Dungeon's environmental damage — the budget alternative to a resist cloak), a Band of Skinning (+5 Camping) and a Ring of Devotion (+5% Virtue Binding XP).
  • Six Ultra Rare house decorations join the Devotion scroll at the very top of the table — the Dwarven Anvil, Golden Spinning Wheel, Clockwork Curio Cabinet, Heartwood Sawhorse, Alchemist's Athenaeum and Hearthfire Mantle. Place and lock one down at your house and it grants +5% success in its craft skill while you're crafting at home. The rarest items in the game — high-tier Dungeon Chests are the realistic way to find one.

Patch 7.47 — A Change of Heart

2026-07-19
New Features
  • Talent points spent on the Virtue Binding are no longer set in stone: right-click the deepest unlocked tier of a virtue in the Binding gump to unbind it, reclaiming that talent point to spend elsewhere. Each refund costs 50 Virtue Points — the currency earned by sacrificing identified magic items with "Bind Offering" — making this its first real use. Only the bottom of a virtue's chain can be unbound, so re-speccing a whole track means working your way up from the deepest tier, paying the fee each time.

Patch 7.46 — Scrolls, Dust and Devotion

2026-07-19
New Features
  • Arcane Dust: unwanted spell scrolls can now be ground into Arcane Dust — right-click any spell scroll to break it down (1 dust apiece). Spend it at the Mage Shop's new reagent stall, where 1 dust buys a bundle of 10 of any reagent — turning a pile of duplicate scrolls into your casting supplies.
  • +1 Skill Scrolls join the Special Loot table (Rare tier): each names one random skill from across the whole game, and reading it grants a flat +1.0 to that skill. They only work while the skill is below 80 — an early-training boost, not a shortcut to Grandmaster — and a scroll is never wasted on a skill that's already past the bar.
  • Scrolls of Devotion also drop as Special Loot at every rarity: 250 Virtue Binding XP at Common up to a colossal 5,000 XP from a new Ultra Rare (~1%) tier — the single rarest thing the loot table now holds.

Patch 7.45.1 — Odds and Ends

2026-07-19
🔧 Bug Fixes
  • Dropping a Gold Pile or Bank Check into your Bank no longer leaves a ghost pile sitting in the bank box — the gold was always deposited correctly into your balance, but the icon could linger until a reload. It now vanishes into your account the moment the banker takes it.
  • Your character now carries their bow properly upright in hand on the dungeon and gathering maps, instead of tilted at an awkward angle across the body.

Patch 7.45 — Buried Treasure

2026-07-19
New Features
  • Dungeon Chests: while Auto Battle wanders a dungeon, your character can stumble on a half-buried treasure chest — rare enough that a long session might turn up one or two. They walk over and work the lock; opening it takes Lockpicking scaled to the dungeon's difficulty (nothing in the Sewers, up to 80 in Destard and Hythloth), so keep a Training Lock handy if you plan to chase them.
  • An opened chest pays 1 to (dungeon tier x 10) Arcane Dust, has a slim tier-scaled shot at an item from the rare Special Loot table (Fire and Ice Dungeon chests can even hold their exclusives), and rolls a Lockpicking gain. Too little skill and the lock defeats you — the corroded chest crumbles away, so train up before the deep dungeons.

Patch 7.44 — Straight to the Forge

2026-07-19
New Features
  • The horse and cart will now haul raw materials from your bank straight into the right craft station. Right-click ore in your bank for "Send to Ore Smelter", logs for "Send to Saw Pit", or raw fish for "Send to Iron Stove" — the whole stack is delivered into that station's input, ready to work. The option only appears if you own a house and that set-up station, and the delivery is paid by weight (5 gold per stone), just like the house-storage haul.
🔧 Bug Fixes
  • Ore, logs and fish can now also be sent to House Storage and the Stockpile from your bank — the "Move to…" options were missing on those raw materials before, hidden behind their Smelt/Cook/Carve menu.

Patch 7.43 — Horse and Cart

2026-07-19
New Features
  • You can now move items into your house right from where they sit. Right-click a stack inside an Ore Smelter, Saw Pit or Iron Stove for "Move to House Storage" — it stores what fits and leaves any overflow behind. If you own a Stockpile, eligible materials also get a "Move to Stockpile" option. Both are free when you're at the house.
  • House owners can also right-click an item in their Bank to have it hauled home by a rented horse and cart — "Move to House Storage" or "Move to Stockpile" from wherever you are. The cart charges gold by the weight it carries (5 gold per stone), so a heavy load costs more, and you only pay for what actually fits.
🔧 Bug Fixes
  • Fixed splitting a stack inside a smelter (or the bank) making the split-off pile disappear — it now stays right where you split it.

