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Aelric1
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The Boarlands
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1
Heroic Strike3s cooldown Ready a heavy blow — your NEXT swing lands empowered. Engages auto-attack; swings build rage.
2
Charge12s cooldown Rush your target from 8–25m, striking it and engaging auto-attack. Builds rage on impact.
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Marshal Greaves
Greta the Trader
Hrefna the Coldtrader
Hespa the Outfitter
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Patch Notes ✕
2026-06-17 12:11 UTC
Gear You Have to Grow Into
Some gear now carries a level requirement — the kind of kit you find deep in the Sere is marked "Requires Level 22" and won't equip until you've earned the levels for it. The requirement shows on the item's tooltip (red when you're still short of it). You can still loot it, carry it, and sell it — you just can't wear it a moment too soon.
2026-06-17 06:02 UTC
The Gilded Tusk, Reforged
The Gilded Tusk Helm wears a new face — a pitted, rusted barbute war-helm instead of the old open-faced piece. Same stats, sturdier look. Anyone already wearing one will see the new helm next time they log in.
2026-06-17 05:57 UTC
Your Trained Skills Come Back
Fixed a login bug where a skill you'd learned from a trainer — Rend, the Priest's shield, and the like — would drop off your action bar when you logged back in, even though you still knew it. The bar was being reset to the class starter kit a beat after your real loadout loaded. Your learned skills now restore to the bar properly; if one fell off, it comes back to a free slot on your next login (your progress was never lost — it was only the bar that forgot).
2026-06-17 05:21 UTC
Let Them Finish Their Sentence
Voice lines now play to the end by default — accept a quest or close the dialogue and the speaker finishes their line in the background instead of being cut off mid-word. If you preferred the old behaviour (voice stops the moment you close the pane), the toggle is still in Settings under Voice; and if you'd set it there already, your choice is untouched.
2026-06-17 02:10 UTC
The Frontier Hits Harder
The mid- and late-game had gone soft — with your talents and gear, the skeletons, spiders, wolves and the cold-country dead were barely scratching you. They hit noticeably harder now (about 40% more), so a real fight in the Barrow, the Crag, Frostvale or the Sere leaves you working for the kill instead of strolling through it. Tuned against a SPECCED hero — spend your talent points; they're what carries you through the harder hits. Healers still have the mana to keep themselves up, but you'll feel it. Expect more tuning as we settle it in.
2026-06-17 01:15 UTC
One Loading Screen, Not Two
Logging in used to grind through a loading bar on the title screen and then a second, longer load after you picked your character — two waits for one entry. The title now opens instantly, and the world (and everyone in it) streams in a single load the moment you commit to entering. Pick your hero and you go straight there.
2026-06-16 13:45 UTC
The Frontier Bites Back
With your new armour, weightier weapons and reworked strikes, the mid- and late-game had gone soft — skeletons, spiders, the wolves and dead of the cold country were barely scratching you. They hit harder now (about a third more than they used to), so a fight in the Barrow, the Crag or the Frostvale is a real fight again rather than a stroll. Tuned to land an on-level, fairly-geared adventurer around half health after a solo kill — early-game creatures and the big elites are untouched. Expect more tuning as we feel it out.
2026-06-16 06:58 UTC
Spells Cost What They Should
Mage and Priest spells were far too cheap — you could clear a mob and barely touch your mana bar. Costs are up across the board so a real fight now leaves a caster around half to two-thirds mana: you have to think about it again. Intellect still does its job — a bigger mana pool means more casts before you run dry, so stacking it remains the caster's endurance stat.
2026-06-16 06:58 UTC
Flicker Comes Later
Mages now learn Flicker (the short blink) at level 14 rather than level 6 — it was arriving far too early. Coldsnap (the frost root) is still your early-game "get off me" tool while you grow into the blink.
2026-06-16 06:34 UTC
Heroic Strike Rides the Swing
Heroic Strike is now a "next swing" move: press it to ready a heavy blow, and your next auto-attack lands empowered — so it no longer fights your weapon's timing (it used to reset the swing, which got strange with the new weapon speeds). It picks up a short cooldown to match. Warriors: weave it between swings rather than mashing it.
2026-06-16 06:12 UTC
Weapons Have Weight Now
Every weapon now shows its own damage range and swing speed, the way a proper armoury lists them — "9-14 damage · Speed 1.6". Daggers swing fast for smaller bites; axes and greatswords are slow but land heavy. Each auto-attack rolls within the weapon's range, and a better weapon hits harder. Hover any weapon to read its numbers.
2026-06-16 06:03 UTC
Armour Turns the Blow
Your gear now carries an Armour rating that softens physical hits — heavy warrior plate soaks far more than a mage's cloth, and you'll see the rating (and how much it blunts melee) on the character sheet, with an ARM line on item tooltips. Spells and bleeds cut straight through it. The frontier will be re-tuned to match the new toughness.
2026-06-16 04:29 UTC
It Snows in the Frostvale Now
When the weather turns up in the Frostvale, it falls as snow instead of rain — slow white flakes drifting on the wind, and the rain's hiss gives way to quiet. The same storm still rains down in the green country to the south; cross the pass and it whitens.
2026-06-16 23:05 UTC
The Spire-Warden Wears Its Own Bones
The Spire-Warden, the dead thing that holds the Riven Spire in the far north, no longer shares the common skeletons' look — it now stands in its own barrow-wight frame, a heavier, grimmer silhouette befitting a boss of the white country.
2026-06-16 22:40 UTC
The Wardens of the Pass
Two colossal stone warriors now guard the mouth of the pass into the Frostvale — armoured knights in weathered barbutes, each with both hands resting on the pommel of a grounded greatsword, hewn straight out of the cliffs to either side and facing one another across the road. Walk north and pass between them on your way into the white country.
2026-06-16 22:10 UTC
Drag Your Bag on Touch Too
Rearranging the bag now works on phones and tablets — press and drag an item to a new slot, or onto a matching stack to combine, just like on desktop. A short tap still uses or equips.
2026-06-16 21:55 UTC
Loot Catches the Light
A fallen enemy that still has something on it now gives off a soft golden shimmer, so you can spot what's worth looting from across a clearing. The sparkle winks out the moment you've cleaned the body out.
2026-06-16 21:25 UTC
Charge Needs Room to Run
Charge no longer fires when you're already on top of your target — it needs at least a short gap (about 8 metres) to be worth the run. Stand off a little and let it close the distance the way a charge should.
2026-06-16 20:55 UTC
Pelts and Provisions Stack Now
Things you gather in quantity now pile into a single bag slot with a count in the corner — wolf pelts, fangs, silk, snakeskin, chitin, the odds-and-ends junk, and all your food and drink stack up to 20 deep. Eat, cook, sell or drop one at a time off the top of a stack; drag a stack onto a matching one to combine them. Bones, quest items, rare trophies and gear still take a slot each. Your bag breathes a lot easier on a long haul.
