Grindy Mud: what’s new

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2026-11-11

Traps tell you they were traps

  • When a hidden trap hurts you, the game now says it was a trap and links to a new help page, help trap. The page explains how traps work, including that a trap on a way out stops you from getting through and runs out after a number of charges. It also covers how to deal with them: a thief can find and disarm them, clerics, druids and rangers can cast find traps, or you can take the hits until the charges run out.

Monsters keep their gear

  • Bosses often came back from a reset with nothing on them: Mistique, Learon, Banturo and many more. If any player online wore or carried the boss's item, or one lay on a floor or in a corpse, the boss loaded without it. And when that was its first item, it loaded without anything at all.
  • Now a copy players hold doesn't stop a monster getting its own, and one item it can't have no longer strips the rest.
  • Rare items stay rare: each still has its limit on how many copies exist in the whole game, counting the ones players keep. Once that many exist, monsters load without that item until some are lost.

2026-11-10

The Hellhole says who is still following you

  • When the Hellhole won't let you in because something follows you, it now names who: a pet you left somewhere else, or a player following you. It also says how to fix it: click "dismiss all" to send your pets away from wherever they are, and a player following you types "follow self". Taking someone out of your group doesn't stop them following you.

The Fall of Orshingal: the key chain is back

  • The yellow enfan in the foyer behind the jeweller's shop often had no key chain, so the quest couldn't be finished. Once anyone kept the runed dagger the enfan carries, every enfan after that came without its chain. Now it always has one when the city resets. The same goes for every item a quest asks you to take from a monster.

Your bank pays when you're short

  • When you buy something and don't carry enough gold, your account's bank pays the rest. No more trips to the bank before shopping. It works in shops, with trainers and guildmasters, healers, the repairer, the pet shop, the quest shop, the airship, houses, fees and ferries.
  • The game tells you each time: how much came from the bank and how much is left there.
  • Shop windows show your bank balance under your gold.
  • Giving, dropping or splitting gold, bets and slot machines still use only the gold you carry.

Haste works in safe rooms

  • Haste could not be cast in peaceful places like the Common ("This seems to be a dead magic zone!"), because the game counted it as an attack. It now works anywhere other helpful spells do. Out of combat it also takes the same short pause as other buffs.

2026-11-04

A new quest: A home of your own

  • A third early quest teaches houses. When you finish Learning the ropes it starts beside your next quest, so it can wait while you save up for a plot. Characters who are past that point can pick it up from the Quests pane.
  • Step through the portal to the Hearthstead, buy a house, learn how rested experience works, and add a floor. It pays 10% of a level in all.
  • Three optional parts pay 3% of a level and 5,000 gold each: build every floor, install a greenhouse, and install a crystal grotto. They are for the first plot and the first grotto; a second one or fittings pay nothing more. Anything you already own counts when you start. These three pay from level 5: if you get there early, they pay when you reach it.
  • It pays nothing above level 15.

Sounds for tending greenhouses and crystal grottos

  • Fixing a problem by hand now has a sound of its own, one for each of the eight: flicked aphids, soil soaking up water, a cloth wiping mildew, a pot set down, a file on scale, a shimmer as a crystal clears, a drop in a still pool, and a tuning fork as a crack seals.
  • Picking a spice now always plays the Botany sound, and harvesting a cluster always plays the Mining sound. Before, they played only one time in four.
  • Fittings stay silent. You can turn each new sound off in Settings, under Sounds.

A help page for crystal grottos

  • HELP GROTTO now explains crystal grottos in full: how to get one, the four places, every gem with where it grows best and how long it takes, the moods of the deep, the problems that come up, and the fittings. HELP GREENHOUSE no longer covers them.

Fittings for greenhouses and crystal grottos

  • Each greenhouse plot and crystal grotto can now have fittings that fix problems for you. Open the window with no pot or geode picked to see them. Each one takes some Botany or Mining, gold, and herbs or ores you carry, and belongs to that one plot or grotto.
  • Greenhouse: Drip Line (Botany 50, 5,000 gold) for thirst, Ladybird Box (100, 10,000) for aphids, Sulfur Wick (150, 20,000) for mildew, Storm Braces (200, 40,000) for knocked-over pots, and the Everdew Cistern (250, 80,000).
  • Crystal grotto: Brine Drip (Mining 50, 10,000 gold) for dry geodes, Scale Rasp (100, 20,000) for crust, Burnishing Wheel (150, 40,000) for clouding, and Tuning Cradle (200, 80,000) for cracks.
  • A fitting fixes its problem the moment it comes, without a message, and earns the same extra spice or gem as fixing it by hand, up to the same limit of 3 per picking or harvest. So fittings save you the work; they never give more than fixing everything yourself would.
  • The Everdew Cistern holds 4 days of water for its whole plot, twice the usual 2. Picking, planting, fixing by hand or moving any plant there fills it again, but a fitting's fixes don't. When it runs dry, every plant in the plot withers. They stay in their pots, so you only clear them away and they grow again.
  • The gold counts toward what you get back when you sell the house.
  • The weather in the greenhouse and the mood in the grotto now show beside the window's title, so they no longer cover the picture.

Notes on the map

  • Right-click a room on your zone's map (on a phone, press and hold it) to leave yourself a note there: a secret door, a danger, a shop worth remembering. Pick a pin (note, danger, loot, quest, trade or secret) and whether all your characters see it or only the one playing. Only you ever see your notes.
  • Point at a room to read its note. The new Notes button lists the notes in the zone you're looking at (click one to show its room), and Layers > My notes hides the pins.
  • The same menu has Walk here, so you can walk without double-clicking.
  • The map's hover tips show again on the flat map (they were hidden behind it) and are a little bigger.

2026-11-03

Browse every player

  • A new All players page lists everyone: who is playing now, then everyone else by name, 100 to a page, with their rank and classes in the same colors as the character screen's lists. Click a name to see their profile. It opens from the character screen and the leaderboards.
  • Names on the leaderboards now link to the player's profile too.

Greenhouses and crystal grottos are open

  • Every house owner can now lay out greenhouse plots on their house's top floor (floor 5), and open crystal grottos in its lowest cellar (floor -5), from the house window. A greenhouse grows spices again and again; a grotto grows back gems you seed in its geodes. See HELP GREENHOUSE for how plants grow and what to look after.

Meals say what they do in Buffs

  • A meal in the Buffs tab now shows its extra effect under its name, such as "+5% to land a fish" for Fisher's Broth, "+10% experience" for the Starfin Royale or "resist fire" for Bluefin Tartare.

Mining picks

  • Smiths can forge two mining picks. Carry one while you mine: the silversteel pick (tier 3) mines 50% faster, and the starmetal pick (tier 6) mines twice as fast and doubles your chance of finding gems.

Fly the airship over the map

  • Asking the airship captain for flights now opens the world map full screen, with every place you can fly to marked and its fare beside it. Drag and zoom to look around, then click a place to fly there.
  • The flight plays over the map: the airship lifts off from Daleville, the view pulls back to show the way, and the places you pass are named, with a soft engine hum. You arrive as it lands (6 to 12 seconds by distance), and the screen comes back with the Map pane on your new zone. Skip lands at once.

Cook a batch

  • The Cooking page has Cook 5, Cook 10 and Cook all buttons (when you have the ingredients for that many). They cook one after another, the bar filling for each, "Cooking 2 of 5". Stop ends the batch. You can also type "cook 5 <dish>" or "cook all <dish>".

Shorter winters

  • Snow now falls only in the five deepest months of winter, from the Month of the Ancient Darkness to the Month of the Frost Giant, about 3 real days a game year instead of 4½. The Months of the Long Shadows and the Old Forces bring rain again.

The weather in room pictures

  • Outdoors, a room's picture now shows the weather. Clouds gather and the sky greys over, the wind bends the trees harder (in great gusts in a storm), and rain, snow or blowing sand falls across the picture, with lightning in a storm.
  • It follows the climate as the weather messages do: rain and storms in most places, snow and blizzards in arctic zones and in the cold months, wind and sandstorms in the desert. Indoors nothing changes.
  • Settings > Room view has "Weather in the pictures" to turn it off.

