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What changed in the game, newest first.

The map remembers where you were looking

August 21, 2026 · 08:53

The map was two pages and one of them was a dead end. "See the whole map" led somewhere with no way back to the near view, and since travelling reloads the zone page, a single step threw the whole map away.

It is one map now, on the Travel tab, with a control that swaps between the near view and the whole region and says which it will do. Whichever you were reading is what you get after a step — and after a fight, which is the other half of this: the panel the game pushes when a task finishes was drawing the near map every time, so the whole map kept collapsing under anyone with a queue running. The tab also picked up a name and a single line of instruction; the old page explained roads, regions and caves at length, and a player who finds a door can press it.

Walking no longer throws you to the top of the page. Several steps in a row is the normal way to cross the map, and each one used to send you back up to scroll down again — so a step now leaves the page, and the wide map's sideways position, exactly where you had them. Switching to Here still takes you to the top, which is where the zone's name and description are.

Three things were making the page jump, all of them in the bar pinned to the top. The fight log opened itself a moment after the page had drawn, shoving everything down — and worse, any click shut it again and saved that as your preference. The rooms row came and went as you switched tabs, changing the height of the bar each time. And the lettering arrived after the page did, so everything shuffled once on a slow connection. All three are fixed, and the log now starts from shut once.

A bank slot now holds one kind of item, however many of it you own. Potions and gear used to cost a slot each in storage, so a vault filled up long before it held much.

Nothing changes about what you carry: only raw material stacks in your bag, and potions still cost a slot each there.

Where you are, and what you are looking at

Your character is three screens rather than one long one: Carrying, Worn and Skills, on a row under the Character tab. Worn holds your gear and the numbers it gives you together, since every number you have comes from gear.

Character and Travel now work from inside a building. Pressing them used to walk you out to the zone page, so the bank forgot you had been in it. Standing in a room and looking at your own bag is the point of the change — it is the moment you most want to.

The tavern is a room of its own, with a door in the row beside the bank and the vendor, and space to say what it is for.

Smaller things: headings that repeated the tab you had just pressed are gone, the rooms no longer tell you which town they are in when the bar already has, and the mailbox is at `/mail`.

What the debuff took

The stats screen says what is modifying it. A debuff was applied to your numbers and then reported as though the result were simply what your gear was worth, so dying, walking back and finding everything lower had no explanation anywhere on the page. Each number a live effect has moved now burns, with the size of it beside — `-20%`.

And the debuff reaches your health too. It used to leave the health you can hold alone, which made a stat penalty mean three of the four numbers you have. Dying costs more than it did.

Combat

  • The death debuff takes its percentage off your health as well, not only off what you hit with
  • The Worn screen shows what a debuff has taken, marked on each number it moved

Economy

  • A bank slot holds one kind of item, however many of it you own — potions and gear no longer cost a slot each in storage

Interface

  • The map is one thing with two extents — near, and the whole region — with a control that toggles them and remembers which you chose
  • Travelling no longer throws the whole map away and drops you back on the small one, and neither does a task finishing
  • The fight log stays open if you left it open, instead of shutting on every click and forgetting
  • The row of rooms belongs to Here and shows only there, and gives its space back on the other two tabs
  • The pinned bar stops jumping about while the page loads
  • Taking a step leaves you where you were on the page, and leaves the wide map panned where you had it, instead of throwing you to the top
  • Your character is three screens now — Carrying, Worn and Skills — with your gear and the numbers it gives you on the same one
  • Character and Travel work from inside a building, without walking back out of it first
  • The tavern is a room with a door of its own, beside the bank and the vendor
  • Headings that repeated the tab you had just pressed are gone
  • The mailbox is at /mail

Every room from the top of the page

August 20, 2026 · 21:26

The navigation is on every page now, not just the zone, and it is two rows. Here, Character and Travel across the top; underneath, when there is anything to walk into, the place you are standing and its rooms — Lucerna, Vendor, Bank, Auction, Mailbox.

That replaces the "Back to Lucerna" links at the foot of each building and the "Visit the bank" links buried in the zone panel. Both did what the bar does, only further down the page. The zone names its own tab because there is no word for the screen you were already on: you are in Lucerna, or in Lucerna's bank.

A craft with nowhere to put its output is refused before it starts. Materials and the workbench fee were taken when the work began and the item arrived when it finished, so a full bag at the end meant paying for something nobody received. Buying and withdrawing already refused; crafting does now too. What counts is the room free once the ingredients are out, so it only bites when they come from a stack deep enough to survive being eaten.