Patch 7.42 — The Bestiary, Repainted

2026-07-19
💬 Quality of Life
  • Every monster in the game — 99 sprites, from the sewer rats to the Balron — has been repainted with real surface texture and consistent lighting. Bears and wolves grew fur, dragons and serpents scale rows, slimes glossy bubbles suspended in the gel, skeletons hairline bone cracks, liches a worn weave to their robes, spiders a hard chitin sheen, and demons ember pinpricks smouldering through charred hide. Each of the seven elementals now wears the texture of its own element — cracked rock, smoulder, rime, drifting light. One shared key light across the whole bestiary makes every creature read rounder and more solid on the dungeon floor.
  • Weapons carried on your character in dungeons and gathering scenes are now properly proportioned: bows sit angled at your side instead of covering your torso, and blades ride over the shoulder instead of the face.

Patch 7.41 — Dungeon-Forged Dyes

2026-07-19
New Features
  • Two new Dye Tubs can only be won inside their namesake dungeon: the Ice dye — a glacial cyan — drops rarely from the Ice Dungeon, and the Inferno dye — a blazing red-orange — from the Fire Dungeon. Neither ever turns up in the ordinary any-monster Dye Tub roll, so the only way to earn one is to brave the dungeon it belongs to. Like every dye, they permanently recolour any weapon or armour piece, purely cosmetic.

Patch 7.40 — An Armory Reforged

2026-07-19
💬 Quality of Life
  • Every weapon and tool icon in the game has been redrawn — over 2,200 sprites. Weapons now strike a heroic diagonal pose that fills the frame: two-facet blades with grooved fullers and white-hot edges, steel reflection bands, gold guards set with a gem in your material's colour, leather-wrapped grips and jewelled pommels. Axes get beveled edges and riveted sockets, bows get laminated limbs and metal nock caps, crossbows a proper stirrup and trigger, and the fishing pole a cork grip, spinning reel, threaded line guides and a little red-and-white float. Every material tier and all 54 dye colours carry the new look — and the weapon in your character's hand on the dungeon and gathering scenes uses it too.
  • The Double Axe got a dedicated redesign: a symmetric twin-crescent labrys with a spike finial, lit consistently across both blades.

Patch 7.39 — The Attack Dummy

2026-07-19
New Features
  • The Attack Dummy: a new house fixture crafted at GM (100.0) Carpentry. Place it in your house, lock the house, then double-click it to start a training session — you automatically swing (or cast) at a passive dummy that just heals itself and never dies. It trains every weapon skill, Tactics, Parrying (which climbs on every hit, since the dummy never swings back), and Magery — all the way up to 60. A safe, risk-free way to get a new fighter or mage off the ground; past 60, you'll need real monsters. No loot, gold, or XP — it's pure practice.

Patch 7.38 — Gathering Comes Alive

2026-07-18
New Features
  • Lumberjacking and Mining now play out on a living scene: your character works a forest glade or mine gallery, walking up to a tree or ore vein and chopping/picking away at it with every gather. The COLOR of the tree or vein is the material tier you just pulled — plain green trees give Wood, a gleaming gold canopy is Goldwood, a violet-shot vein is Valorite — with the yield floating up in that tier's own colour. Higher skill fills the scene with richer trees and veins.
  • Fishing gets its own dockside scene: your character sits at the pier's edge over rolling waves, casting their rod with every attempt and swinging each catch up onto the planks — each fishing town with its own sky and sea palette.
  • Harvest ambushes are now visible where you work: a Reaper lurches out of the treeline, an Earth Elemental bursts from the rock — and at the docks, a Sea Serpent rises out of the sea to loom over your line until you put it down, all with the same full fight theater as the dungeon map.
💬 Quality of Life
  • The scenes only take over while you're actually working — press Stop (or the scene's own "Stop Working" button) and the normal town view, vendors and all, comes straight back. Numbers are untouched: the same ticks, chances and yields as before, just visible now.

Patch 7.37 — Bank Box Weight Enforcement

2026-07-18
🔧 Bug Fixes
  • Combining a stack onto one already sitting in your Bank box, House storage, or a bag no longer skips the weight check — every container now enforces its capacity the same way whether you're dropping an item in or merging it onto an existing pile.

Patch 7.36 — Split Stacks on the Ground

2026-07-18
💬 Quality of Life
  • Ground loot piles now have a Split option alongside Take for any stack larger than 1 — pick how many you want, leave the rest on the ground for later.

Patch 7.35 — Faster Bandages, Nimble Fingers

2026-07-18
New Features
  • Nimble Fingers: every successful bandage stitch has a Skill/10 chance (10% at GM Tailoring) to also stitch a duplicate at the same time, doubling that attempt's yield for free — no extra Leather spent, and Virtue Binding XP is unaffected either way.
⚖️ Balance Changes
  • Stitching a bandage is much faster now: 1 second for a Lesser Bandage, 1.5 for a Bandage, and 2 for a Greater Bandage, down from a flat 2 seconds for all three — on the manual gump, the Crafting Bench, and while resolving offline alike.