Food and drink tell what they do

  • An item's details now show how many hours food fills you for, and for a drink container what's in it, how many sips are left, and what each sip does (thirst, hunger, how drunk it makes you). A drink is 3 to 10 sips. Poison still doesn't show: detect poison finds it.

Weather sounds

  • When the weather changes while you're outdoors you now hear it: rain starting, thunder in a storm, the rain easing off and the birds starting up after, crickets and an owl when the clouds clear at night, snow, blizzards, desert wind and sandstorms.
  • Settings > Sounds has a Weather slider (50% to start) with a ▶ to try it. Indoors you hear nothing, as you don't see the weather lines there.

Worms for bait

  • The fishmonger in Daleville now sells worms, 100 gold each. With worms in your pack, each cast baits your hook with one and takes half as long. The worm is used up whether or not you land a fish.

Pictures for rooms that had none

  • Eighteen rooms that showed no picture now have one: the corners of the Vale of Frost's rim and its escape tunnel, Lythcanthropia's dark streets, the Crystal Ant Hive's inner ring, the floor of the ravine in Hades, a monastery passage, Trinity's museum steps and a passage in Avonleigh.

Sensing the hidden

  • With sense life up, someone hiding in the room now shows in the Here list as "Something" (×2 for two), marked hidden. You can't click it or pick it as a target, since you don't know what it is.

The item database filters by zone

  • The item database (/items) has a Zone box at the top of its filters. Type part of a zone's name to narrow the list, then pick one to see only the items found there: carried by its monsters, sold in its shops or lying in its rooms.
  • Each zone in the list shows how many items match your other filters. The zone goes into the page's address, so a shared link keeps it.

2026-11-02

Two quests for levels 38 to 45

  • The Children of Yocum (levels 38-45): Ettersia, far to the west on the Sea of Swords, lives under Zherite rule. Its mayor keeps the town quiet because Garelik holds his children in a keep in the mountains. Follow Doegan's note to Polomae the ranger, then find the rebels under the ruined mage towers. Storm the keep's gate, break into the jailer's quarters, and bring Yocum's son the proof that his sister still lives.
    • You need to fly, carry a boat or swim to reach the keep's drawbridge.
    • The jailer's door has no key, so pick it, bash it or cast knock.
    • Keep Doegan's note: his guards let only its bearer through.
    • Garelik himself and his beast are bonuses.
  • Tavern, Temple, Tower and Tomb (levels 40-45): at Rocky Point, south of Daleville, Belle still reads the letter her Geoffrey left when the temple of Serafina fell to the clerics of chaos. Go down under the temple, past the medusa, and follow the escaped cleric's road through the tomb to the Faceless One.
    • The tomb's cobras attack on sight.
    • The mad priest in the desert tower is a bonus, if you can face the Lord of Eternal Night beside him.

Fishing rods are tools

  • Fishing rods are now a new kind of item, a tool, ready for the other professions' tools to come. In your gear they sit under their own "Tools" heading instead of with the profession materials. Nothing changes about how they fish.

Spy tells you when it fails

  • A failed spy used to say nothing and then lock you out for hours of game time. Now it tells you it failed, and you can try again a moment later. When it works, it reminds you to scout with 'look <direction>'.

The quest shop lists everything it sells

  • The quest shop's list now shows what you can buy for yourself, each with a Buy button: 10 more hit points, mana or moves, +1 to any of your six abilities, and youth. Each one says where you stand, like "30 of 180 bought" or "now 16, up to 18". No more 'check' and 'order'.
  • The weapon and armor enhancements are gone for now.

A Layers menu and a clearer zone finder on the map

  • The zone map's Herbs, Ores, Fishing and Arcs checkboxes are now in one Layers menu. Its count shows how many are on, and each one says what it shows, with the mark the map uses.
  • On the world map, the "Find a zone" box is easier to see: a lighter panel with a search icon, larger text and a clear button. The matches list each zone's levels and whether you've been there.
  • The world map's first view is now called 2D (it was "Map").

Sense life tells you again when someone is hiding

  • With sense life on you, a room with a hidden monster in it says "Your senses tell you that you are not alone in the room." again. It had gone missing since the room panel started showing who's here.

The zone map clears a herb or vein as soon as you gather it

  • After picking a herb, mining a vein or fishing a spot empty, its icon stayed on the zone map until you moved. It now goes away at once.

The Winter of the Hive is now for levels 26 to 36

  • It was listed for levels 22 to 30, but the ogre king and the frost giants are too much at those levels. It's now listed for 26 to 36, and its rewards keep paying up to level 41.

Quest keys are always there

  • A monster that carries a quest's key, like Toren's key in Khmer, now always has it again after its area resets, even if another copy is lying around or he survived and lost it. No more finding him empty-handed in the middle of a quest.

Chests and cases show what to do next

  • A locked chest, case or desk in the room now has an Unlock button, and a closed one an Open button. Once it's open you get Look in and Loot all. Before, it offered Look in even when it was shut, which only told you it was closed.

Lopan, Ershteep and Khmer fill up again faster

  • Lopan, Ershteep Road and City, and the City of Khmer now reset every 15 minutes instead of every 30, so their monsters and treasure come back twice as often.

A clearer hint at hidden passages

  • Pushing, pulling, lifting, twisting or turning a door that doesn't open that way used to say "No-no! Do it somewhere else, please...". Now it tells you nothing happens and to try something else.

The Sobbing Mansion, a quest for levels 32 to 40

  • Beyond Quimperna Village, past the City of Khmer, an old mansion sobs every night and keeps the village from dreaming. Aurora, priestess of Drea, in the Chapel of Dreams, asks you to lay its ghosts to rest.
  • You'll need the mansion's old key from Ruben the fat man. He's always hungry: give him something to eat and he'll hand it over. Or fight him for it, if you'd rather.
  • The way to the mansion is hidden. Sir Virgilio and Lady Danza are level 40 spectres with sanctuary, so bring a group. Facing the spectre behind the mirror is a bonus.

Three more quests for levels 32 to 45

  • The Fall of Salthrist (levels 32-40): trolls hold the elven castle in Elf Shadow. The ghost of General Morgeese wants the Troll King thrown down, the truth about a murdered noble, and the thieving High Counselor dealt with.
  • The Sappers' Road (levels 34-42): Lordaeron's gates are barred. The new Knight-Commander in the knights' barracks sends you against the siege's three leaders, then into the city by the goblins' tunnel under the walls.
  • The False King (levels 38-45): the king on the Ivory Kingdom's throne is an imposter. An old man knows where the real King Rupert is hidden.
  • In MacGregor's Dig, the elemental keys break in their locks: gather all four before opening the treasure doors. In The Obliviax, your group waiting outside Marinzel's crowded cabin now counts when you read the journal.

Feeblemind no longer costs you a skill

  • Being feebleminded (by the spell, a psionist's mind wipe, or monsters like the obliviax) used to cut one of your skills to a quarter, permanently. It doesn't any more: you're still dull-witted and your spells fail far more often for a while, but it all wears off.

Three new quests for levels 28 to 42

  • The Obliviax (levels 28-34): something is wrong in the Enchanted Gardens. Start with the druid Marinzel's journal in his abandoned cabin, and follow the trail from a talking owl to a Rakshasa chief and a dying korred. Destroying the moss itself is a bonus, and only spells can hurt it.
  • The Great Seal (levels 30-40): a guide in Addas Babar tells the legend of the Great Pyramid. Recover the four pieces of the broken disk and break the Seal to reach the Pharaoh's tomb. Everyone in the room when the Seal breaks gets credit, whoever carried the pieces.
  • MacGregor's Dig (levels 35-42): Dr MacGregor, the world famous archaeologist, needs the Lost City's four elemental keys to reach the Phoenix Treasure. Bring a boat, magic weapons and a way to see invisible things.
  • Quest items that players are holding no longer stop the next player from finding a fresh one.

2026-11-01

Clearer race choices

  • The race cards' strengths and weaknesses now match what each race really gets. Some were wrong: trolls don't have extra constitution, for example, and sea elves aren't stronger.
  • Below the race cards there's a table of each race's highest abilities, and a short explanation of what each ability and each strength or weakness does.
  • New characters start with Strength and Constitution at their race's highest, so quest points can't raise those two any further.