Interface

  • Navigation on every page in the world — Here, Character and Travel, with the rooms of the place you are standing in underneath
  • The Back to <town> links are gone: the bar does that job from the top of every page
  • A craft is refused up front when there is nowhere to put what it makes, instead of taking the materials and the fee first

A door where the work is

August 19, 2026 · 15:53

Every city that makes something has a bank door now. Ironspire, Silvenwood and Aldenfield join Lucerna and Lastlight.

The reason is a rule that was already written down and was quietly being broken: the bank is meant to be overflow, never a checkpoint between having materials and using them. Without a door at the forge it was exactly that — mine your ore, walk past Ironspire to a bank, walk back to Ironspire. Now a gathering trip ends where it was already heading.

Five doors in fifteen places is still not everywhere, and none of them is anywhere you fight. How much you can carry still decides how long a trip is; it just no longer decides whether the trip ends with a walk to somewhere you had no other reason to go.

Potions read properly in the fight log. A drink is its own line, in the order it happened, rather than a note stuck on a swing:

> Below 50% health, so you drank Silverleaf draught, healing 165.

The same line appears in the log afterwards, so a queue you walked away from tells you what it drank and when. Older fights read correctly too, whichever way they happened to be stored.

There is a front page, for people who have not signed up, and the world map is public — the same map players use, drawn from the same data, with the level each place asks for. No account needed to walk it.

Smaller things: the Character and Travel tabs used to be called You and Paths. The auction house's two unlabelled boxes now say what they are for. And the bank page was, for about a day, shoving the chat to the bottom of the screen and running its rows off the side — that was a stray tag in the markup, and it is fixed.

Queueing, made less fiddly

A slider now sets how many tasks a click queues, and each button says what it will do — Fight ×20. Ask for more than there is room for and it queues what fits rather than refusing.

Clear queue empties everything waiting and leaves the fight alone. Flee and clear does both.

Elsewhere: news burns in the status bar until read, and chat marks the date above the first message of each day.

New

  • A bank door in Ironspire, Silvenwood and Aldenfield — every city that makes something now has somewhere to put things
  • A front page at embershard.com, and the world map is public: anyone can look at it without an account

Interface

  • A slider sets how many tasks a click queues, up to 50 — the buttons say so: Fight ×20
  • Asking for more than the queue has room for now queues what fits, instead of refusing
  • Clear queue empties everything waiting; Flee and clear also leaves the fight
  • The word news burns in the status bar until you have read it
  • Chat shows the date above the first message of each day
  • Drinking a potion is its own line in the fight log now, saying what it was and what it healed, where it happened
  • The Character and Travel tabs were called You and Paths
  • The auction's two boxes say what they are for: sell this many, for this much each
  • The bank stopped shoving the chat to the bottom of the page and running its rows off the side

Worth picking up

August 18, 2026 · 16:58

Until today, almost nothing that fell off a monster was worth carrying home. Gear you made was better at every level, in every slot, and the whole road south dropped nothing you would wear. Two of the six equipment slots held items with no combat stats at all.

Hunting now pays, and it pays in its own currency. There is dropped gear for all three fighting styles across every band of content, and it is worth about 80% of what you could craft for the same level. That is deliberate: a drop should never be a reason to skip a trade. It is there for the fighter who has not levelled one, and for the day the thing you wanted to make is still a few levels off.

Rings are where the real finds are. No trade makes jewellery and none ever will, so rings can be genuinely exciting without making a recipe pointless. There are five new ones, and the two pieces of jewellery already in the game carry accuracy, damage and armour now instead of health alone. The rarest comes off the Herald.

The drop rates were wrong, and badly. A fight takes under half a minute, so a one-in-eight drop is one every few minutes — which is roughly what a couple of monsters were doing. Gear is around 1 in 400 now and rings around 1 in 1000. Finding one should be worth mentioning in Lucerna.

Every trade now unlocks its tier in the same order: boots, then head, then chest, then the weapon. The weapon is the largest jump a tier gives you, so it belongs at the end of one rather than the start, and it now stays useful for about ten levels rather than four. One consequence is that three weapons have gone — the iron greatsword, the boarhide warbow and the woollen greatstaff. Each sat oddly between tiers and was outdone almost immediately; their numbers moved onto their tier's ordinary weapon, which is now the last thing that tier gives you. Nobody owned one.

Better-than-crafted gear off a hard boss is still coming, but it belongs to an endgame that does not exist yet. There is no point in a drop that beats the best set in the game before anyone can assemble the best set in the game.