2026-06-16 20:15 UTC
A Bigger Bag You Can Tidy
Your bag now holds 30 items in a 5×6 grid (up from 16), and you can drag items between slots to arrange them however you like — your layout sticks. (Stacking of food and odds-and-ends, and drag on touchscreens, are coming next.)
2026-06-16 19:30 UTC
Autorun
Double-tap W to set off running forward hands-free — handy for the long roads. Any other movement key (S, A or D) cancels it, and turning the camera steers your run. Small thing, fewer sore fingers on the trek north.
2026-06-16 19:00 UTC
Slain Things Stay Down Longer
Enemies were popping back almost as fast as you could clear them. Respawns are much slower now — common foes take a few minutes to return (roughly 1.5–4), elites longer, and the rare beasts longest of all. Clearing a camp now actually clears it for a while.
2026-06-16 18:20 UTC
The Frontier Walls Stand Higher
The mountains that ring the frontier are far taller and steeper now — no more scrambling up a gentle shoulder and over the top to wander off the edge of the world. The range reads as a proper wall. The Frostvale pass through them is untouched; you still walk the road north as before.
2026-06-16 17:40 UTC
The Coldtrader Goes Deeper
Hrefna the Coldtrader has packed up her stall and moved far deeper into the Frostlands, setting up beside the expedition camp out in the heart of the snow. Her prices haven't warmed — but you'll have to earn your way well north to spend with her now.
2026-06-16 17:10 UTC
Walk Straight Into the Mine
The Kobold Mine no longer needs you to click its mouth to go in — just walk into the dark opening and you descend, the way a doorway should work. Walking into the daylight at the bottom brings you back out, set down a few steps in front of the entrance. The black of the adit also sits a little nearer the timber frame now, so the mouth reads as a proper hole rather than a shadow set deep in the hill.
2026-06-16 16:30 UTC
Easier to Click What You Mean To
Targeting small or thin creatures — spiders especially — was fiddly: you were clicking the actual model, which can be a tiny sliver on screen. Every creature now carries a generous invisible hit-area around its body, so a click anywhere near it lands the target. Nothing changed visually; foes are just no longer slippery to select.
2026-06-16 14:30 UTC
Targeting a Friend to Heal Them
Healers had a real problem: when an ally stood toe-to-toe with an enemy, clicking them would often grab the enemy instead, because the two overlapped — so your heal had no friendly target. There's now a dedicated friendly-target cycle. Press Shift+Tab to step through nearby allies (your party members and anyone fighting beside you); with none in range it falls back to targeting yourself, so a self-heal always lands. Tab still cycles enemies as before.
2026-06-15 23:20 UTC
A Trader at the Edge of the Cold
Hrefna the Coldtrader has set up a lone stall at the southern edge of Frostvale, where the frozen road runs up into the white. She deals in premium frontier supplies and — for a frontier price — a few pieces of green gear off the honest dead: a Rimeward Cloak, a Hoarfrost Robe, Snowtread Boots. Nothing cheap out here. The cold charges its own tax.
2026-06-15 23:00 UTC
Every Spell Has a Motion Now
Instant abilities — Fire Blast, Frost Nova, Holy Nova, Shield, Renew, Bulwark, Rally, Rend and the rest — used to fire off with your hero standing perfectly still, as if the spell cast itself. They now play a quick motion when you use them: a spellcasting gesture for the casters, a sharp battle-swing for warriors. Cast-time spells and melee swings were always animated; this fills in everything that went off in a single beat.
2026-06-15 20:30 UTC
Your Skills Are On The Bar From The First Frame
One more fix for the old gremlin where a trained skill like Rend could be missing from your action bar right after a refresh, then quietly pop in a few seconds later. If the realm's save now lands after you're already in the world, any learned skill that isn't on your bar is slotted back into a free spot straight away — not left hanging until something else nudged it.
2026-06-15 18:10 UTC
Talents That Make Sense When You Get Them
Some talent gems used to ask for an ability you couldn't possibly have yet — a few even required your spec's own ultimate, which you only unlock at the very bottom of the tree. Every one of those has been re-pointed at something your character actually owns by the depth where the gem sits, so no talent is ever a dead, greyed-out point you're forced to walk past. A handful of deep gems were re-themed in the process (your Bloodbath, Stasis, Wildfire, Judgment and others now empower abilities you already have). Because the trees shifted, everyone's talent points have been refunded — open the talent panel (N) and spend them fresh.
2026-06-15 15:45 UTC
The Hermit's Ruin, Rebuilt
The collapsed homestead out in the deep south — the Hermit's Ruin at the end of the southern trail — was a few crude grey blocks standing in for walls. It's now built from real masonry: a roofless brick shell, half its walls fallen or sunk to their lower courses, a caved-in roof slid off against the back wall, vines creeping over what still stands, and rubble strewn through the old floor. The cold hearth, the dead tree and the hermit's buried stash are where they always were.
2026-06-15 15:02 UTC
Wider Roads, Darker Barrow
Two fixes out in the world. The dirt roads between places were a thin brown ribbon with a long faded fringe before the grass took over — they're about half-again wider now, the packed-earth band running full and solid almost up to the grass line, so the way ahead reads like a real road. And the mouth of the Great Barrow no longer shows a patch of lit ground at the bottom of its dark opening — the passage is properly black now, a throat into the hill rather than a hole with daylight in it.
2026-06-15 14:42 UTC
Fuller Grass Underfoot
The bare ground beneath the grass blades used to read as a flat sheet of green. It now carries a proper turf detail — fine matted blades, mottled clumps and soft soil shadow — so the meadows look fuller and richer up close, whether your grass is set to lush or off entirely. Paths, roads and rock are untouched.
2026-06-15 08:39 UTC
A Sharper Map
The world map (M) is drawn at double the resolution now, so the coastline, hills and roads read crisp instead of soft on a big screen. Two places that were missing their names got them: The Crag (the spider-haunted rocks west of the river) and The Great Barrow (out on the north-east rim).
2026-06-15 08:28 UTC
Whirlwind Actually Whirls
Whirlwind used to be a single gold shockwave ring with a normal sword swing — it never read as a spin. Now your hero genuinely whirls: a fast two-turn spin that lands cleanly back on your facing, throwing out a flurry of steel slashes and a sweeping ground arc. It finally looks like the move it is.
2026-06-15 07:54 UTC
The Cold Country Bites Back
Now that talents are in, a geared hero was walking straight through the northern frontier — so the tougher foes hit harder to match. The Frostbound dead of Frostvale, the rime-wolves and acid-weavers of the Crag now deal real damage, turning a faceroll back into a fight you have to respect. Their health is unchanged; only the sting of their blows went up. Bring your cooldowns.