More on the Score page

  • The Score page shows how much health, mana and movement you get back each tick, your saving throws (as a chance to resist), spell failure, your bank balance, how much you can carry and your attacks a round.
  • get all corpse now loots a pile of dust (what undead leave) too.
  • A pile of the same thing on the ground has a "get all" link to pick them all up.

Esther gets her ring back

  • Madam Esther in the Sewer has been looking for her late husband's golden ring. Find it and give it to her for a reward.
  • In The Trouble under Lopan, the prisoner at the dark elf's camp now wakes and goes free once the spy is dead, without needing to be woken first.

Small fixes

  • Identifying herbs, ores, gems, fish and other newer items shows their kind (it said "undefined").
  • buy 3 bread works, as buy 3*bread always did.
  • Picking up or taking out a stack says how many there are, and selling one reads properly.
  • A slip like give 3. bob no longer hands over 3 gold.
  • The airship spells the Bandits' Campsite correctly.

New quest: The Queen's Lover

  • A quest for levels 30 to 38 in Cloud Castle. King Romeius suspects his queen and wants proof: start with Karanir, the castle's mage, find the way into the sealed keep, and uncover the queen's secret. The king's treasure is still the reward, and now quest points too. Open the Quests pane to start it.

Buy quest points with gold

  • The quest shop now sells quest points for 1,000,000 gold each. Click Buy on "A quest point" at the top of its list, or type buy qp (buy 3*qp for three).

Death trap rooms tell the truth

  • A few death trap rooms warned that you'd lose all your equipment. You don't: a death trap takes half the gold you carry and sends you home, and your items and bank are safe (unless you've turned on hardcore death traps). Their descriptions no longer say otherwise.

The quest shop has a shopkeeper

  • The Master of the Quest Shoppe now sits behind the counter in Ye Olde Quest Shoppe, with a Shop button like other shopkeepers. Trading quest points works as before; the little peep still bounces around.

Right-click a name in chat

  • Right-click a player's name in the Chat pane to open their profile in a new tab or start a message.

A shop's sell list shows only what they'll pay for

  • The "They buy from you" list at the bottom of a shop window now leaves out anything the shopkeeper can't afford, as well as things they don't buy at all.

Shop windows show the shopkeeper's gold

  • The top of a shop's window now shows "Your gold:" and "Their gold:", so you can see whether the shopkeeper can afford what you want to sell before you try.

Shopkeepers ask which one you mean

  • Typing "buy wooden" where several wooden things are for sale used to buy whichever came first. Now the shopkeeper asks "Which do you mean?" and lists them, each a link that buys it. "buy 2.wooden" or the list's row number still buys straight away.

Clicks always pick the thing you meant

  • Every item now has its own number behind the scenes. The links in the Gear tab, the room and the shop windows use it, so a click acts on exactly that item, even if the list changed since it was drawn. Before, a "buy" button could buy the next thing down if someone bought the one above it first.
  • If the item you clicked is gone, the shopkeeper tells you instead of selling you something else.
  • The airship asks "Which do you mean?" when the place you type could be more than one (Crystal Ant Hive or Crystal Lake), instead of guessing.
  • Typing names works as it always has.

Enchanting tells you when an item is already magical

  • Enchant armor or enchant weapon cast on something that is already magical used to do nothing without a word. Now you're told "... is already magical." A dispel magic cast at level 45 or higher removes an item's magic so it can be enchanted, but it takes the item's own bonuses away too.

Quest keys count as soon as you hold them

  • A key a quest asks for now counts the moment it comes into your hands: picked up, taken out of something, or handed to you by a friend. Before, it only showed once you walked into another room. In a group, pass the key round so everyone holds it once.
  • The three new quests (Orshingal, Khmer, Frost Mountain) were played start to finish by a test party.

2026-10-31

Three new quests, for levels 15 to 30

  • The Fall of Orshingal (levels 15 to 22), on Ershteep Road northwest of Daleville. The enfans overran the city of Orshingal long ago. Ilsa, the jeweller's granddaughter, has come back to the cottage where her family hid. Get past the gargoyle on the bridge, find her grandfather's shop, deal with the black enfan who leads them, and bring her his opal bracelet. Exploring every room is a bonus.
  • The Rebels of Khmer (levels 20 to 28), in the City of Khmer, far to the east. The Dark Knight holds the castle and his men hold the city. Help Relos's rebels: hit the Dark Knight's gate guards, learn from Drelo how his son Toren joined Banturo's shadow guild, take Toren's key and see what he hid, and bring down Banturo himself.
  • The Winter of the Hive (levels 22 to 30), on Frost Mountain, past the Vale of Frost. The sha'az queen's hive is preyed on by the ice ogres in their keep under the glacier and by the frost giants in their caves. Kill the ogre king and the giants' leader. The grieving white dragon is a bonus. Beware the tundra's remorhaz: it swallows whole.
  • Each pays a share of a level at every step, more at the end, and 2 or 3 quest points. The bosses are group fights.

A new quest: The Balance of Unicorn Valley

  • For levels 30 to 40. Unicorn Run lies far north of Daleville, up the Northern Trail. Sagebrush, the valley's animal healer, says the valley is out of balance: a giant troll has wrecked the cabin by the unicorns' stream, and Unger, the ogre chieftain of Myhem Hill, hunts unicorns and wears one's skin as a cloak. Deal with the troll, find the Wild Unicorn and let it know you, face Unger, and tell Sagebrush how it ended.
  • It pays a share of a level at each step, 10% more at the end, and 3 quest points. Rewards stop above level 45.
  • The troll (level 40) and Unger (level 45) are hard fights: bring friends. The horrible owlbear in its den is an optional bonus.
  • The troll is evil, Unger is neutral, and nothing good has to die, so neutral characters such as druids can do it without drifting. Leave the unicorns, rangers and druids alone.
  • The Wild Unicorn wanders the whole valley. It drinks at the stream behind the cabin; minor track finds it.

The group bonus is for playing with others

  • The +50% experience for grouping now needs players from at least two different accounts in the room. Grouping your own characters together still shares the experience, but without the +50%.

Fold away parts of your inventory

  • In the Gear tab, with the inventory grouped, click a heading (Equipment, Potions, Profession materials...) to hide what's under it, and click again to show it. The heading still shows how many you carry. The game remembers which ones you folded, in this browser.

A new quest: The Trouble under Lopan

  • For levels 12 to 18. Lopan is a trading town on the coast east of Daleville, past the Enchanted Gardens. The Adventurer's Guild there wants to know what's making the noises under Old Man McKenzy's house. Follow them down, deal with a mad mage, free a townsman held by a dark elf, and stop the derro high priestess before her machine floods the town. Then report back to the guildmaster.
  • It pays a share of a level at each step, more at the end, and 2 quest points. Rewards stop above level 25.
  • Its foes are mostly neutral and nothing good has to die, so neutral characters such as druids can do it without drifting. Good and evil characters are welcome too.
  • Bring a light, and bring friends for the priestess. Never walk into the mage's pink cloud.
  • The way on from the mage's laboratory isn't a door: wait there a minute and see what happens.
  • The bounty on Delmore Truncate, the guildmaster who gives the quest, has moved to Howler, the wolfen gambler in Lopan's casino, for levels 16 to 22.

Star your favorite airship destinations

  • In the airship captain's window, click the star by a place to make it a favorite. Starred places come first in the list, so the ones you fly to most are always at the top. Click the star again to remove it. Each character keeps their own favorites.

How to leave the Hellhole

  • The first room of the Hellhole now says how to get back out at any time: type hellhole reset.

The airship costs half as much

  • A flight now costs 50 gold coins for each level of your highest class (it was 100). A level 20 character pays 1,000 instead of 2,000.

A new quest: The Quickling Wood

  • For levels 10 to 15, between the Catacombs and the Prisons of Clematis. In the Forest of the Quicklings, southwest of Daleville and just east of Mistledale, Tephanis, the quicklings' old king, asks you to free the two humans in their slave pen. Then take the news to Andy's wife in Mistledale.
  • It pays a share of a level at each step, more at the end, and 1 quest point. Rewards stop above level 25.
  • Freed Arme and Andy before you got to that step? It counts: the step is done as soon as you reach it. (The same goes for giving Lily her father's locket early in the Clematis quest.)
  • Optional parts of every quest stay open after you finish it: the Quests pane lists the ones still to do under the finished quest (exploring every room of the Catacombs or the prison, the Quickling Queen and King), and they still pay when done.
  • Optional bonuses: defeat the Quickling Queen (she casts spells) and the Quickling King. Each pays extra once, even after you finish the quest. Bring friends.