Patch 7.34 — Sharper Dungeon Theater

2026-07-17
New Features
  • Your dungeon-map character now turns to face the way they're moving — and squares up to whatever they're fighting, mirroring the whole figure (armour, helm, shield and weapon together) when heading left.
  • Real attack animations: on every melee swing the arm visibly thrusts forward with the blade swinging through at the fist, and every bow shot shows a proper full draw — lead arm out holding the bow, rear hand pulling the string to the chest.
🔧 Bug Fixes
  • Fixed the character freezing in place after each kill — they now prowl the dungeon halls through the respawn wait and close in on their next target as it lifts, instead of standing dead still beside it until the timer ran out.
  • Weapons now sit properly in the character's hand on the dungeon map — the grip is pinned to the gauntlet and swings pivot at the fist instead of floating alongside the sprite.
💬 Quality of Life
  • Corpse looting is slower and more deliberate — each find now gets a proper beat on screen before it's collected, so you can actually see what dropped.

Patch 7.33 — Dungeon Combat, Up Close

2026-07-17
New Features
  • Ranged combat now plays out on the dungeon map. Wield a bow or crossbow and your character opens the fight at a distance, looses an arrow across the gap with every shot, and backs off a step to keep the range — while the monster charges in to close the gap before it can land a blow. Melee weapons now swing right through each strike instead of just jabbing.
💬 Quality of Life
  • Your dungeon-map character now runs properly — a detailed plate-armoured figure whose legs stride as it crosses the floor, instead of gliding along.
  • Weapons are drawn much larger and more heroic in hand, and monsters loom bigger on the map, so both your own gear and the threats you face read clearly at a glance.

Patch 7.32 — Tracking

2026-07-17
New Features
  • Added Tracking, a new Misc skill — a Start/Stop macro in any town (6s tick) that trains up trail-reading. The higher your Tracking, the faster you move while wandering dungeon floors on the Auto-Battle map, up to 1.5x normal pace at GM (purely cosmetic pacing — it doesn't change fight timing or the respawn wait between kills). Every tick also carries a small, independent chance to dig up a Level 1 or 2 Treasure Map.

Patch 7.31 — Your Character, On the Map

2026-07-17
New Features
  • The dungeon-map character is now a proper paperdoll that reflects your actual gear: the body takes your equipped chest armor's look — its material tier, or its dye colour if you've dyed it — and helmets and shields appear as their own layers, each coloured by the piece you're wearing. Change or dye your armour and your map sprite changes with it.
  • Spellcasting is now visible on the dungeon map: your character glows while channelling a spell, and a burst in the spell's own colour lands on whatever it hits when it resolves — matched to the same effects the combat window shows.
💬 Quality of Life
  • The map sprites got a full art pass — taller, more detailed figures with proper armour plating, shading, and faces, so your character and the monsters read clearly at a glance.

Patch 7.30 — Dungeon Fights Come Alive

2026-07-17
New Features
  • Fights on the dungeon map now play out visibly: both combatants jab at each other with every swing, hits flash and shake the sprites, and floating damage numbers (with the same crit styling as the combat window) rise off whoever got hit — including the killing blow over the falling monster. Misses float a quiet "Miss".
💬 Quality of Life
  • Bows and crossbows on the map sprite are now carried properly — flipped the right way round and tucked in against the character instead of hanging off at a sword's angle.

Patch 7.29 — True Dungeon Crawling

2026-07-17
New Features
  • Dungeon floorplans are now full-scale — sprawling generated caverns and tunnel warrens up to 200 cells across, with winding corridors, chambers, and genuine dead ends, each dungeon keeping its own themed props and colors. The view now follows your character: the sprite stays centered while the map scrolls beneath as you walk, at full-size tiles. The map only moves as you do — no dragging or scrolling it by hand.
  • Monsters now actually roam the dungeon floor: real mobs from each dungeon's roster wander the halls, and your character hunts down the nearest one and attacks the exact creature you see them run into. Fight pacing stays on the standard Auto Battle cadence — the respawn wait between kills is unchanged.

Patch 7.28 — Arrange Your Screen

2026-07-17
New Features
  • Every panel on the game screen is now yours to arrange: grab the Character, Backpack, Skills, On the Ground, Session Gains, World Map, Journal, or Chat panel by its title bar and drag it anywhere — it pops out of the page and stays exactly where you put it, remembered per character across sessions.
  • A single padlock button in the header now locks or unlocks your entire layout at once — every window and panel together, just like the speaker button next to it mutes all sound. The old tiny padlocks on each window are gone.
💬 Quality of Life
  • A "Reset Window Layout" button in the Themes panel puts every panel and window back in its default spot in one click.