The zone page is now three tabs

It had grown to nearly seven screens on a phone, so reaching your inventory or the map meant scrolling past everything you can do where you stand. It is split into Here, You and Paths, pinned under the status bar so the tabs are never something you scroll up to find.

Your tab is kept when you travel, and a task finishing no longer throws you back to the first one — if something resolves while you are on another tab, Here carries an ember dot until you look. Chat is untouched on both layouts.

The shops lost their Buy 1 / Buy 5 / Buy 10 rows for a single Buy, which is how every other verb in the game already worked. Sell all, Store all and Take all stay: they are not preset counts, and without them a stack of thirty is thirty clicks.

Somewhere harder, off a road you already know

Hollowmarsh opens east of Blackmire. Blackmire asks for level 20; Hollowmarsh asks for 42, so it is somewhere you are turned away from early and come back to much later.

That is a change in how the world is built rather than just another zone. Until now every step away from Lucerna was a step up in difficulty, which meant new content could only ever go on the end of the road. It no longer has to: a place can be as hard as it likes wherever it sits, and the level on the door does the work. Expect more of these, and not all of them southward — the corruption still comes from the south, but trouble does not have to.

Its three residents run the weapon triangle the opposite way round to Emberfall, so from level 42 to 50 each step now answers a different side of it. Whichever way your gear leans, something at your level is worth the walk. What they drop is what that tier already dropped, at the same odds — another place to hunt it, not a better one.

The maps have been rebuilt. The one on the zone page was drawing the entire region into a phone-width column, with names sitting on top of each other. It now shows the zones immediately around you, at the same zoom wherever you stand, with roads running off the edge toward everything it does not draw. The full map keeps its own width and scrolls inside its frame. The road south has been redrawn to bend rather than run in a line, which was the other half of why names collided.

Potions, during the fight

Your character drank on the way into a fight and never again, which is no use in the fight where you actually need one. It drinks whenever health falls below half now, at the round it happens, and the log names the bottle.

It reaches for the strongest potion first. Somebody carrying good potions into a hard fight means to use them, and working up from the weakest would sip a stack of minor potions picked up along the way while something hits you for a hundred. Twenty potions and a boss is now a plan rather than a waste.

Drinking by hand during a fight is gone, and it should have gone sooner. A fight is decided the moment it starts, so a potion drunk while one runs healed a number the result then overwrote — the health went up on screen, the bottle disappeared, and nothing changed. It cost at least one death that we know of. The row says "drunk in the fight" instead.

The health in the top bar now counts down with the log. It used to show what was stored when the page loaded, which during a fight is the health you started on — the number that made the above look like it was working.

New

  • 23 pieces of dropped gear — one for every fighting style across every band of content, weapons included
  • Five rings, and real stats on the two pieces of jewellery that already existed
  • The reference now lists every recipe and every resource node, and potions have a section of their own
  • Hollowmarsh — a dead end east of Blackmire, and the first place that is far harder than the road it leaves
  • Fen wraith, Bog brute and Reed hunter — magic, melee and ranged at levels 43, 46 and 49

Balance

  • Gear drops at roughly 1 in 400 and rings at roughly 1 in 1000; some pieces had been dropping every few minutes
  • Dropped gear is worth about 80% of what you could make for the same level, so crafting still leads
  • Two monsters stopped dropping items that a trade exists to make
  • Every tier of every trade now unlocks in one order: boots, head, chest, weapon
  • A tier's weapon now lasts about ten levels instead of four
  • Fen boots and the Hide jerkin were better than anything craftable at their level, and are not any more

Removed

  • The iron greatsword, boarhide warbow and woollen greatstaff, folded into their tier's ordinary weapon

Interface

  • The zone page is three tabs — Here, You and Paths — pinned under the status bar
  • Your tab is kept as you travel, and a task finishing no longer sends you back to the first one
  • Health, accuracy, damage and armour now lead the You tab
  • One button per verb at the shops: Buy, Sell, Store and Take, rather than Buy 1, Buy 5, Buy 10
  • Sell all, Store all and Take all stay, because thirty ore is thirty clicks without them
  • Your character drinks during a fight now, not only on the way into one — strongest potion first, named in the log at the round it was needed
  • Drinking by hand is no longer offered while a fight is running: it could not help, and the potion was lost
  • The health in the top bar counts down with the fight log instead of showing what it was when the page loaded
  • The map on the zone page shows the zones around you rather than the whole region, at the same zoom wherever you stand
  • The whole map scrolls inside its own frame instead of dragging the page sideways

What a kill is worth

August 14, 2026 · 13:34

Every XP value in the game used to be a number somebody picked and wrote next to a thing. That is the root of several problems that kept reappearing in different forms, and it is gone. XP is now derived from work done, in every skill.