The Prisons of Clematis quest starts at the waystone

  • Its first two steps (finding the prison on the world map, then touching its waystone) are one step now: touch the waystone at the prison gates. Touching it counts even if you've touched it before. The step pays what the two did together. If you were part-way through the quest, your place is kept.

Your own card when you share your profile

  • When you paste a link to your profile (grindthisgame.com/players/YourName) into Discord, Facebook or a chat, the preview now shows a card of your character: your class's emblem, rank, name, title, classes, and four numbers like time played and monsters slain. It updates within the hour as you play. A private profile keeps the game's usual picture.

No more one-bite deaths for new players

  • Poisonous monsters below level 20 (small spiders, toads, black widows, cobras, rattlesnakes, slimes, basilisks, flying snakes and the like) still poison you, but their bite no longer kills outright. From level 20 up it still can, and consider still warns you.

Achievements, chests and the Open window: open to everyone

  • Achievements and the house chests (more chests, names, the Open window for chests and bags, grouped lists and the empty-slot menu) were being tested; now everyone has them.

Drop all from the item card

  • When you carry several of the same thing (a stack of ore, three red potions), its card has Drop all next to Drop, which drops every one of that thing (and nothing else that shares its name) in one line. Typed, it's drop 3*2.potion: three of the second potion and those like it.

Turn the hotbars with ] and [

  • With the input line empty, ] turns to the next hotbar and [ to the one before. The mouse wheel over the hotbar turns them too.

Item buttons in the item's card

  • The Gear tab's list of what you carry no longer has a row of links under each thing. Click a thing to open its card: Wear, Hold, Give, Drop, Junk and the rest are buttons there.
  • Give in the card lists who is here, your group first, then other players, your pets and the monsters: pick one to hand it over.

Chests, bags and the Gear tab (being tested)

  • Open a bag or your house chest in a window: press "open" beside a bag you carry, or beside your chest at home. What you carry is on the left and what the bag or chest holds is on the right. Tap a thing to move one across, use "all" for a whole stack, drag it if you like, or use "Move all" to empty one side into the other.
  • More chests at home: a house can have up to 10 chests, all in the entry. The first is still free. The second costs 10,000 gold and each one after costs 10% more. Buy them from the chest's window, the house editor, or house chest buy. Selling the house gives that gold back.
  • One house for your whole account: every character on your account can open and use the chests of any house owned by one of them. Only the house's owner can buy and name chests.
  • Name your chests: "Potions", "Spare gear", up to 40 letters, digits and spaces. The name shows in the room and finds the chest when you type, as in put potion potions.
  • No weight limit in house chests: each still holds 50 things, and a stack (or several things alike) counts as one. Rare and one-of-a-kind items can go in now; only keys can't. But rare and one-of-a-kind gear wears down 1% a day while it sits in a chest, and after 100 days it's gone, back to the world. Take your prized pieces out and have them repaired to keep them.
  • Grouped by default: lists start grouped for everyone, until you switch to ungrouped.
  • Worn-out warning: when you enter the game, you're told about anything at 20% condition or less, on you or in your account's house chests, and where it is, so you can get it repaired before it's gone at 0%.
  • Less spam: moving many things at once says one line for each kind ("You put a silver ring (x3) in a sturdy oak chest.").
  • Windows stay open: a click outside a window (an item's or a monster's card, the chest window, Professions, the plot map, the help window, a corpse's loot list, the box that asks for a name) no longer closes it; use its ✕ (or Escape).
  • Move a whole group: in grouped view, each heading in the window has an "all" button that moves every thing of that kind to the other side.
  • Grouped or ungrouped: the Gear tab, and both sides of the window, can list your things under headings ("grouped"): Equipment, Potions, Scrolls & wands, Food & drink, Profession materials, Keys, Containers, Other.
  • Wear from an empty slot: click an empty equipment slot to see what you carry that goes there. Pick one to wear it in that exact slot, such as your left finger rather than the first free one.
  • Open to testers first.

Deadly poison shows when you consider

  • Some monsters, even small ones (certain spiders, snakes, toads and molds), carry a poison that can kill you in one bite if you fail to resist it. consider and the monster card now rate them "You ARE mad!" whatever their level, and consider says "Its poison can kill in a single bite." If you're immune to poison, they rate as usual.

Sneaking really sneaks

  • A monster (or a player) that sneaks into your room no longer pops up on your room panel. As in the old game, you see it when you look (or when it attacks). Keep an eye out in Darkspyre.

Kyrkwell House, rebuilt

  • The Kyrkwell mansion in the Dales is full of people now, and they have a story: Lord Kyrkwell's "reading society" is the Purple Circle, a cult with a temple under the house, and his first wife Elspeth was their first offering. Read Lady Tania's diary, his letters and the Circle's books to piece it together; Elspeth's ghost still walks the garden fog.
  • Gardeners, servants, a butler who sells wine and bread, a houndmaster, the doctor's escaped experiments, the brothers of the Circle with names, and much more in the cellars and caves.
  • Every locked door has a key someone carries: the lab, the prison cells and the high priest's treasure room.
  • A five-piece Purple Circle set: robe, breastplate, crown, signet and gloves.
  • Careful in the rose beds: pick a rose and the hedge beasts come for you.

Black Water Swamp, at war

  • The kobolds of the Mudfang caves and the Blackwater lizardfolk are fighting over the swamp's dry ground; the Dry Island is the front.
  • Named leaders on both sides (Old Mother Skeeza, Grukk Mudfang, Ssarkath, Hissel the shaman), ranks you can tell apart, and two armor sets: Mudfang hides and Blackwater bone and stone, with Ssarkath's stone axe.
  • Grukk's hoard and Ssarkath's hut are locked: their keys are on Grukk and on Hissel. A new bounty on Ssarkath.

2026-10-30

Achievements: earned first

  • The Achievements pane now lists the ones you've earned first, newest first, then the rest. "Rarest first" is still there; the old "In order" choice is gone.

Player profiles

  • Every character has a profile page on the web: classes and levels, how long you've played, your description, your numbers and leaderboard places, your achievements, the gear you wear, your house as the game draws it, and your trades.
  • Right-click (or long-press) a player and pick profile to see theirs, or click a name in the Online and Offline lists on the character screen. Share yours with friends: the link shows a card with your name and title.
  • In Settings, under Character, choose what it shows, or keep it private. What you carry is never shown, and your other characters stay hidden unless you show them.

Achievements (being tested)

  • 55 achievements to earn: explore the world (from 5% to all of it), touch the waystones, slay Brandon Darkspyre, Tiamat, Orcus and other great foes, go down the Hellhole, master the trades, reach level 50 in up to three classes, own a house, hoard gold, and a couple of hidden ones.
  • No rewards: each has a rank shown by its colour, from Uncommon to Legendary, and the Achievements pane shows how many players have each one.
  • The exploring ones, the waystones and the gold are your account's, so every character on it shares them. A boss kill counts for your whole group in the zone.
  • Epic and Legendary achievements are announced on Global. What you had already done counts: you get those when you next enter, in one line rather than a flood.
  • Open to testers first.

Click a name in who to message them

  • In the who list, other players' names are links: click one to start a private message, just like the Message button on their card.

The sun burns necromancers harder

  • Outdoors in full daylight, a necromancer now loses 3% of their most hit points each game hour (it was 2%). It still never takes you below 1. Zombies burn as before.

Siphon soul shows your undead being fed

  • When siphon soul heals your undead as well as you, the dark spiral now winds into each of them too, and their heals show as it arrives.