Patch 7.27 — Bigger Dungeon Floorplans

2026-07-17
💬 Quality of Life
  • All 12 dungeon floorplans rebuilt taller and narrower to fill the World Map panel — cells (and every sprite on them) now render about 40% bigger, so you can actually see your character and what they bump into.
  • Bows and crossbows are now carried upright on the map sprite instead of brandished sideways at a sword's angle.

Patch 7.26 — Dungeon Floorplan Polish

2026-07-17
💬 Quality of Life
  • The dungeon floorplan now scales to fit the World Map panel exactly — no more scrolling sideways to see the far end of the map.
  • Dungeon floors got a decorative pass: free-standing obstacles now render as themed props — stalagmites in the caves, gravestones in the graveyards and Deceit, ember rocks in the Fire Dungeon and Hythloth, ice spikes in the Ice Dungeon, moss-slick boulders in the Sewers — with small scatterings of mushrooms, bones, pebbles, and glinting gold flecks across the open floor.

Patch 7.25 — Pack Llama and Pack Horse

2026-07-17
New Features
  • Two new mounts at the Stable Master: the Pack Llama (10,000 gold) and Pack Horse (25,000 gold). Neither gives any travel-speed bonus — instead, equipping one adds +450 stones of carry capacity for 6 hours (Llama) or 12 hours (Horse) from the moment you put it on. A horseshoe icon on your buff bar (and a countdown on the mount's own tooltip) shows how much time is left. Once the timer runs out, the bonus disappears and the spent mount wanders off — if that leaves you overweight, whatever you're doing (gathering, fighting, crafting) stops the same way it always has, live or while resolving offline.

Patch 7.24 — Dungeon Floorplans

2026-07-17
New Features
  • Every dungeon now has its own floorplan: press Auto Battle and your character appears on a small top-down map of the dungeon, wandering its halls between fights — when you stumble into a monster, it pops in beside you and the combat window opens, instead of fights just materializing out of thin air. Each of the 12 dungeons has its own hand-drawn layout and color theme. Purely visual: respawn times, monster selection, and combat itself are completely unchanged.
  • Your map sprite reflects your gear — the body is tinted by your equipped chest armor's material tier, and your equipped weapon is carried in hand (including its material and any dye).

Patch 7.23 — Crafting Gain-Chance Rework

2026-07-16
⚖️ Balance Changes
  • Iron (and its equivalent base-tier material in every other crafting skill) now hard-stops training at skill 90 — reaching GM requires switching to a colored material (Dull Copper or better) for the final stretch. Every colored material can carry you the rest of the way to 100, and rarer materials make that final push noticeably faster, rewarding the investment in better material rather than just grinding Iron forever.
  • Smoothed out the flat, unchanging 2% gain-chance floor that used to kick in the moment skill passed a recipe's difficulty (around 49 for a base-tier item) and stay there all the way to 65 with no way to improve it — the chance now keeps gradually declining through that stretch instead of going flat immediately.

Patch 7.22 — Crafting Now Trains Virtue Binding

2026-07-16
New Features
  • Every crafting skill now grants Virtue Binding XP equal to 3x the raw material actually spent per attempt — success or failure both count, since the material is already spent either way. Covers every craft: Blacksmithing, Carpentry, Tinkering, Tailoring, and Alchemy (manual gump and Crafting Bench alike), plus Cooking, Smelting, and Carpentry Plank/Carving, live and while resolving offline.

Patch 7.21 — Crafting Bench Now Brews Potions

2026-07-16
New Features
  • The Crafting Bench can now run Alchemy too, alongside Blacksmithing/Carpentry/Tinkering/Tailoring — brew potions unattended with an active Mortar and Pestle, drawing Empty Bottles and reagents from the Bench's own storage or an adjacent Stockpile (which now has a dedicated Bottles tab). Auto-Recycle and a target skill level to auto-stop at both work the same way they already do for the other four skills.

Patch 7.20 — Crafting Bench and Faster Spellcasting

2026-07-16
New Features
  • The Crafting Bench: a new placeable house fixture that runs Blacksmithing, Carpentry, Tinkering, or Tailoring as an unattended Start/Stop loop, drawing material from an adjacent Stockpile or its own storage instead of your backpack. An Auto-Recycle option skips producing the item on a would-have-succeeded roll and refunds half the material instead, for training a skill indefinitely without piling up output — and you can set it to stop automatically once a target skill level is hit.
🔧 Bug Fixes
  • Fixed spellcasting during Auto Battle padding out every recast with a full extra weapon-swing's worth of dead time after damage landed — casts now chain back-to-back at the spell's own cast speed, no more waiting around between one spell resolving and the next one starting.
  • Fixed dragging a Crafting Bench onto your house floor silently doing nothing.
💬 Quality of Life
  • Skill-gain chance lines stop appearing in the Journal's Gains tab once a skill hits GM (100) — nothing left to gain, nothing left to report.