2026-06-15 07:40 UTC
Town Framerate: Roughly Halved the Work
The big one. A town like Greavesholm is full of small props that share the same look — fence rails, crates, candles, the cartoon outlines on every object — and each was a separate instruction to the graphics card, thousands a frame. Those are now batched together into a handful of draws, which cut the per-frame work in town by about half with zero change to how anything looks. Interactive things — chests, gravestones you can read, NPCs — are untouched and still work exactly as before. Together with the shadow and off-screen-character work, town should feel dramatically smoother, especially on weaker machines.
2026-06-15 07:00 UTC
Another Framerate Win — Off-Screen Characters
Every character in a busy town — your hero, villagers, every NPC — was being drawn each frame even when they were behind you or off the side of the screen. They're now skipped when they're out of view (with enough margin that no one ever pops in at the edges), which cuts a big chunk of the per-frame work in crowded spots like Greavesholm. Pair it with the new Shadows setting and town should feel a lot smoother.
2026-06-15 06:53 UTC
Archers Stand Their Ground
Ranged enemies — the venom-spitting spiders, bone archers and their kin — used to scuttle backwards the moment you closed to melee, turning every fight into an annoying chase. They now hold their ground and keep firing even when you are right on top of them. Get in their face and put them down.
2026-06-15 06:38 UTC
The Talent Gems Come Alive
The proc-and-behaviour talents — the 1-point "gems" at every choice tier — now actually fire, across all three classes. A few of the new tricks: mages get Ignite (a Fireball crit leaves a burn that Conflagration spreads on a kill), Flashfire (a crit resets Fire Blast), Frostbite (Frostbolt roots), Clearcasting (free casts), Deep Freeze, Stasis Field, and the Bound pact gems Siphon Soul, Soul Tap and Bloodprice. Priests get Holy Fervor and Smite-weave (Smite speeds and cheapens your next Flash Heal), Martyrdom (a heal doubled when you are nearly dead), Guardian Spirit (a killing blow survived while your Renew is up), Echo of Light, Inner Focus, Sanctified Ground, Retribution, and the shadow gems Feast and Shadowmend that turn your damage-over-time into self-healing. Pick one gem per tier — they lock each other out until you respec, so your build is a real choice. (A handful still wait on abilities not yet in the game and show as "Requires …" for now.)
2026-06-15 06:12 UTC
The Caster Capstones Land
The mage and priest talent trees are now built out to their full depth — five tiers a branch, the same as the warrior — and, like the warrior, each spec's capstone now grants a whole new ability. Mage: Scholar unlocks Stasis (catch a foe outside of time), Blooded unlocks Torrent (a burst window of overwhelming fire), Bound unlocks Bloodpact (your spells cost health, not mana, and hit far harder). Priest: Mender unlocks Raise (call a fallen ally back), Zealot unlocks Judgment (a thunderous holy verdict), Apostate unlocks Undertow (drag your foes into the deep). Spend deep enough in a branch and the ability joins your bar; respec out and it's removed. Each branch is now a real ladder of ranked bonuses with a mutually-exclusive choice at every tier — the gem picks (the proc-and-behaviour talents) light up class by class as we wire them in.
2026-06-15 03:10 UTC
A Shadows Setting (and a Big One for FPS)
Shadows are now their own setting in the gear menu — Off, Low, High — separate from the Graphics preset, because they're the single heaviest thing the game draws, and they now default to Low: it keeps the look but refreshes the shadows at half-rate, the smooth-and-cheap sweet spot (bump it to High if you want them crisp at full rate). Two more wins came with it: grass, ferns, flowers and other ground clutter no longer cast shadows at all (you couldn't see them, but the GPU was drawing every blade into the shadow map), and the half-rate refresh on Low smooths out the frame-time spikes some of you were seeing.
2026-06-15 02:30 UTC
A Big Framerate Win on Desktop
Tracked down why even powerful graphics cards were stuck at a low framerate in town: the game was re-drawing a full shadow for every single villager and townsperson around you — over eight hundred extra draws every frame — plus shadows from tiny props you'd never notice. Now only you and the nearest characters cast shadows (which is all you actually see), and clutter doesn't. That's about a third fewer draw calls a frame with no visible change up close, so if you were stuck near 30fps on a good GPU this should be a real jump. On a weaker machine, the gear menu's Graphics presets still let you drop shadows entirely (Balanced) for an even bigger gain.
2026-06-15 01:53 UTC
Light in the Barrow
The Great Barrow was too dark to read. Doubled the wall sconces (the west half of the hall had none), and made every candle-cluster burn brighter and throw further. You can actually see the dead you're fighting now.
2026-06-15 01:14 UTC
The Rime-Wolves Have a Lair
The frost-wolves prowling the east side of the Crag foothills now have a proper home: a snow-mantled den with frost-killed carcasses dragged to the mouth, and a readable that tells you what they are. Unlike the wolves that FLED the cold down south, these turned and went toward it. Bring friends.
2026-06-15 01:09 UTC
Characters Always Show Up Now
Fixed a nasty one: if you jumped into the world before everything finished loading, a single dropped asset download could permanently stall ALL character models — your hero and everyone else stayed invisible/blocky forever. Now one failed part no longer blocks the rest; characters rig in regardless.
2026-06-15 01:06 UTC
A Bigger, Stickier Map
The world map (M) now reopens exactly where you last left it — same zoom, same spot — instead of snapping back to your character every time. And it's a good deal larger on desktop.
2026-06-15 01:02 UTC
The Kobold Mine, Dug Deeper
The kobold mine entrance out on the far western rim got the same glow-up as the wolf dens: real boulders, a proper square shaft bored back into the hill with actual depth (not a flat black wall), a stone floor, spoil-heaps of tailings, the old timber frame, and the kobolds' ring of stolen candles. One reusable piece now, built with care.
2026-06-15 00:05 UTC
Where the Wolves Came From
Far up in Frostvale, on the southern edge of the basin, you can now find an old wolf-den — a big one, built of real boulders and long abandoned. Inspect it. It answers the den down in the Howling Vale: this was the pack's ancestral country, and they left it. The wolves heard the cold's note first, and went south. Only the people kept walking north.
2026-06-14 23:53 UTC
Not How Wolves Hold Ground
The wolf den in the Howling Vale, far to the south, can now be inspected. Walk up to the den-mouth and click — the Marshal said it wasn't natural, the way the pack holds that ground. He wasn't wrong, and the reason points north, up into cold country no one's crossed.
2026-06-14 23:50 UTC
The Stone Was Here First
Grukk's standing stone, at the henge southeast of camp, can now be inspected. Walk up and click it — there's a reason the meadow never quite settles, even after the Tuskfather falls, and it isn't the boars.
2026-06-14 23:45 UTC
The Tower Reads Back
The old Watchtower south of camp — the one Tam swears is haunted and Wilkin won't look at after dark — can now be inspected up close. Walk up to it and click to read what the camp knows about the cold light that burns up top. (And yes, after dark, it does.)