More room to read on phones

  • The walking pad is gone on phones: tap a square of the minimap to walk there. Up and Down buttons sit on the map's corner when the room has a way up or down.
  • The minimap and the hotbar now share one row, and your level and experience moved into the header (a thin gold strip under it; tap your level for the numbers). The log has about two-thirds more room.
  • New button by the typing line (the up-and-down arrows): it hides everything but the log and the typing line so you can read. Tapping the log does the same. Tap again to bring it all back.
  • You can add the game to your phone's home screen (in Chrome: ⋮ menu, "Add to home screen" or "Install app"). It then opens like an app, with no address bar.
  • Small tablets (up to about 900 px wide) held upright get the same phone layout, with all ten hotbar slots at once and bigger map squares.
  • A crowded room no longer spills its Here list down behind the hotbar; the list scrolls.

Astral walk items work when you're alone

  • Wands, staves and scrolls of astral walk (and the spell) now always take you, even if you aren't in a group. Your group still comes along if it's with you.
  • You now always come into the game as the head of your own group, ready for others to join.

Buy, get and drop up to 100 at once

  • buy 50*bread, get 20*potion corpse, drop 30*bread and the like now take up to 100 at a time (it was 9). The store window's "Buy many" takes up to 100 too.
  • Buying more than you can carry or pay for buys as many as you can, and says so.
  • Repeated lines are folded into one: "You get a potion of heal. (×20)" instead of twenty lines, for you and for everyone watching.

WASD walking stays on when you click

  • With WASD walking on, clicking a button (Gather, Get, a hotbar slot...) or anywhere on the screen no longer puts you back on the typing line. Press Enter, or click the typing line, to type again.

Corpses last longer, and leave their things behind

  • A monster's corpse now lasts about 10 minutes (was about 5). When it rots, what was still in it falls to the floor instead of vanishing.
  • A player's corpse now lasts about 30 minutes (was about 10), then its things fall to the floor too.
  • Things left on the floor are cleared away some time after everyone has left the zone.

Pick what you take from a corpse

  • Look in on a corpse now opens a list of what it holds. Click a thing to take it; a stack has an all button to take every one. Loot all is at the top of the list. A full corpse, like a player's, scrolls.
  • The corpse's Loot button is now called Loot all, and still takes everything you can carry.
  • If you can't take something (too heavy, too many items), its row says why.

A player's corpse keeps its zone from resetting

  • While a player's corpse lies in a zone, the zone doesn't reset or get cleaned up, so its monsters don't come back around the corpse before its owner can return.

Consider warns when your weapon can't hurt a monster

  • Some monsters can only be hurt by magical weapons. consider now tells you when yours (or your bare hands) would not even scratch one, would do it only half damage, or would do it double.

The way to your quest, in words

  • quests (and taking a bounty, or quests bounties) now ends with the way the guide leads, as far as your map knows it: for example "The way: north, 15 east, 3 north, then down, then on into ground you have not explored. Through New Shadowdale, Under The Well."

See a monster's protections before you hit it

  • Monsters in the Here list now show their protective spells as rings around their card: white for sanctuary (it takes half damage), orange for fire shield and ice blue for chill shield (your blows burn or freeze you back), and dashed steel for blade barrier (blades cut whoever strikes it). Sanctuary is the inner ring, a shield the outer one.
  • A monster wrapped in darkness shows only a dark ring: you can't see what else protects it.
  • The spell's name is written on the card too, and hovering over the card says what each one does.

Walk with WASD

  • A new setting under Settings → Movement: Walk with W, A, S, D (off unless you turn it on).
  • With it on, press Escape on an empty input line to step out of it: the line dims, and W, A, S, D walk north, west, south and east, E goes up and C goes down. Nothing gets typed. Press Enter to go back to typing.
  • The hotbar's number keys and Tab still work while walking, and typing in the chat box never walks you. Each time you log in you start on the input line.

The map's herb, ore and fishing filters stay as you set them

  • The Herbs, Ores and Fishing checkboxes, on the zone map and in the Professions window, now keep their setting after you reload or come back. Before, they went back to their defaults every session.

Bounty for Vilarius removed

  • Vilarius's lair is in the newbie university, which is closed to the levels his bounty was for (16 to 21), so it couldn't be done. It's off the list. If you were hunting him, that bounty will simply run out.

2026-10-29

A necromancer's undead hit far more often

  • Zombies, skeletons and the bone golem now hit as often as a warrior of their own level: a zombie or the golem at your level, a skeleton at about three fifths of it. Before, against the well-armored monsters around level 50 they hardly ever landed a blow; now they hit them about half the time.

Health and mana gains in the Activity log

  • The Activity log now lists the health and mana that spells, potions and skills give, with how much and where it came from: "You gain 40 health and 20 mana (devour)", "A rattling skeleton gains 33 health (siphon soul)". It covers heals, drains such as vampiric touch, siphon soul and energy drain, the mana spell, potions, and skills like first aid, canibalize and a zombie feeding. Siphon soul's healing of your undead shows too.
  • They're under the Gains filter, tagged heal or mana.

The bone golem bashes like a warrior

  • A necromancer's bone golem now opens every fight by bashing its foe to the ground, then bashes again every two rounds, as often as a warrior can. Nothing is too large for it now: it bashes giants and dragons too.
  • You can tell it whom to bash: order golem bash <target>. If its last bash was too recent, it can't yet.

Five hotbars

  • You now have five hotbars instead of one. The arrows to the right of the hotbar turn to the next bar or the one before, and the bar's number shows between them. Only one bar shows at a time, and the number keys use that one.
  • Your current hotbar is bar 1; bars 2 to 5 start empty. Fill them for different situations: one for fighting, one for healing, one for travel.

The necromancer is open to everyone, and spells show on the fight stage

  • Anyone can now make a necromancer, on its own or as a warrior/necromancer (its only combination): it raises skeletons, zombies and a bone golem to fight for it, and is always evil.
  • Spells are drawn on the fight stage for everyone: darts, beams, fire rain, heals, buffs and curses. If you'd rather not see them, switch them off in Settings.

A hidden door you open shows as an exit

  • When you open a hidden door, its exit now shows in the room pane, the exits list and the room's exits line, for everyone in the room, so you can see where the passage went. It hides again once the door closes, by hand or when the zone resets.

Clues to the hidden ways into Menzoberanzan

  • Outside Menzoberanzan on the Underdark road (the room east of the Deep Tunnel), the description now mentions the vines hanging down the south wall. The way in is still hidden behind them. Further along the road, the other Outside Menzoberanzan room (the way into the city itself, through the oak tree) now mentions a worn branch in its east wall.

2026-10-28

See how much a bag holds

  • Identifying a bag or other container (and its item card, and the Item Database) now shows how much weight it can take, with its own weight already taken off, and how much is in it now. When you compare a bag you can wear with the one you have on, Compare shows the difference in what each holds.

The map follows you out of a zone you looked at

  • If you looked at another zone on the map (from the world map, or by clicking an exit into it) and then went there, the map got stuck on that zone when you walked out, with your marker gone, until you pressed Back to me. Arriving in the zone you're looking at now puts the map back to following you.

Grouping pays +50% experience

  • When two or more players are grouped together in the room, every player's share of a kill is now worth half again. It comes on top of the old group bonuses and the group's experience cap, so a pair can take up to 300,000 each from a big monster (150,000 alone). Pets don't count toward the two. The kill's message says "+50% grouped".

Help on items

  • A new help page, help items, covers the basics (where things come from, using, keeping them) and how limited and one-of-a-kind items work: the world limit, what happens after 30 days away, why house chests turn them away, and how that differs from rarity. help limited finds it too.

The Quests pane opens at your step

  • Opening the Quests pane now scrolls straight to the step you're on in the quest you're following, so it's in view without scrolling down the list.

One-of-a-kind items stay out of house chests

  • House chests now refuse one-of-a-kind items (those only one of can be found at a time), as they already refused rare ones: a copy locked in a chest kept it from turning up for anyone else. Any already in a chest come back to you the next time you use it.

Rare items come back while their owners are away

  • A rare item one player keeps while logged off no longer stops it appearing again for everyone else, like the green orb from the Quicklings. Each such item still has its overall limit, counting the copies of players who are away.

Can I use it? Compare and swap

  • Item cards now say at the bottom whether your character can use the item, and if not, why: the wrong class, the wrong level, men or women only, or it would zap you for your alignment.
  • When you can use it and already wear something there, Compare opens what you wear beside it (both rings, for a ring), with what each number would change if you swapped, better in green and worse in red, and a Swap button that puts the new one on in that very place. There's a swap command for it too.