Patch 7.19 — Party System

2026-07-16
New Features
  • Parties! Team up with up to two other players via the new Party panel (header nav) — the first invite you send both forms the party and makes you its leader. Fight a monster while partied and every other member standing there with you gets automatically pulled into the same fight, no click needed; the monster targets a random party member on each of its swings. Gold and Virtue XP are split evenly (any odd remainder goes to one random member); loot splits evenly if it's a stack big enough to share, otherwise it's rolled to one random member — nothing ever duplicates to everyone. Only the party leader can start travel, and it moves every present member together at the pace of whoever's slowest-mounted. Fleeing a shared fight only pulls you out — the fight continues for whoever's left. Your party's live HP bars are always visible on the Party panel.

Patch 7.18 — Special Loot Rings and Dungeon Gear No Longer Blessed

2026-07-16
🔧 Bug Fixes
  • Fixed a stray flag that made Special Loot rewards with an equip slot — the Bands of Mining/Lumberjacking/Fishing, Salamander's/Glacial Signet, Cinderfang, Rime Fang, Cindercall/Frostguard Plate, Ashen Drake, Frostwyrm Hatchling, and Phoenix Down — silently Blessed and immune to death-drop. They now drop on death like any other rare gear, as intended.

Patch 7.17 — Faster Durability Wear

2026-07-16
⚖️ Balance Changes
  • Equipped weapons/armor now lose durability 25% faster on a hit, landed or taken.

Patch 7.16 — Potion of Power Bounty Now Works Offline Too

2026-07-15
🔧 Bug Fixes
  • Potion of Power's Bounty flavor (double-harvest chance) is now rolled during offline catch-up, same as its other four flavors already were — previously it only ever fired on a live tick, so drinking one and going AFK got no benefit from it at all.

Patch 7.15 — Banked Bags No Longer Emptied by Death

2026-07-15
🔧 Bug Fixes
  • Fixed dying dumping the CONTENTS of bags and Reg Bags stored in your Bank (or House) onto the ground with the rest of your carried loot — the bag itself stayed safely banked, but arrived back empty. This covers bags nested inside other bags to any depth (everything inherits wherever the outermost bag actually sits), Tool Bags tucked inside a stored bag, and raw material loaded into a placed Craft Station. Bags you're actually carrying still drop with their full contents as before.

Patch 7.14 — Slayer Weapons

2026-07-15
New Features
  • A new rare magic weapon tier: Slayer weapons. Each is tied to one specific dungeon, can only drop there, and arrives already dyed to a color reflecting its home — even before you've identified it. Their damage bonus matches Power or Vanquishing, but only while you're actually fighting in that weapon's home dungeon.
  • See the Weapons wiki page for the full list of dungeons and their Slayer dye colors.

Patch 7.13 — Buffed Armor Rating Shows in the Header

2026-07-15
🔧 Bug Fixes
  • The header's Armor Rating badge now includes an active Protection buff (+20 while it lasts) — combat mitigation always counted it, but the displayed number kept showing your unbuffed AR for the spell's whole duration.

Patch 7.12 — Blacksmith Shop Repair Improvements

2026-07-15
💬 Quality of Life
  • The Blacksmith Shop's gold repairs now pull from your bank balance too, not just what you're carrying — no need to withdraw first.
  • The Repair button in the Blacksmith Shop and Repair Bench now matches the rest of the game's look instead of rendering as a plain unstyled button.

Patch 7.11 — Treasure Hunt Flow Overhaul

2026-07-15
New Features
  • Clearing the last guardian at a Treasure Site now reveals the chest itself — click it to pick the lock, and once it springs open, the treasure sits inside for you to click out piece by piece. Leaving with an open chest sweeps whatever's left into your pack automatically, so nothing you earned is ever lost.
💬 Quality of Life
  • Traveling to a Treasure Site now shows the full-screen traveling scene, same as any other trip — it used to quietly tick down in the World Map panel only.
  • The Treasure Site panel is now a centered layout with a proper Fight button front and center.

Patch 7.10 — Slower Durability Wear

2026-07-15
⚖️ Balance Changes
  • Cut the chance for equipped weapons/armor to lose durability on a hit by another 12.5x on top of last patch's halving — gear was still breaking well within a single unattended Auto Battle session. Now even the single most fragile piece in the game lasts north of 12 hours of continuous combat.

Patch 7.9 — Guaranteed Reagents from Challenging Mage Types

2026-07-15
⚖️ Balance Changes
  • Mage-type monsters at Challenging tier or above (Elementals, Skeletal Mage, Lich, Lich Lord) now always drop reagents on a kill instead of it being a roll — Earth Elemental, which never dropped reagents at all before, now does too.

Patch 7.8 — Longer Mage Buffs

2026-07-15
⚖️ Balance Changes
  • Protection, Bless, and Magic Reflection now last much longer — 2 minutes at 0 Magery, scaling up to 5 minutes at GM (100), up from 20 seconds to 1 minute.