2026-06-14 23:42 UTC
They Being Me
Tam the rumour-pedlar has a tale he'll only half-stand-behind: the old Watchtower south of camp is haunted by a cold light. "Haunted by who, Tam?" "…They being me." Go and see for yourself whether there's anything to it.
2026-06-14 23:24 UTC
A Usable World Map
The world map now zooms and pans instead of cramming the whole world into one tiny square. Pinch to zoom and drag to move it on a phone; scroll to zoom and click-drag to move it on desktop. It opens zoomed in on you, so you can actually read where you are and where you're going.
2026-06-14 23:21 UTC
No More Invisible Gear
Fixed equipped pieces showing up as nothing on some characters: a few outfits ship a female-fitted version that's missing a part (a head, say), and the game was rendering empty instead of falling back. It now uses the standard version of that piece, so the slot always shows something.
2026-06-14 23:17 UTC
Talents Unlock Spec Abilities
Talent trees can now unlock whole abilities, not just stat bonuses. Each warrior spec's capstone now grants its signature: Champion → No Quarter (a killing window), Berserker → Death Wish (a damage frenzy), Warden → Immovable (a defensive stand). Take the capstone and the ability joins your bar; respec out of the branch and it's removed. The mage and priest signatures move into their trees next.
2026-06-14 22:46 UTC
Quest Log Tidied
The quest log now only shows quests you've actually picked up, not ones you could still go and get out in the world.
2026-06-14 22:21 UTC
Wolves in the Crag
The crag foothills aren't all spiders now — pale rime-wolf packs have come down the frozen road and taken the eastern slopes for their own hunting ground. They run in numbers, drop pelts worth the trek, and there's a bounty on them at the board. More to come up there.
2026-06-14 22:08 UTC
The Great Barrow Becomes the Finale
The Great Barrow is now the proper capstone of the Boarlands, not a mid-game detour. Its dead have been raised to level 11-14, the Pale Warden hits far harder, and it's tuned as a 2-3 player dungeon — bring friends, and watch your pulls. The rewards have been bumped to match: the Warden now drops his own blade for warriors (alongside the caster prizes), and the Crown of the Quiet King and Earthen Staff are properly end-of-chapter gear. You can still walk in solo and try your luck — you just may not walk out.
2026-06-14 21:52 UTC
The Crag Foothills Open Up
New optional questline in the foothills below the frozen pass: Rexford Tugwell, a toll-clerk who survived the spider webs and very much wants you to go back in for his ledger. Three quests — thin the spiders, recover his goods, and find out what became of his guards. The crag spiders are a touch lower-level now, so the foothills are a proper next step once you've cleared the early Boarlands and aren't quite ready for the deeper threats.
2026-06-14 21:42 UTC
Eelmere Fixes: Honest Dock, No Fishing Through Walls
Two Eelmere fixes: you can no longer cast a fishing line straight through a cottage wall from indoors — there has to be open water actually in front of you. And the lake jetty now lines up properly: you walk on the planks instead of sinking through them.
2026-06-14 21:24 UTC
Mobile: True Speed at Low FPS + Lighter Defaults
Fixed a bug where your character actually moved slower when the framerate dropped — the game now keeps you moving at true speed down to much lower framerates. Phones also default to the lightest settings now (Battery preset, Performance render scale), and there's a new "Low" render scale below Performance for older phones that need every last frame — it renders below native resolution, so it's the softest but the biggest speed win.
2026-06-14 21:06 UTC
A Big Framerate Fix
Tracked down why even strong graphics cards were stuck at a low framerate: every name-tag and damage number was being repositioned in a way that forced the browser to recompute its whole layout, dozens of times per frame — work the graphics card can't help with. They now move the cheap, GPU-composited way. This should be a real, across-the-board smoothness win on desktop. Let us know if your framerate jumped.
2026-06-14 20:58 UTC
More Frames on Sharp Displays
Performance fix for high-resolution screens (Retina Macs, 4K monitors): the game was rendering at the full pixel-doubled resolution, which is four times the work and could drag even a strong machine down. It now renders at a slightly lower scale by default — much smoother, and with anti-aliasing on you can barely tell. Want it razor-sharp again? Set Render Scale to "Sharp" in the gear menu. Lower-resolution screens are unaffected.
2026-06-14 20:50 UTC
Jorje Fjord Has Some Requests
Camp villagers can be spoken to now — click any of the seven and they'll talk back. The first of them with real work is Jorje Fjord, the camp's champion napper by the well: a light three-part questline that starts with finding his stolen boots and ends somewhere he'd never have got to on his own. Runnable from level 1; look for the '!' over a sleeping man.
2026-06-14 20:38 UTC
Desktop Smoothness Restored
Fixed a bad default for touch-capable desktops and hybrid laptops: they were being treated as phones and quietly capped to the 30fps Battery preset, which felt like heavy lag on a high-refresh monitor. Any machine with a mouse now defaults to High (uncapped) again. You can still pick any Graphics preset by hand in the gear menu.
2026-06-14 20:32 UTC
Mobile Touch Polish
Two mobile fixes: turning the camera near the screen edge no longer triggers your phone browser's swipe-back gesture, so you stay in the world. And the jump button now fades out of the way while the ☰ menu tray is open, instead of sitting on top of it.
2026-06-14 20:28 UTC
Death Sack Dupe Closed
Fixed an item-duplication bug: under the right timing your gear sack could appear twice after a death, letting you gather the same kit more than once. There is now only ever one sack where you fell, and gathering it grants your gear exactly once.
2026-06-14 20:15 UTC
Graphics Presets & Easier-on-Battery Mobile
New Graphics setting (in the gear menu) with three presets: High, Balanced, and Battery. Phones now default to Battery — it drops shadows and bloom and caps the frame rate, and the game stops re-rendering a still scene 60× a second, which is the big drain on a phone. High is the full-fat desktop look, unchanged. Pick whichever you like on any device; your choice is remembered.
2026-06-14 19:50 UTC
Garden Tidy-Up
Follow-ups on the kitchen garden: the crops are real plants now, the soil bed follows the rolling ground instead of clipping through it, a stray boulder no longer sits in the middle of the rows, and the notice board has moved to the open plaza by spawn (facing the right way this time).
2026-06-14 19:34 UTC
A Garden Worth Tending
The camp's vegetable patch is a proper kitchen garden now — tilled furrows with rows of leafy greens, a scarecrow in a straw hat, a basket of pulled harvest and a hoe left in the soil. The bounty board that used to sit awkwardly in the middle of it has moved out to the camp's south gate, where you'll see it as you arrive. The livestock graze the lane just south of the rows now, off the crops.
2026-06-14 19:20 UTC
More Beasts About
The camp feels more lived-in: two horses graze the north edge, a bull lows beside the cow at the paddock, and a little shiba trots the plaza with the husky. And up at the frozen pass, Edda keeps a woolly alpaca — a survivor's pack-beast, at home in the cold.