Holy warcry hits every foe

  • A paladin's holy warcry now strikes every foe fighting the paladin or their group, as its help always said, not only the one being fought. Each foe takes damage by its own level and saves on its own. Bystanders are left alone.

Necromancers see what their drains heal

  • Vampiric touch and siphon soul now say when they heal you, and the fight stage shows the amount over your card.

2026-10-27

Clearer numbers on the fight stage

  • The fight stage no longer piles every blow's number on top of the others. Each round, every fighter shows one number, the damage they took that round added up, rising above their row, with a dot under it for each swing: filled for a hit, hollow for a miss. A big hit turns the number gold.
  • On an enemy, your damage (white) and your pets' or group's damage (teal) show side by side, so you can see who is doing the work. Damage to your side is red.
  • A round of only misses shows hollow dots and a quick dodge of the row instead of a pile of "miss" words; a row that takes damage jolts.

Some zones have moved on the world map

  • Ten zones have new places on the world map, with the roads rebuilt to reach them. Lythcanthropia, the Town of Trinity, Sunderstone, Doom Island and Shangri-La are now in the Dales; Blackspire Tower, the Hall of Baron Peleus and Oviedo Crossing are in Anauroch; the Sacred Grove is in the North. Check the map for the new ways there.

Zombies keep up; animate dead finds its own corpse; Enter doesn't stop fishing

  • Every summoned creature, for every class, now arrives standing, so it follows you straight away. Raised zombies used to lie stunned and get left behind.
  • Animate dead without a corpse named raises the first corpse in the room, and the hotbar casts it straight away.
  • Summoned creatures never tire from walking, so they don't drop behind one by one on a long walk.
  • Pressing Enter on an empty line no longer stops your fishing, gathering or crafting.

Show items in chat

  • Drag an item from your Inventory into the chat box to show it: its name goes into your message as a link, and anyone who clicks it sees what the item is, as identify shows it. If the chat is behind the Gear tab, drag the item over the Chat tab and it opens.

A quest for each trade

  • Each trade (botany, mining, fishing, alchemy, smithing, jewelcrafting and cooking) now has a short quest that starts by itself the first time you gather or make something in it. The first thing pays 1% of your next level, and reaching 50 in the trade (its second tier) pays 10%. Up to level 25; above that they pay nothing.

Corpse explosions carry

  • When a necromancer blows up a corpse, the people in the rooms next door hear it, and which way it came from. (For testers.)

A hint in the Bugbear Military Academy

  • The ladder under the academy's ditch now mentions the brambles overhead, a clue to the hidden way back up.

Necromancers devour dust and bones

  • Necromancers can devour the pile of dust and bones an undead monster leaves behind, from level 1: each gives back 5 hit points, 5 mana and 5 moves. Anything in the pile falls to the floor. (For testers.)

The world map shows every way between places

  • The world map now shows all the links between zones, even through the fog of places you haven't explored yet, so you can see where the roads lead before you go.

Pets go where you go

  • Your pets and your mount now go with you through portals and when magic carries you off: teleport, dimension door, a psionist's doorway or portal and a druid's trees, as well as home and the airship. Pets that are asleep, fighting or in another room are still left behind, and pets never go into the Hellhole (make new ones inside).

Home brings your pets; where the bank is

  • home now takes your mount and the pets in the room with you along.
  • help bank now tells you where Daleville's bank is: on the North Ride, across from the Fishmonger's.

Pets join your fights sooner

  • A pet guarding you now jumps into your fight within a round (about 3 seconds), instead of taking up to 7 or 8 seconds to notice.

Weapons in the Quest Shoppe

  • Every class but the monk now has a weapon in the Quest Shoppe, for 9 quest points, to go with its set: the warrior's Sword of Power, the barbarian's Berserker Greataxe, the paladin's Blade of Virtue, the ranger's Scimitar of the Forest, the thief's Assassin Stiletto (it backstabs), the cleric's Mace of Faith, the druid's Elemental Sickle, the mage's and necromancer's Dagger of the Magi, and the psionist's Blade of the Mind. They're close to the best weapons in the world; the casters' are lighter and help their mana come back. A character of several classes can buy for each of them.

Mia: major track and dispel magic

  • Mia now casts major track, and it's part of "buff me".
  • She also casts dispel magic on you if you ask ("tell mia dispel"): it takes every spell off you, good and bad, so you can be rid of something you don't want. It's not part of "buff me".

Airship Flights button; dismiss all finds lost pets

  • The airship captain now has a Flights button, like a shopkeeper's, that lists where you can fly.
  • dismiss all now also releases pets you've lost track of, wherever they are, so you can summon or raise new ones.

Summoned pets join your group and guard you

  • Elementals, summoned animals, golems and a necromancer's undead now join your group and guard you as soon as they appear: no more group and order guard after every summon. Their kills now earn you experience too (before, a pet's kill earned you nothing unless you had grouped it).
  • The bone golem doesn't burn in the sun either.

Necromancer: skeletons don't burn

  • A necromancer's skeletons no longer burn in the sun: they're bare bones. Zombies, the bone golem and the necromancer still do. (For testers.)

Smoother restarts

  • When the game restarts for an update while you're playing, you get a minute's warning in the game and a banner with a countdown. After the restart you're put straight back where you were, with the game's text still there.
  • If you were in the middle of making a character, you come back to the same screen with your choices as you left them.

Potions, scrolls, food and drink on the hotbar

  • Drag a potion, scroll, food or drink from your Inventory onto the hotbar (or pick one from an empty slot's list). Click the slot or press its number to use one. The slot shows how many you have left and clears itself when you use the last one.
  • A scroll with an attack spell is read at the monster you're aiming at, just like an attack spell on the bar.

Quit with keys in your pack

  • You can now quit or rent at an inn while carrying keys or anything else that can't leave the game. They're left on the ground where you stand, and the character list tells you what you left, so you can come back for it (or to hand it to a friend) if nobody has taken it.
  • The first time you pick up a key, the game tells you it can't leave the world with you.
  • A key left far from its door no longer stops that door's key from coming back.

Repeated kills explained; the Hellhole no longer pays forever

  • Killing the same kind of monster over and over has always paid less from level 20 (the 5th kill 75%, down to nothing from the 11th). Now the game tells you when that is happening and why, instead of quietly paying less.
  • You now remember the last 50 kinds of monster you killed instead of 20. The Hellhole's first ten floors used to slip past the rule, since each run killed more kinds than you remembered; now repeated runs pay less and less, and going deeper is how to keep earning.
  • Innkeepers and trainers now deal with invisible customers, as shopkeepers already did.
  • The Monster slayers leaderboard's "kinds" count is now every kind of monster you have ever killed. It used to show only the kinds the game remembered for the rule above (20 at most). Kills from before today start from what was remembered.

Bounties all the way to level 50

  • There are now 118 bounties, up from 33: one in nearly every zone, for levels 4 to 50. Every level now has a few to choose from. A few targets hide behind a riddle, a puzzle or a quest; their bounty tells you so. The great dragons of the level-50 lands aren't on the list yet: they'll come later as group hunts with bigger rewards.

Spelling marked as you write

  • Misspelled words are now underlined, with your browser's suggestions, wherever you write to people: the Chat boxes, the feedback form, your character's description and your house's names and descriptions. The command line does it only when you're talking (say, gossip, tell and the like, or chatting through it), so commands and names stay clean.

See who's online in Chat

  • The Chat pane now lists everyone in the game under "Online", above your private conversations. Click a name to send them a private message. Fold the list with its heading.
  • The front page shows the house editor at work: a cozy cottage being furnished.

A new Features section on the front page

  • The front page's Features now show what the game has become: professions, fights on the stage, player houses, quests and bounties, chat, the shared bank and more, with short clips recorded from the game (autowalk on the map, forging at a smithy, a fight). The YouTube link now sits under the fireplace.

Offline players, and a few front-page touches

  • The character screen now lists every other character under "Offline players", alphabetically, below who is online.
  • The front page notes that the game is best on a desktop or laptop, and links the Grind This Game YouTube channel.
  • The site has an icon in the browser tab: the GtG logo.