Patch 7.7 — Empty Bottles Now Stack When Crafted

2026-07-15
🔧 Bug Fixes
  • Crafting multiple Empty Bottles (Tinkering) now merges them into one backpack stack instead of leaving a separate item behind for every single one you made. Alchemy potions already stacked correctly and are unaffected.

Patch 7.6 — Earlier Auto-Bandaging

2026-07-15
⚖️ Balance Changes
  • Bandages now auto-apply at 80% of max Hits instead of 70%, giving a bigger buffer before you're caught unequipped mid-fight.

Patch 7.5 — Blacksmith Shop Now Repairs Magic Weapons

2026-07-15
New Features
  • The Blacksmith Shop can now repair magic weapons too, not just mundane gear — priced in Virtue Points instead of gold, flat 1 Virtue Point per 10 missing durability (rounded down, minimum 1). No Blacksmithing discount, same as the shop's gold prices.

Patch 7.4 — Combat Gump and Journal Color Fixes

2026-07-15
🔧 Bug Fixes
  • Manually applying a bandage with no fight going no longer shows a broken monster-portrait icon in the Combat gump.
  • Bandage success/failure messages are back to their old green/red in the Journal instead of blending into the Combat tab's orange.

Patch 7.3 — Stockpile Commodity Deed Fix

2026-07-15
🔧 Bug Fixes
  • Depositing a Commodity Deed into a Stockpile now correctly expands it back into that material's own count (e.g. an Iron Commodity Deed adds 1,000 Iron Ingots) instead of sitting as its own separate row. Any deed already deposited before this fix has been automatically converted.

Patch 7.2 — Journal Scroll Lock and Tab Cleanup

2026-07-15
⚖️ Balance Changes
  • Halved the chance for equipped weapons/armor to lose durability on a hit, landed or taken.
💬 Quality of Life
  • Scrolling up in the Journal to read history now stays put instead of getting yanked back to the bottom on every new line — it only resumes auto-following once you scroll back down yourself.
  • Bandage application (success or fail) now logs to the Combat tab instead of getting lost under All, alongside every other hit/miss/parry line.
  • Monster-kill gold now logs to the Loot tab instead of Combat — it's loot, same as everything else that drops off a kill.

Patch 7.1 — Journal Combat Tab

2026-07-15
New Features
  • New "Combat" tab on the Journal panel, between All and Loot — filters down to just the swing-by-swing combat log (hits, misses, parries, damage taken and dealt).
💬 Quality of Life
  • Gain-chance rolls no longer clutter the Journal's All tab — they only ever fire that often to feed the dedicated Gains tab, so All stays readable during a long grinding session.

Patch 7 — Gains Journal Tab

2026-07-15
New Features
  • New "Gains" tab on the Journal panel — every skill-gain roll in the game (harvesting, crafting, combat, magic, all of it) now logs its exact computed chance to gain right before it rolls, including any active Virtue Binding or Potion of Power bonuses, so you can see your real odds before committing to an attempt.
🔧 Bug Fixes
  • Fixed the Journal's Loot tab filter silently doing nothing.

Patch 6.2 — Shimmer Dye Tubs

2026-07-15
New Features
  • Four new Ultra Rare dye colors — Opal, Aurora, Solar, and Abyssal Shimmer — join Prismatic Shimmer at the top of the dye tier list, with the same discontinuous, multi-hue iridescent treatment and full sprite coverage across every weapon and armor shape.
💬 Quality of Life
  • The wiki now documents Dye Tubs (drop chance, tier odds, and the full color list per tier) under Dungeons.

Patch 6.1 — Weapon/Armor Durability and Repair Bench

2026-07-15
New Features
  • Equipped weapons and armor now wear down in combat — a weapon on every landed hit, armor on every hit taken. A broken (0 durability) piece stays equipped but stops contributing: a broken weapon fights bare-handed until repaired, broken armor stops adding Armor Rating. Blessed gear is exempt and never wears down.
  • Repair Bench — a new house fixture (Blacksmithing 50, 1500 Ingots) that lists every equipped item needing repair and fixes it on the spot, consuming that item's own crafting material (scaled down by how much durability is missing, and further discounted the higher your own Blacksmithing climbs — up to 60% off at GM). Magic weapons repair with Virtue Points instead of material.
  • Blacksmith Shop — the town Blacksmith tile now offers the same repair list as a paid, gold-only service: pricier than the Bench and with no skill discount, but no house or materials needed. Magic weapons are Repair Bench-only and never appear here.
⚖️ Balance Changes
  • Widened bandage stitching yields per Tailoring attempt — Lesser 2-5, Bandage 1-4, Greater 1-2 — up from a flat 1-3 across every tier.