Combat pays per point of damage. A kill is worth the monster's health. Kill something with 94 health and you are paid for 94 damage, at level 14 or level 99.

Two things follow. Your XP per hour is now your damage per hour, so every level and every upgrade raises it directly, and being under-geared costs experience rather than just time. And farming things far below you stops paying — a goblin holds 16 health, so it is worth the same small amount whatever your level. You can still one-shot it. Nothing is slowed down and no penalty has been added; it is simply not worth much.

The other skills pay for the material they move. A gather is worth what the node yields. A craft is worth what the recipe consumes, and takes about four and a half seconds per unit of it. Breaking something down pays half of what making it paid.

That fixes some things that were plainly wrong. Crafting XP had been taken from an item's vendor value, so within one tier a sword paid nearly four times what boots paid while wanting six fewer levels — nobody would have made the boots. Disenchanting paid by the item's level, so everything in a tier paid the same and breaking the cheapest thing was always correct. Both are now flat across a tier and climb between tiers.

Fights above level 18 got much shorter. They had been built to a target that was far too long. Most are now eleven to thirteen exchanges instead of twenty to thirty, and although the XP per kill fell with the health, the fights fell further — so the rate went up.

The honest part

Most XP numbers went down, some of them hard. If you have been farming one spot, that is a real change and it is meant to be: some monsters were paying more than anything built for a character twice their level.

What you get back is a curve that climbs. Every point of it is bought with a level or a piece of gear. There is no target for that number any more, and that is deliberate — rates are supposed to rise, because that is what a level is for. Once there is content all the way to 99 there will be a single dial for how long the whole climb takes, set by playing it rather than guessing.

Potions, and a fifth trade

The one healing potion in the game healed 90, which is most of a new character's health and a fifth of a strong one's. There are five now, and each restores a little over half the health of a character at the level it is meant for, so a potion feels the same at every stage.

A vendor sells the first one, so nobody is ever stuck without a way to heal. The other four are brewed. Alchemy is a new trade, its station is the apothecary in Lastlight, and its herbs grow only in the corrupted zones — Bloodroot in the fen, Gravebloom at the far end of the road. They are gathered with Farming, which already grows things.

Potions are the only thing in the game you use up rather than keep, which is what makes them worth trading. Everything else you buy once.

Potions take up space now

A potion costs an inventory slot, the same as a sword. They used to stack, so any number of them rode along in a single slot, which meant deciding how many to bring was not really a decision. Bags are now 30 slots rather than 20 to take some of the sting out of it.

The bag also draws one row per slot now, so ten daggers are ten rows rather than one row claiming to be ten. It matches how the slot counter has always worked.

Lastlight has a bank door, and it opens onto the same shelves as the one in Lucerna — your storage has always belonged to you rather than to a building, so there is nothing to move and nothing to keep track of. It is a second door, not a second bank. The auction house stays where it is and always will: a market needs everyone in the same room, and storage does not.

If you were carrying more potions than now fit, they have been sorted out for you rather than lost: twenty stay in your bag, as many as fit went to your bank, and anything with nowhere left to go was sold at the vendor price and paid to you in coin.

Two trades have better names

Leatherworking is now Bowyery. Tailoring is now Artificing. Your levels and experience move with them; nothing else about either trade changes.

The old names described the material, which was only ever half the job. A leatherworker made the jerkin and the bow, and a tailor made the robe and the staff — so both names quietly ignored the weapon. Blacksmithing keeps its name, because metal genuinely covers both halves.

Silvenwood and Aldenfield read a little differently for it. There is stave-wood drying under the eaves in the wood now, and the artificers in the fields turn out to have come for the thread.

New

  • Alchemy — a fifth trade, at the apothecary in Lastlight
  • Four healing potions above the vendor's, brewed from herbs
  • Bloodroot, Silverleaf, Emberbloom and Gravebloom — herbs gathered with Farming in the corrupted zones
  • A bank door in Lastlight, opening onto the same shelves as the one in Lucerna
  • Leatherworking is now Bowyery, and Tailoring is now Artificing

Balance

  • Combat XP is now paid per point of damage dealt: a kill is worth the monster's health
  • Gathering XP is the material a node yields
  • Crafting XP is the material a recipe consumes, and a craft takes as long as the material it eats
  • Disenchanting XP is half of what the item cost to make, instead of a flat amount per level
  • Every monster, node and recipe re-derived — most XP values went down
  • Monsters above level 18 had their health cut; those fights were far too long
  • Tier-three nodes gather in 20 seconds instead of 30
  • Potions no longer stack: one costs one inventory slot, like gear
  • Inventory 20 → 30 slots
  • Minor healing potion heals 90 → 60, and costs 25 → 15

Your character is what you are wearing

August 13, 2026 · 11:43

A big day. Four things.