Gardening shovels and two crafters' meals

  • Smiths can forge two gardening shovels. Carry one (no need to hold it) and the herbs you gather come with a spice more often: twice as often with the Silversteel Gardening Shovel (Smithing 125, 5 Silver and 2 Gold), three times with the Starmetal Gardening Shovel (Smithing 275, 5 Starmetal and 2 Voidiron).
  • Two new dishes. Prospector's Pike Pie (tier 4, Cooking 190) gives every vein you mine a 50% chance of twice the ore, for 20 minutes. Alchemist's Frostfin Chowder (tier 5, Cooking 240) makes every potion you mix come out twice, for 5 minutes.

Aliases show their hotbar tile

  • Each alias in the Scripts pane now starts with the same tile it has on the hotbar. Drag the tile onto a hotbar slot to put the alias there.
  • Smithing no longer says "Forgeing" while you forge.

Quests pane tidied; Touch on waystones

  • The Bounties card no longer repeats "Bounty done: you collected the reward." The game tells you when you finish one, and it moves to the bottom of the list.
  • On the Repeatable tab, the bounties now come first and the treasure hunt below them.
  • Waystones have a Touch button, so you can bind one for the airship with a click.

Corpses: loot the right one, skip the empty ones

  • Corpses holding different things are no longer stacked in one row: each has its own, so Look in and Loot open the one you mean. A corpse with nothing in it says "empty" and has no buttons, and the room's text marks it "(empty)", so you can skip it.

Shangri-La is open again

  • Climb down into the Deep Pit, east of the end of Southwards Run in Daleville, to reach the Perfect Road and the hidden city of Shangri-La, a zone for levels below 21 that nobody could reach. To leave, walk back through the mist east of the city's gate and climb up from the road. Home and recall don't work there: it lies on another plane.

All ten classes on the first screen

  • When you make a character, "Build your own" is now a card like the three ready-made heroes, showing all ten classes, so it's clear there are more than the heroes show.

2026-10-26

Smiths forge fishing rods

  • Smiths can now forge two fishing rods. The Silversteel Fishing Rod (Smithing 120, 5 Silver and 2 Gold) lands two fish at once half the time. The Starmetal Fishing Rod (Smithing 270, 5 Starmetal and 2 Voidiron) does it four times in five. The second fish is a bonus: a spot still gives 20 casts' worth. If you carry several rods you fish with the best. The Fishing page shows which rod you're using.

Aliases on the hotbar

  • Put any of your aliases on the hotbar, like a skill: drag it from the Scripts pane onto a slot, or click an empty slot and pick it from the list. The slot shows the first three letters of the alias's name; click it (or press its number key) to run the alias as if you had typed it. With aliases, a hotbar slot can do almost anything.

Shops: sell from the list, buy many

  • A shop's list now has a second part, "They buy from you": everything you carry that the shop buys, with what it pays for one. Sell sells one; Sell all sells every one.
  • Every ware has a Buy many button: type how many and buy them at once.
  • Bankers have a List button on their line in the room, like shopkeepers, which opens your bank account.

One at a time from a stack

  • Dropping, giving or putting a herb, ore, gem, fish, spice or dish now moves just one, like any other item. drop 3*brightroot moves three, and drop all.brightroot the whole stack.
  • sell works the same way: one at a time, or sell all.<thing> for all of them. A stack sold to a shop is now paid for every piece in it; before, some shops paid for just one.

Fixes

  • The herb patch at the bottom of the Sewer's old well can be gathered now. The well swallows whatever is dropped into it, and it used to swallow the patch too, with "The brightroot vanish in a puff of smoke". It now takes only things that can be picked up.

The Sewer, reworked

  • The sewers under Daleville have a story now: giant ants have broken in from the crystal hive below and are carrying the town's scraps down the drains.
  • Meet Harold and Jones, the two-headed ettin brothers who keep the drains free of rats, in their lodge behind the door marked RATCATCHERS. Their store room has a lantern, torches and supplies. Old Madam Esther is still searching the mud for her late husband's golden ring.
  • The ant nest is no longer nine identical chambers: there's a larder of stolen food, a fungus garden, an egg chamber, a nursery, a soldiers' hall, a midden with things worth finding, and the Queen's chamber. The ants come in ranks, from workers and foragers to soldiers, warriors and the Queen's royal guards.
  • Deeper down, beware the Mudmonster rising from the mud, the otyugh under the refuse pit and a giant beetle near the collapse.
  • Many rooms have new descriptions. The nest is harder than the drains: the zone is now for levels 4 to 10.

Shops: a List button

  • Shopkeepers, repairers and Mia now have a blue List button on their line in the room's "Here" list, like Gather on a plant. Click it to see what they sell.

When autowalk can't find the way

  • If no path leads to your quest from where you are (it may need a teleport, a portal or a key), the map now says so, and that you'll have to explore on your own, instead of showing nothing.
  • If something carries you off the way during a walk (a teleport, a current, a fall), the walk stops and tells you, rather than walking on from the wrong place.

Stop walking

  • While you autowalk or speedwalk, a bar above the hotbar shows the steps to go and a big red STOP button. Click it, press Escape, or type stop, and you stop at once. On the map, "Autowalk there" becomes "Stop walking" while you walk.
  • Walks are a little slower: a step every half second instead of every quarter second, so you have time to see what's in a room and stop.

Learning the ropes: a clearer hint

  • The headgear step now says how to do it: click your helmet (or cap) and then click "remove"; then click it in your inventory and click "wear".

Bounties

  • Bounties are a new daily quest, in the Quests pane's Repeatable tab beside the treasure map. Each one puts a price on the fiercest monster of a zone: King Valkim on Doom Island, Xephanix the Quickling King, the black enfan of Ershteep, and 30 more. Only the ones for your level show, from level 5 to 30.
  • Take one, and you have 3 hours to slay its target, alone or with your group. The gold path on the map and the glowing exit lead you to it.
  • The reward is 5% of your next level in experience, plus 300 gold per level. If you level past the bounty's range before you finish, it pays nothing.
  • A big warning on every bounty: autowalking takes the shortest way and stops for nothing, so it can walk you into monsters that attack on sight and kill you. Walk the last rooms yourself.
  • Each bounty tells you what to beware of: spellcasters, breath weapons, poison, paralysis, monsters that heal as they fight, and any company the target keeps. Go buffed.
  • A bounty comes back 24 hours after you finish it, give it up or run out of time. You can hold one at a time. Type quests bounties to list them, or use the pane.

Profession sounds

  • Every profession now has its own sound as each action finishes: a swish and a pluck for a herb, the pick's three strikes, the reel and a splash, a bubbling flask, a strike and the hiss of the quench, a jeweler's fine taps and a sizzling pan. Turn each on or off under Professions in the Sounds settings.

Cooking

  • A new profession: Cooking. Turn the fish you catch, the spices you find and your herbs into 18 dishes in six tiers, from a Salted Fish Skewer to the Starfin Royale. Cook anywhere: type cook and the dish, or use the Cooking page in the Professions window. Most recipes need a Simple Spice, sold at the Old Skull Inn in Daleville for 100 gold.
  • Eat a dish for its meal: every 20 seconds it gives back hit points, mana or move for up to half an hour. Better dishes add more: infravision, true sight, water breathing, resistance to cold or fire, better saves or armor, +1 to hit or damage, more chance to land a fish, a raise to your maximum hit points, mana or move for a fight, and, from the Starfin Royale, more experience.
  • Meals stack: eat several different dishes and they all work at once. They hardly fill you. Some are a little noisy.
  • The inn buys dishes back at 80% of their worth, if you must.

Spices

  • Now and then a herb you gather comes with a spice: a plain one about one herb in twenty, a rare one about one in a hundred. Each Botany tier has its own pair, from Wild Thyme and Sweet Clove up to Seraph Anise and Void Saffron. They stack, weigh nothing and will be used for cooking, coming soon. The Botany page in the Professions window lists them.

Fishing takes more patience

  • A cast now takes twice as long, and lands a fish two times in five at first (it was three in five), more often as your Fishing grows.