2026-06-14 19:14 UTC
Snow-Laden Pines & Sticky Loadouts
The pines out in Frostvale wear winter now — frosted needles with snow piled on their crowns and upper branches, instead of the same flat green as the southern woods. And your ability loadout saves the instant you change it, so a refresh keeps the set you were actually running, not an older one.
2026-06-14 19:01 UTC
Coldsnap Freezes Them in Place
Coldsnap doesn't just slow now — it ROOTS every enemy caught in the burst, locking their feet to the frost for 5 seconds so you can blink away or pile on damage. Ice erupts around each frozen foe, and a 🧊 marker shows who's held.
2026-06-14 18:57 UTC
A Proper Staff and Proper Arrows
The Walking Stick is a real carved wooden staff in hand now instead of a plain stick. And the barrow bowmen loose actual arrows — a shaft that flies point-first at you — instead of lobbing a glowing orb.
2026-06-14 18:50 UTC
Your Loadouts & Trained Skills Stick Now
Saved ability loadouts and skills you learned from trainers (like the Priest's shield) no longer vanish when you refresh the page or log back in — the server was quietly dropping them on save. They persist properly now, and your carried six survives a reload.
2026-06-14 18:42 UTC
Quieter Logins for Veterans
If your hero is past level 5, the game no longer greets you with "speak to Marshal Greaves to begin" every time you log in — you've clearly begun. And this patch-notes window got a tidy: the close button stays put and the scrollbar sits neatly under the header.
2026-06-14 18:25 UTC
A Real Crown for the Held Note
The Crown of the Held Note wears an actual frost-touched crown now instead of a plain ranger hood. (Behind the scenes there's a new check that stops any future piece of gear from rendering invisible when worn.)
2026-06-14 18:21 UTC
All Food Is a Sit-Down Now
Raw fish and meat are no longer instant snacks — like cooked meals, you now sit and recover health over a few seconds (and not in combat). Cooking raw food at a fire still restores far more, so it's worth the trip to the coals. Also: the close button on the patch-notes window stays pinned to the top as you scroll.
2026-06-14 18:13 UTC
Grey Cobbles & Tamer Scroll Wheel
The town cobblestones read as proper grey paving again instead of a brown mud patch — cooler, lighter stones over neutral mortar. And scrolling a panel (the patch notes, settings, your bags) no longer zooms the camera at the same time; the wheel only zooms when it's over the world.
2026-06-14 18:09 UTC
Invert-Look for Arrow Camera
If you drive the camera with the arrow keys (Settings → Arrow keys), there's now a Look: normal / inverted toggle next to it — flip the up/down axis if you're a y-invert sort.
2026-06-14 18:02 UTC
Monsters Hold a Grudge Longer
Enemies no longer give up the chase the moment you turn to run — they'll follow much further from where they started before losing interest and heading home. Pulling a fight and sprinting off is no longer a free escape.
2026-06-14 17:41 UTC
The Road Into Edda's Camp, Cleared
There was an invisible wall on the path up to Edda the Frostbit — her fire and footlocker had been set down right on the road, so you'd snag on nothing as you walked in. Moved them into camp on the far side; the way up the pass to her is clear now.
2026-06-14 17:37 UTC
Mobile Polish
A pass over phone play: the 🎣 fishing button now fades in only when you're by water and fades out when you leave; the Settings, Quest Log, and character-select lists scroll properly under a finger again; and tapping anywhere outside the loot window closes it.
2026-06-14 17:26 UTC
Fishing on Phones, and a Clearer Eel
You can fish on a phone now — a 🎣 button appears at the water's edge and reels in when something bites, so touch players aren't locked out of the rod (and Old Pike's eel is catchable at last). And that eel quest finally tells you WHERE: cast off the Eelmere lake to the west, by Maren's dock — not Pike's little pond.
2026-06-14 17:15 UTC
Edda's Camp, Tidier Still
Edda's holdout at the pass got another pass: the flimsy lean-to that read more like a child's tent is gone — she keeps her watch under open sky now, her bedroll laid out the right way round with the pillow to the back. The trodden snow around her fire reads bare and frozen the whole way across, no stray summer grass poking through.
2026-06-14
Cobbled Paths & Edda's Camp, Tidied
The town paths read as dirty cobblestone now — small, rounded, mud-seamed stones instead of flat grey slabs. And Edda's holdout at the pass got a proper pass: her fire actually burns, she's got boots and a lean-to to sleep under, the company's banners and stores are spread around a clear camp (no more standing on her own bedroll), and nothing invisible blocks the walk up to her.
2026-06-14
The Barrow, Made Whole
The Barrow Deeps is one great hall now instead of two floors — no more stair down into a lower level you couldn't climb back out of. The whole crypt opens before you: the entrance and the bare plinth to the west, the dead spread down the hall, and at the far east end the Quiet King on his cold throne, with the Pale Warden keeping the crown and the dark between you and the seat. One way in, one way out, and a lot more room to fight.
2026-06-14
Edda's Holdout & a Cleaner Snowfield
Edda the Frostbit has come down off her ridge to the mouth of the pass, right by the road — and you can see what her watch has cost: a lean-to, a fire she keeps alive alone, supplies, and the banners of her lost company planted in the snow like grave-markers. She carries a cudgel now and wears what leathers she has left — armed, but not well. Out in the basin, the red autumn trees are gone; Frostvale is pine and dead wood now, as a frozen valley should be. And combat numbers got a pass: your auto-attacks read white (abilities stay gold, crits orange), and distant numbers no longer clutter the screen.
2026-06-14
Fixes: Curses, Cameras & the Cold Road
A round of fixes: offensive curses like Anathema no longer stack on a target — recasting refreshes your own, one per target. The trainer nudge and the Frostvale "white country" warning now show only once ever, not every login (your save kept forgetting they'd fired). New setting (gear → Arrow keys) lets the arrow keys turn the camera instead of moving you. And the steep pinch on the road up to the Frostvale pass was widened and smoothed, so you can walk it without clipping into the slope.
2026-06-14
The Bounty Board
Greavesholm has a proper bounty board now — a notice-board in the camp you can walk up to and read, instead of the standing cull-contract being buried in Marshal Greaves' chatter. Same rotating coin-for-culls, now a place you can find. The board also posts crag-spider contracts now, so the mid-game foothills pay standing coin like everywhere else.
2026-06-14
Into the Crag Deeps
That spider-hole at the back of the Crag goes somewhere. Step into it and you drop into the Crag Deeps — the warren beneath the nest, the mid-game its own dungeon at last: earth walls hung thick with web and glowing egg-sacs, the husks of everything the brood dragged down, and the spinners themselves between you and the larder. At the back, web-bound in the dark, the brood's hoard waits — a one-time cache of everything they ever stole off the road. Clear your way in, take it, and climb back out.