The four stats are gone. Your character is a combat level and whatever you are wearing. Every weapon and every piece of armour now carries four numbers you can read directly — accuracy, damage, armour and health — and monsters are described the same way.

The stats never did what they promised. They were worked out from your level, so everybody had all four in equal measure and no build was possible. What replaces them is gear that actually matters: low-level equipment will not carry you any more, and armour no longer softens a blow, it stops the blow landing. Critical hits are gone; damage is a straight roll up to your maximum.

Armour also has a style now, so the answer to a monster is a matched set rather than a swapped weapon. Every trade makes a head, chest and boots at every rung — previously only smiths made helms and only leatherworkers made boots, which left one style unable to fill four of its six slots.

You can watch the fight. Open the fight log in the status bar and the swings appear one at a time as the bar fills, with both healths draining alongside. Potions are named when they are drunk, which used to happen silently.

Running away is no longer free. Leaving a fight costs the wounds that have already landed, and if those were enough, you die on the way out. The button says Flee. Without this, the log would simply have let you read the outcome and leave before the killing blow.

The map goes south. Four zones past Gloamfen, levels 20 to 50, ending at a second boss. Three new tiers of gear and the materials to make them. And Lastlight, a tavern and a vendor on the road before the gate — the south had got long with nowhere to sleep and nowhere to buy a potion. You can now claim any tavern you stand in as the place you wake.

Removed

  • Strength, dexterity, intellect and vitality — all four
  • Critical hits
  • Armour subtracting damage from a hit that lands

New

  • Every weapon and piece of armour carries accuracy, damage, armour and health
  • Armour has a style, the same three as weapons
  • Heads and boots for every style — all three trades can now dress a whole character
  • A live fight log in the status bar, with both healths draining beside it
  • Potions are named in the log when they are drunk
  • Blackmire, Cindergate, The Ashen Waste and Emberfall — the road south, levels 20 to 50
  • Thirteen monsters up to level 50, and a second boss
  • Three tiers of gear, twelve materials, nine resource nodes
  • Lastlight — a tavern and vendor west of Cindergate
  • Claim any tavern you are standing in, and wake there when you die

Balance

  • Leaving a fight costs the wounds already landed, and can kill you
  • Monsters above about level 3 now carry armour

The weapon triangle, and something under Gloamfen

August 12, 2026 · 13:32

Three things today.

The weapon triangle. Every monster now has a type, and your weapon decides which side you attack from. Strength beats dexterity, dexterity beats intellect, intellect beats strength, worth 12% either way. The fight log tells you when a matchup helped or hurt, and every monster's reference page names its type.

It went in with a hole: everything below level six fought as dexterity, so a new intellect character was penalised everywhere with nowhere else to go. Three new low-level monsters fix that — the early road now has all three matchups on it.

A cave under Gloamfen. The Rotmaw is two rooms and the first place that is not simply somewhere you walk to. It has its own map: step inside and you are looking at the cave rather than the world. Three level 16 trolls, one of each type, and a boss at the bottom with the game's first necklace.

Everything pays less XP. Monsters, nodes, recipes and disenchanting all pay about a fifth of what they did. Getting to 99 was on course to take about seventy hours, which is not the game we want. Your levels are unchanged — what changed is the road ahead, not the ground behind you.

Coins came down too, hardest at the top, where an hour of fighting was paying more than the shops could absorb.

New

  • Weapon triangle — STR beats DEX beats INT beats STR, 12% either way
  • Every monster now has a type, named on its reference page
  • Badger, Corpse candle and Thorn sprite — levels 2 and 3, so the early road has more than one matchup in it
  • The Rotmaw — a cave under Gloamfen in two rooms, wanting combat 12 and 15
  • Mire troll warrior, shaman and stalker — level 16, one of each type
  • Hollowtusk — level 18, the first boss
  • Hollowtusk's tooth — the first necklace in the game, a rare drop from the boss

Balance

  • Every monster pays about a fifth of the XP it used to
  • Every resource node and recipe likewise
  • Coins cut hardest at the top end
  • Queue cap 20 → 50

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