Patch 6 — Craft Stations, Stockpile, and Elemental Dungeons

2026-07-14
New Features
  • Craft Stations (Saw Pit, Ore Smelter, Iron Stove) — house fixtures that run Carpentry, Smelting, or Blacksmithing unattended from a distance. Lock one down with a chat phrase, deposit raw material into it (gated by your own crafting skill), and it draws from your house's own weight pool instead of your carry weight.
  • Stockpile — a house fixture for bulk-counting storage of common goods (Ingots, Boards, Leather, and more) across labeled tabs, with Add All and quantity-withdraw controls. Commodity Deeds compress a big stack of a material down into a single item so it can actually be handed to a Stockpile.
  • Special Loot — every kill now has a small extra chance at a Common/Rare/Very Rare rare-drop roll, on top of everything else already dropping. First content: Band of Mining/Lumberjacking/Fishing rings (Lesser/Regular/Greater, +3/+5/+10 flat skill while worn).
  • Fire Dungeon and Ice Dungeon now carry a permanent environmental hazard: 9-20 bonus damage on every landed monster hit, bypassing armor entirely — negated only by the new Cloak of Fire/Ice Resistance (Tailoring, 60+ skill). Each dungeon also has its own exclusive Special Loot: a +10%-damage-in-that-dungeon ring (Salamander's/Glacial Signet), an elemental-damage weapon (Cinderfang/Rime Fang), a chest piece (Cindercall Plate's thorns / Frostguard Plate's numbing), a mount (Ashen Drake/Frostwyrm Hatchling), a death-cheat potion (Phoenix Down, Fire only), and a reagent that upgrades a Cloak of Ice Resistance into the Cloak of the Glacier (Ice only).
  • Password reset — forgot your password now gets you a reset link by email instead of a locked account.
  • Bulk Lock Down/Release chat phrases now target every placed house fixture at once instead of one at a time.
⚖️ Balance Changes
  • Lowered Smelting's Mining skill-gain cap from 80 to 75.
  • Raised prices on every high-tier mount.
  • Craft x now targets x successes instead of x attempts, so a run of bad luck no longer leaves you short of the amount you actually asked for.
  • Make Commodity now requires being at your own house or a town.
🔧 Bug Fixes
  • Fixed grantResource silently swallowing stackable equipped items into orphans instead of stacking them.
  • Fixed offline gathering catch-up never applying a tool's or ring's skill bonus — only a live tick did before.
  • Fixed offline gathering overshooting the weight cap on bonus-yield ticks.
  • Fixed Craft Stations counting toward carry weight instead of house weight.
  • Fixed the Craft Station gump never refreshing its contents while left open.
  • Fixed Stockpile not placing when dragged onto the house floor.
  • Fixed atHouse still being treated as the town you'd left, which was also silently blocking Lock Down/Release phrases in Local chat.
💬 Quality of Life
  • The Construction Site gump now shows a time-until-completion countdown.
  • Craft Station lock-down now uses the same chat-phrase targeting cursor as every other lockable fixture, replacing its old right-click menu.
  • Craft Station deposits are now gated by the depositor's own crafting skill.
  • Tool Bag sprite redesigned as an open-top contractor tote.
  • All 98 monster sprites received a full production art pass — more consistent shading, ground shadows, and species-specific detail across the whole bestiary.
  • The wiki now documents Craft Stations, Stockpile, and Commodity Deeds under Housing, and the Special Loot system and Fire/Ice Dungeon hazards under Dungeons.

Patch 5 — Tool Recycling

2026-07-13
New Features
  • Recycle / Recycle All — right-click any tool to dismantle it (or every copy of it in your pack) back into ingots and wood, 1 second per attempt. The return scales with how worn the tool is: half its original crafting cost at full durability, tapering down to nothing as it nears its last use.

Patch 4 — Harvesting Yield Scaling

2026-07-12
⚖️ Balance Changes
  • Mining, Lumberjacking, and Fishing now have a chance at bonus yield per successful gather as skill rises — always exactly 1 below skill 30, then a growing (but diminishing per extra unit) chance of a 2nd or 3rd from the same swing above it, the same curve Begging already used for reagents.
🔧 Bug Fixes
  • Fixed Virtue Binding XP from gathering being flat per tick regardless of how much was actually hauled — a tick that lands 2 or 3 units (bonus yield, a matching-tier Pickaxe, or a Potion of Power) now grants proportionally more Binding XP instead of the same amount as a single unit.

Patch 3 — Two-Handed Weapon Rebalance

2026-07-12
⚖️ Balance Changes
  • Every two-handed weapon (melee and Archery alike) now hits noticeably harder — a flat damage boost bringing their average DPS to roughly 6.9, clearly ahead of one-handed's 5.94. Previously two-handed weapons actually dealt LESS raw damage per second than one-handed ones despite giving up the shield slot entirely, so a magic weapon's rung (Ruin/Might/Force/Power/Vanquishing) could look meaningless when compared across different base weapons — a Force-enchanted one-hander could match or beat a Power-enchanted two-hander purely because the base two-hander was already behind. Archery keeps its own bonus crit chance on top of this same boost.