2026-06-14
The Crag — Something Spins in the Foothills
The long climb between the Boarlands and Frostvale isn't empty road anymore. In the foothills off the west of the frozen pass, a brood of cold-changed spiders has strung the pines with web and hung the husks of the road-traders in it — a proper stop for levels 10 through 14, the step you were missing before the white country. Sela has work: thin the spinners, then cut out the Crag Broodmother at the heart of the web and wear what you carve off her. Find the webbed hollow (it's on your map once you reach it) and clear the road north.
2026-06-14
The Riven Spire
Frostvale's far north-east corner — the one nobody had reason to cross — now holds the source of the cold itself: the Riven Spire, a black-ice monolith split crown to root with a thread of cold light standing in the rift. Grown into its foot is the Spire-Warden, an elite that has kept the valley's held note going for an age. Edda has a last errand for those who've seen everything else the snow keeps — silence it, and wear the Crown of the Held Note. The long walk out there is packed with white wolves and frostbound dead, so earn every step.
2026-06-14
Edda Has Work for You
Edda the Frostbit at the pass isn't just for talking now — she gives quests, so Frostvale has work to take up on-site instead of only Sela's errand from down south. First she'll ask you to put her risen company to rest; then, if your nerve holds, to climb north and look on Hoarfang's den with your own eyes.
2026-06-14
Someone Still Breathes Up There
Frostvale isn't wholly dead — Edda the Frostbit, last of the lost expedition to walk back even this far, shelters at the mountain pass. Stop and talk: she's the one voice up there who can tell you what the white wolves are running from, what the ring of stones is, and why you should leave the frozen dead where they lie.
2026-06-14
A Word Before the Cold
Wander up the pass under-seasoned and Frostvale will warn you now — the first time a lower-level adventurer steps onto the snow, a notice makes plain that everything up there is hardened far past the Boarlands (level 15+). Nothing bars your way; it just makes sure no one walks into the white country blind.
2026-06-14
Into the Ice — The Rimeward Hollow
Frostvale has its first dungeon: find the cave-mouth out in the basin (it's on your map now) and step through into the Rimeward Hollow — an ice cavern of pale frozen spires lit a glacial blue, with the frostbound dead standing guard over a hoard glazed deep in the ice. Walk in, fight your way to it, walk back out into the snow.
2026-06-14
The Stillmere
There's a frozen tarn in the heart of Frostvale now — walk out onto the clear ice and look down. Something long and pale is frozen in the dark beneath it, too big for any fish with a southern name, and a single standing stone juts from the surface as if the cold took the water mid-pour. Lean over and read what the ice keeps.
2026-06-14
What the Snow Keeps
Frostvale rewards a wandering eye now — scattered between its landmarks are small frozen finds to inspect: an abandoned sledge, a snapped banner-pole, a pack-beast's frost-furred bones, a pane of singing black ice, and a scout knelt and glazed over mid-gesture, still pointing north. Each has its own grim line if you stop to read it.
2026-06-14
Room to Breathe in the Deeps
The Barrow Deeps got bigger — the hall runs deeper now, and its guardians are spread further down it, so you can take them a pull at a time instead of walking into a clump. The entrance, the way out, and the stair to the level below all line up exactly as before.
2026-06-14
The Hoarstones
Another find for the wanderers who cross Frostvale: a ring of ice-sheathed standing stones around a cracked altar, out in the southern drifts off the road. Older than the lost expedition, older than the cold has any right to be — read the inscription and judge for yourself what was here first.
2026-06-14
A Greener Grave
The Great Barrow on the north-east rim was reading as a bald mound of bare earth — its height was tricking the terrain into painting it rocky. It's a proper grass-covered burial hill again now, green to the kerb-stones, the way an old barrow should be.
2026-06-14
Abandon Ship (or Quest)
Bitten off more than you meant to? Open the Quest Log, click a quest you're on, and there's an Abandon button now — tap it twice to confirm. The quest goes back to whoever gave it, so you can pick it up again later if you change your mind; nothing's lost for good.
2026-06-14
The Road North Has a Reason
Sela the Roadwarden, out by her east-road stone, has finally turned her eye north. Once you've walked her old road, she'll set you up the frozen pass into Frostvale — first to find what became of the lost expedition, then to thin the white wolf-packs before they spill down into the Boarlands. A proper trail of breadcrumbs into the cold, with coin and hard-won experience at the end of it.
2026-06-14
Frostvale, Writ Large
Frostvale is now a true frontier — as broad as the whole Boarlands, a vast snowbound valley that takes real walking to cross. Its landmarks sit well off the road, out in the drifts where you have to go looking: the Lost Expedition to the west, the Rimewatch Cairn east, and Hoarfang's Den far in the frozen north. Wolf packs and the frostbound dead range the open snow between them.
2026-06-14
Frostvale Stirs
The frozen valley isn't empty anymore. Pale wolves hunt the snowfield in packs and the frostbound dead keep the deeper drifts — seasoned quarry for high-level wanderers (and Hoarfang the White prowls the far north for the truly bold). Cross the basin and you'll find the Lost Expedition frozen where it camped, and a lone watch-cairn on the eastern shelf, each with its own grim story. The Greavesholm bounty board now posts work up north, too.
2026-06-14
The Road North — Frostvale
Follow the frozen road north out of camp and it now winds around the lake, up through a real pass carved clean through the mountains, and out the far side into Frostvale — a wide, snowbound valley beyond the range. The world grew to hold it: a proper frozen frontier to explore, ringed by peaks, with the pass the only way in or out. (More to find out there soon.)
2026-06-14
Smite, Refined
The pillar of light Smite calls down is a tighter, cleaner spear now instead of a fat column, and it lands with real weight — a low, grounded crack rather than a thin chime. While a priest charges a holy spell, both hands gather the glow now, not just one. And you'll only hear a Smite land if you're near it — no more holy thunderclaps rolling across the whole map.
2026-06-14
Firelight in Camp
Greavesholm keeps a few fire-bowls lit around the plaza now — so when night falls, the heart of camp is warm and you can actually see where you're going instead of stumbling between black buildings.
2026-06-13
Say Something (on Mobile)
Playing on a phone? There's a chat button (💬) in the side menu now — tap it and your keyboard comes up so you can talk to whoever's out on the road with you. Warden Bryce also finally looks the part: light leathers and a blade, not a farmer's tunic.
2026-06-13
A Proper Quest Log
There's a new Quest Log button (the scroll, or press J): every errand you're carrying under Active, finished tales under Completed, and click any one to read its full telling again — who sent you, what they said, what's left, and where to take it. Skills and Talents now share a single button to make room for it. And the little tracker in the corner folds away — click its header to collapse it for a clear view.