Patch 2 — Paragon Monsters

2026-07-11
New Features
  • Paragon monsters — any direct dungeon fight has roughly a 1-in-200 chance to spawn a Paragon variant, hitting harder and tankier (+30% HP and damage) but paying out double gold and double loot-table odds on the kill.
  • Potion of Power — a Paragon-only drop (50% chance, in Lesser/Regular/Greater tiers), named for the one bonus it grants: Wealth (gold from kills), Luck (skill-gain chance), Devotion (Virtue XP), Bounty (double harvest chance), or Craft (craft success chance). +10% for 1-3 hours depending on tier, fixed the moment it drops so the bottle's name always tells you what you're getting.
  • Ring of Death Cheat — an extremely rare Paragon drop (1%). Wearing one saves you from a killing blow: it's consumed, fully heals you, and recalls you to Britain instead of you dying, with a Global chat announcement.
⚖️ Balance Changes
  • Further nerfed Meditation's mana regen ceiling to 2/sec at GM (100) — down from the 6/sec introduced last patch, which was refilling a full mana pool in mid-fight in seconds.
  • The hits/mana/stamina bars above your head now ease smoothly into a new value instead of snapping instantly.

Patch 1 — Quest Journal, a spell overhaul, and the Tool Bag

2026-07-11
New Features
  • Quest Journal (say "/journal" anywhere) — six starter quest lines guiding new characters through Mining, Lumberjacking, Fishing, Camping, Healing, and Magery, each a 3-tier chain of gold, an unidentified weapon, and Virtue XP.
  • Miner's Bounty and Woodsman's Due add a 4th capstone tier — turn in refined Ingots/Planks for a pure Virtue XP payout.
  • Sewer Slayer — a kill-count quest line through the Britain Sewers, capping off with the game's first ring: the Band of Early Fortune (+10% gold from every kill).
  • Complete every starter quest line and receive the Cloak of the Hourglass — the game's first cloak, cutting 2 seconds off every gather tick and every post-kill respawn wait.
  • Friends list and DM conversations — add a friend by name, see their live location and activity, and message them straight from the Chat panel.
  • Session Gains panel — tracks every skill point and Virtue XP earned since you logged in, with current level and running totals per skill.
  • Tool Bag — a Tailoring recipe (30+ skill) that banks up to 5,000 tool charges per material tier, so a full pack of spare Pickaxes/Hatchets/Skinning Knives is no longer necessary.
  • The Virtue Binding panel now has an on-panel switch to suppress or reactivate each virtue's bonuses without spending points to do it.
⚖️ Balance Changes
  • Bless now scales with Magery instead of granting a flat damage buff — up to +10 Strength/Dexterity/Intelligence for up to 10 minutes at GM (100).
  • Every spell now requires real Magery to attempt (10 more per circle, up to 70 at Circle 8) and can fizzle on cast — a genuine coin-flip right at the minimum, tapering to a sure thing 10 points above it. Getting hit mid-cast now only risks interrupting it (down from an automatic fizzle every time), mitigated by Wrestling.
  • Mana regen is now a flat rate instead of a percentage of max Mana — 0.125/sec untrained up to 6/sec at GM Meditation, always doubled while out of combat.
  • Meditation, Healing, and Anatomy no longer wall out at a 2% gain chance partway through their range — the curve now spreads smoothly across the full 0-100.
  • Weapon skills, Parrying, and Tactics all gain a random 0.1-1.0 per success below skill 50 (up from a flat 0.1), so a new fighter's first stretch of combat moves the number fast.
  • Archery has its own bonus crit chance, independent of Virtue Binding investment.
  • Humility's virtue tree reworked: Tier 1 is now a skill-gain bonus, Tier 2 a crafting material-save chance.
  • Mining/Lumberjacking/Fishing harvest-encounter ambushes fire roughly twice as often (~once per 15 minutes of continuous gathering).
  • Carpentry's plank-carving now caps its own skill gain at 50, matching every other capped crafting path.
🔧 Bug Fixes
  • Fixed a bandage applied right after a harvest-encounter kill resurrecting the dead monster's sprite in the Combat gump.
  • Fixed the Scroll of Devotion's right-click menu offering Sell instead of Read Scroll.
  • Fixed spell casts sometimes rejecting mana that the player's own mana bar showed as enough to afford.
💬 Quality of Life
  • The browser's own right-click menu no longer appears anywhere in the game — every right-click now goes straight to the game's own menus.
  • The Friends gump's Add Friend and Message buttons are properly themed (previously looked disabled); the roster now sorts online-first, then alphabetically.
  • New Bank/Quests/Friends quick-action buttons sit under the inventory bag.