2026-06-13
Into the Barrow
The Barrow Deeps got a pass. The dead no longer crowd the doorway in a wall — they're fewer and set deeper in the hall, so you can take them a pull at a time instead of all at once. Candle-sconces along the walls light the chamber so you can see what you're walking into. And the guardians keep to their walls now instead of drifting through the stone. (If a delivery quest ever jammed because your bags were full — that's fixed too; just visit the one you owe.)
2026-06-13
The Water Has a Voice
Stand at the edge of Eelmere, the grove pool, or any quiet water and you’ll hear it now — small waves lapping the shore, and after dark, frogs answering one another across the reeds. The lakes finally sound wet. (Underground, only the drip and the deep rumble, as before.)
2026-06-13
A Kit Worth Carrying
The "Recommended" button in your Skills tab now sets a real, balanced six instead of just grabbing the first abilities you know — a builder, something to mend yourself, a way to guard, an answer for a crowd, a bit of control, and a finisher, the best your level can field. One tap and you're ready to walk into the waste competent, even if you never touch the loadout meta. (Tinkerers, your bench of unslotted skills is still all yours.)
2026-06-13
Loose Ends Tied
A round of fixes from the workshop floor: if a duel partner logs out mid-bout, your duel now ends cleanly instead of leaving you stuck "already dueling". Friends on your list light up even when you typed their name in different case. And on the rare chance your bags are full when you recover your gear after a death, the overflow now falls at your feet to pick back up — never lost.
2026-06-13
Light From On High
Holy magic carries itself differently now. As a priest charges a spell, gold gathers and shimmers in the casting hand with a held, singing tone — you can feel the power building. And Smite no longer lobs a little gold ball: it calls a pillar of light straight down out of the sky to erupt on your foe. Everyone nearby sees it fall.
2026-06-13
Catch, Cook, Carry On
Your catch is worth more cooked. Stand by a fire — the camp hearth or the Eelmere cauldron — and use a raw trout or eel to roast it into a real meal that mends far more than the raw fish would, eaten seated between fights. Raw still works in a pinch on the move; the fire just makes it count.
2026-06-13
Sit a Spell
Make camp between fights. A Hearty Stew restores health and a Skin of Spring Water restores mana — both over a few seconds while you sit and eat, out of combat. Any move or blow cuts it short, so pick your moment. Greta now stocks both, cheap. (Quick snacks like trout and boar meat still heal on the spot for the road.)
2026-06-13
Smoother Going
A performance pass under the hood: distant creatures now animate at a lighter touch (invisible at range, easier on your machine), the minimap redraws less often, and fallen bodies no longer pile up forever in a busy hunting ground. The world should run cooler the longer you play.
2026-06-13
When You Learn Your Magic
Mages and priests now learn their spells on the proper schedule. Frostbolt and Heal come right away at level 1; the bigger tools — Coldsnap, Ward, Flash Heal, Flamestrike — arrive further up the climb where they belong. Your power unfolds as you level, the way it was meant to. (Warriors were already on the right track.)
2026-06-13
The Beasts Bite Back
Spellcasters could once kite the meadow to death without taking a scratch — no longer. Boars and kobolds charge harder, grass snakes and barrow skeletons shrug off frost and close the distance, and the cave spiders of the Deeps keep pace. Warriors fight the same honest melee they always did; it’s the long-range easy kills that have dried up.
2026-06-13
A New Blade
The quartermaster has a heavy new sword in stock — the Iron Falchion, a broad curved cleaver of a thing (+5 Attack Power). Coin on the counter and it’s yours.
2026-06-13
Make an Account
You can keep an account now. Register a name and password from the title screen and your heroes follow you to any device — and you can keep more than one. Roll a warrior, a mage, a priest; man or woman (your choice now shapes the hero you see); switch between them from the character list. No account? Play on as a guest exactly as before; nothing changed for you.
2026-06-13
The Land Opens Up
The frontier has spread out to fill the map. The Great Barrow now keeps the far north-east rim, the Kobold Mine has been driven out to the western edge past Eelmere, and the wolves of the Howling Vale den deep in the south above the marshes. New roads run all the way out to each — long walks, but the world is yours to cross. Boars roam the meadow thicker, too, and the tracks underfoot read as grey gravel now.
2026-06-13
A Beam at the Ding
Reaching a new level lights you up — a radiant column of blue light, not a little jig. Fireballs and frostbolts now leave the hand with a sound to match. And if you fall, a red cross marks your dropped gear on the minimap so you can find your way back to it.
2026-06-13
Lean On It
The Walking Stick is held like a stick now — gripped near the top, the shaft resting toward the ground — instead of clutched at the base like an enormous wand.
2026-06-13
Quiet the Voices
A new Voice volume slider in Settings sets how loud quest-givers speak their lines — starts at half, drop it to nothing if you read faster than they talk.
2026-06-13
Know Where You Are
The world map is true again — Eelmere off in the north-west, the Mine far to the south, and your discoveries (the waystone, the cold camp, the boat) marked where you found them. The minimap wears a small north star now, too.
2026-06-13
The Mine Moves South
The Kobold Mine — and its candle-thieving diggers — have been dug out far to the south now, a long haul from the camp. The crowded west breathes a little easier.
2026-06-13
A Word With You
Every quest-giver now speaks to you through a proper pane — the Marshal, Maren, Old Pike, Sela, all of them — with Accept and Decline, the offer read aloud word by word as they say it. No more silent hand-offs.
2026-06-13
Eelmere Moves On
The fishing hamlet of Eelmere has packed up and gone — you’ll find it now on a lonelier lake far to the north-west, a proper long walk from the camp. Old Pike fishes its north shore still. The water it left behind keeps only the green bell, and the quiet.
2026-06-13
Taught, Not Given
Your starting abilities read as something learned now, not handed over — Marshal Greaves drills your warrior strikes into you, and a mage or priest wins their first arts hard, by the fire. The first thread of a world where what you can do came from someone.
2026-06-13
Something in the East
Folk who’ve walked out past the old waystone come back quiet, when they come back. Something large keeps the deep eastern country — and it is not a boar. Go looking with friends, or do not go looking.
2026-06-13
The Last Roadwarden
Someone keeps the old waystone out east — Sela, the last roadwarden, who once guided folk down roads that no longer go anywhere. She has a letter that needs carrying back to Warden Bryce at the camp.
She remembers the lost places, and the camp out south-west the cold took. Talk to her; the world is wider and sadder than the map lets on.
2026-06-13
The Cold Camp
Somewhere in the empty south-west, a traveller’s camp the fire went cold on — bedroll still laid out, boots set by the ashes to dry, and no one who ever came back for them. Find it if you wander far enough.
2026-06-13
The Last Waystone
Far out on the eastern plain stands an old waystone — a milestone for a road that no longer runs there. Read it, and it points the way to places you cannot reach.
2026-06-13
The Far Shore
There’s a new thing to find out past the lake. Follow the south shore, across the water from Eelmere, and you may come upon a boat drawn up on the shingle — a line still cast, a seat worn smooth, and no one there at all.
2026-06-13
Grave Goods
The Barrow Deeps are furnished now — the dead were not buried empty-handed. Offerings clutter the great hall, the crown sleeps among its hoard in the cold-lit crypt, and the robbers left broken jars and a cask in the entry passage.
The Kobold Mine and Moonfang Den got the same care: ore casks, crates and the kobolds’ stolen hoard below; and in the den, the skulls of the taken litter the floor beneath the moonbeam.
2026-06-13
Sealed Tombs
Patched a hole in the dungeons — the Barrow Deeps, the Kobold Mine and the Moonfang Den each had a spot where you could slip through a wall and out into the mountainside. The doorways are the only way through now.
2026-06-13
Honest Loot
What a slain foe drops is now decided by the realm itself, not your own client — loot is consistent and tamper-proof. You won’t notice a difference unless you were trying to cheat it.
2026-06-13
The Great Barrow, Greater
The Barrow’s entrance is a proper giant’s tomb now — towering jamb-stones, a colossal capstone with a stacked crown, leaning buttresses and a forecourt of standing stones, all set into a taller, grassed-over mound. The dark mouth no longer pokes out the top of the hill.
2026-06-13
Wards You Can See
Buffs now show as little icons under a friend’s name — when you shield or Renew an ally, you (and everyone nearby) can see the ward sitting on them.
2026-06-13
Mobile Menu Unfolds
On phones, the ☰ button now actually opens the menu — it unfolds the panel buttons in a tidy column above it, instead of doing nothing. Tapping one opens its panel and tucks the tray away again.
2026-06-13
The Stones Remember
The graves on the western rise can be read now — click a headstone and learn a little of who Greavesholm buried there. Some of them even left a debt behind.
2026-06-13
Spells With Punch
Casting hits harder to the eye now — a bloom of light gathers in your hand as you cast, flares from the muzzle as the bolt flies, and bursts where it lands, coloured to its element (fire gold, frost crisp pale-blue, holy bright).
Rend and other bleeds are gorier — heavier gobbets of blood and a wet squelch under the rip.
Heals close wounds in a soft warm glow, and Frost Nova erupts in a cold pulse.
2026-06-13
Close Quarters
Mages and Priests will now swing their weapon at anything they’re standing next to — a weak melee auto-attack between casts, so you’re never doing literally nothing in melee. It won’t fire while you’re casting.
2026-06-13
Deeper Woods
The world is more forested — denser stands of trees across the frontier. And everyone now sees the same forest (it no longer reshuffles each time you log in).
2026-06-13
Honest Swings
Auto-attacks now keep a steady swing rhythm — spamming Heroic Strike no longer sneaks in extra free hits.
2026-06-13
Around the Lake
The road to Eelmere no longer wades straight through the lake — it follows the dry eastern shore now and curves into the hamlet from the top.
2026-06-13
Dirt Roads
Paths read as worn dirt roads now — packed brown earth with a little gravel, instead of bands of grey cobbles strewn on the grass.
2026-06-13
A Full Healer
Priests can now cast Renew and their Shields on other players too, not just Heal — target a friend and ward them.
You can finally see your heal numbers floating over whoever you mend.
2026-06-13
Living Water
The water has real surface now — sunlight glitters and skids across the ripples, and the waves catch the sky at a glance. It reads like water, not a painted plane.
Cleared the stray metal sconces that were stuck upright in the camp dirt.
2026-06-13
Quieter Camp, Felled Wood
Villagers chat a little less and leave longer pauses between lines, so you can actually read what they’re saying.
The chopping stumps moved off the doorsteps and out toward the treeline, each now with a felled log or two beside it.
2026-06-13
A Tidier Camp
Villagers no longer pile up and wedge against Greta’s stall — the haul drop now sits inside the storehouse where it belongs, and the rails that boxed them in are gone.
When they’re hauling goods they actually carry a crate now, instead of miming it.
2026-06-13
Mend Your Allies
Priests can heal other players now — target a friend and cast Heal, Flash Heal or Lay on Hands on them. Their wounds close in a gold, holy shimmer everyone nearby can see.
2026-06-13
Gone Fishing
Fishing looks the part now — you settle into a stance and a line runs out to your bobber over the water. Other players nearby see you at it too.
2026-06-13
The Camp Talks
The folk of Greavesholm hold real conversations now — wander near the fire and you’ll catch them talking back and forth, each thread following on from the last instead of trading random mutters.
Everyone’s got their own voice: Old Hob grumbles about his back and his oaks, Mera guards her turnip rows, Tam peddles rumours, Wilkin frets about the fences and the humming stones, and Jorje is, as ever, load-bearing.
2026-06-13
Shared Ground
Dropped items are now shared — other players see them on the ground (with a gold glimmer) and can pick them up. First to grab it wins.
You can sell weapons and armour to Greta now, not just trophies.
2026-06-13
Three Paths
Spells feel weightier — your hand glows in the spell’s colour as you cast, projectiles are bigger and brighter with a glowing halo and muzzle flash, and casts sound their element: Frostbolt rings icy, Fireball roars, holy bolts are a small bright mote with a wide glow.
Talents reworked into three specialisations per class — Champion/Berserker/Warden, Scholar/Blooded/Bound, Mender/Zealot/Apostate. Spend deep in one or spread across them.
More talents unlock as their abilities arrive — the spec gems are coming.
New spec abilities across all three classes — Warrior: Bloodthirst, Challenge, Shove, Reprisal, Rally. Mage: Pyroblast, Meteor, Drain, Afflict. Priest: Anathema, Holy Fire, Lay on Hands, Purify, Aegis, Sanctuary. Learned as you climb, each lighting up its talents.
Chat is its own tab now (hover the log to switch Combat ⇆ Chat); find Patch Notes any time in Settings.
2026-06-13
The Realm Tightens
Combat rebalanced — every creature is now a real fight. No more facerolling the wildlife.
Elites and rares hit far harder — a named or starred foe is a true test now. Bring friends, or your best.
Blows land with more weight: fire, frost, and holy spells burst in their own colours, Rend draws real blood, and foes burst apart when they fall — bone, goo, or dust to match. Effects everyone nearby can see.
Leveling has a proper curve: brisk at first, then a real climb, the way it should be.
Your abilities now unlock more gradually as you level, so each new one lands with weight.
Mobile: the talents panel close button is reachable again, and the chat log no longer sits on top of the move stick.
Mobile: fixed controls on high-refresh phones (Pixel and others) where taps would slip off buttons and nothing would register.
Combat sounds now fade with distance — nearby allies you still hear, but a friend fighting across the world no longer rings in your ears.
2026-06-12
A Fuller Kit
Mages and Priests gained their full core kits — wards, shields, channels, and area spells.
Loadouts: save and swap your six-slot ability sets.
Item tooltips now show how a piece compares to what you have equipped.
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