2026-10-25

Mining, Smithing, Jewelcrafting and Fishing for everyone

  • Mining, Smithing, Jewelcrafting and Fishing are open to every player now, not just testers. Ore veins show in the hills, mountains, forests and caves; the town forges take smiths and jewelers; the fishmonger in Daleville sells rods.
  • The fight stage is on for everyone: fights are drawn over the room's picture, and who else is here and what lies on the ground show as lists beside it.
  • The Activity log is on for everyone: the Chat pane's Activity channel keeps the rooms you pass through, fights and everything you gain, and the main window stays clear of room lists.
  • The hotbar's list for an empty slot starts with Consider, Gather, Mine and Fish.

Gather, mine and fish from the hotbar

  • Click an empty hotbar slot (or right-click one) and you can now put Gather there, and Mine and Fish when you have them. Press its key at a herb, a vein or a fishing spot to gather, mine or cast.

Sell back what you craft (testers first)

  • Every shop that buys weapons or armor now buys any smithed weapon or armor and any crafted jewelry, at its usual rate, however little gold the shopkeeper has. Make something you can't use, and you can always get some of your work back.

Crafted gear for new characters (testers first)

  • Smithed weapons and armor and crafted jewelry of tiers 1 to 4 (bronze to mithril) can now be worn from level 1, so your seasoned characters can outfit a new one. Tier 5 still needs level 35 and tier 6 level 43.

Stores open in a window

  • Typing list at a shop, the pet shop, the repairer, the quest shop, the airship or Mia now opens a window with everything for sale and a button for each, so nothing scrolls away under you. Buying keeps the window open and up to date, and shows what the shopkeeper said. Click a name to see the item's card. The bank has one too now: type list there to deposit or withdraw any amount. Close a store window with its ✕.

Summon your friends from the Common

  • Players waiting in the Common can now be summoned by their friends. The Common is still a safe place: no fighting there.

Your guild in the Score pane

  • Members of the Children of Dusk see their guild again in the Score pane, under Standing.

See who's online before you play

  • The character screen now shows who is playing right now, below the invite box, coloured as the game's who is: each player's rank, classes and name, and AFK or LINKDEAD. It updates by itself while you're on the screen. Players who are invisible aren't listed.

Keys come back for the next players

  • A monster or room that holds a door's key gets it back at its zone's reset even while another player is carrying a copy. Before, one player keeping the key meant nobody else could get one (the Catacombs' cell guard came back empty-handed).

Paladins earn their alignment from evil attackers

  • A paladin who kills an evil monster that attacked first now gets the usual alignment for killing evil, instead of "you fought in self-defense". Self-defense still covers good and neutral attackers, so those kills cost nothing.

The Catacombs' zombies are evil

  • Every zombie in the Catacombs is now evil, as the zombie lord already was: spells against evil (dispel evil, holy word...) work on them, and killing them counts as killing evil.

2026-10-24

Practice out of a fight is capped

  • Using skills and casting spells still gives experience, but out of a fight it now comes from a practice pool worth a tenth of your level. When it runs out you're told so, and it fills back over an hour, even while you're logged out. In a fight you always get the full amount.

Smite and holy word show their damage in help

  • help smite and help holy word now have the same Damage and Damage Type lines as the older spells (smite: 2d8 + the paladin's level; holy word: one d6 for every two cleric levels), and both are in help spell damage's table.

Your corpse is yours

  • Animate dead no longer works on a player's corpse. Before, a caster could raise your corpse as their zombie, and it walked off carrying everything you had. Resurrection still works on your corpse as before.

See who comes in

  • When someone enters the game, everyone playing sees it in the main window ("Kael has entered the realms."). Switching between your own characters announces you at most once every five minutes.

Invite friends

  • Every account now has its own invite link: find it under Invite friends, on your characters' screen or in Settings, with a Copy button.
  • When a friend makes a new account from your link and any of their characters reaches level 5, you get 100,000 gold in your account's bank, and they get 50,000 gold in theirs plus 5 quest points for the character that got there.
  • Each friend counts once, and only new accounts count: someone who already plays can't be claimed afterwards, and your own link does nothing for you.
  • You can be paid for up to 10 friends a week; any past that wait and are paid the following week, so none are lost. The panel shows how many friends joined, the rewards paid and the rewards waiting.
  • You're told when a friend joins and when you're paid (at your next login if you're away). Nobody ever sees the other's email.
  • Guests need to save their account to get a link. A guest can be invited and keeps the invite, but the rewards come only once their account is saved with an email or a login. See help invite.

One bank for all your characters

  • The bank now belongs to your account, not to each character: all your characters share one balance. Gold one of them deposits, any of the others can withdraw, at any bank, even while both are playing at once. balance says "Your account's bank holds ...".
  • What each of your characters had in the bank has been added together into the shared balance, so nothing was lost.
  • Deleting a character leaves its banked gold for your other characters. A guest account saved into an account you already had brings its bank with it.
  • Houses draw on the shared bank too, so any of your characters can help pay for a plot or a new floor.
  • The Richest leaderboard is gone (with a shared bank it no longer said much).

The whole world in 3D

  • The world map has a new 3D view next to Map and List: every room you have explored, in every zone, as a cube where it lies and on its own floor, so you can turn and tilt the whole world and see the caves and towers stacked under and over it. Colour it by levels, districts or terrain, show only the ground, above or below it, and tick Labels for the zones' names. Your room is marked with the orange brackets, Back to me and Fit work as on the map, and double-clicking a room opens its zone's map.

Type while the map is open

  • Clicking on the map no longer takes your keyboard: whatever you type goes to the command line, and a full-screen map steps back into its pane so you can see what you type. The map's own keys (W A S D, Q, E, + and -) are gone: walk with the numeric keypad, by double-clicking a room or by typing directions, and zoom with the mouse wheel or the buttons. Ctrl+M still opens the map.

Death traps no longer kill (unless you want them to)

  • Walking into a death trap no longer kills you. Instead the gods catch you, at a price: you lose half the gold you are carrying (gold in the bank is safe) and are set down at home with all your equipment.
  • If you miss the old danger, turn on Hardcore death traps in Settings (Character), or type set hardcore on. It explains what you're signing up for and asks you to confirm. With it on, a death trap kills you and everything you carry is lost, as before. It is off for everyone unless they turn it on.
  • Up to level 10 nothing changes: the gods still send you home with nothing lost.
  • Also fixed: set autoloot on (and autosplit, silentloot) could turn the setting off if it was already on.

New things in room pictures

  • Room pictures can now show a hatch in the ceiling (open, with daylight falling through, in the Merilon prison cell), a trapdoor in the floor, a garden gazebo, a sundial, a shipwreck's mast in the sea, a bricked-up wall at the sewers' dead ends, a smoking volcano over Montserrat's sea of fire (it was a green hill), and a dead rose bush in the Graveyard.

The flat zone map for everyone

  • In zones with many floors, the floor buttons no longer run into the zoom buttons: the list scrolls, keeping your floor in view.
  • The zone map now opens flat, north up, one floor at a time, with the room pictures. The 3D view is still there: use the 2D / 3D switch at the top of the map, and it remembers your choice.

Fight numbers you can read in light mode

  • The damage numbers that float over the fighters are now bright with a dark outline in both themes. In light mode they had turned dark on a dark shadow and were almost impossible to read.

Bigger pictures on the zone map, and a cleaner world map

  • On the 3D zone map the rooms are bigger and closer together, filling their squares about as much as the 2D map's pictures do, and the grid lines run between them. Floors stay as far apart as before.
  • Where you are on the maps is now marked with orange brackets at the corners of your room (a small dot in the middle), instead of rings that pulsed all the time. It leaves your room's picture visible, and the maps no longer redraw just to animate the mark.
  • The ⤢ button at the bottom right of the map now spreads the map over the whole window, the zone map or the world map; the same button (or Esc) puts it back in its pane. Fitting the whole world map in view is the Fit button.
  • The rooms' pictures on the zone map are bigger, with the gaps between rooms kept so you can still see which ways lead where. The "Large pictures" view and its Walls option are gone; if you used it, the map now shows the normal pictures.
  • The world map no longer has a legend: the district names on the map say enough.
  • The world map now names zones you haven't explored yet, and its search finds them too (it takes you to the zone, still in its fog). Their land stays hidden until you walk it.

The game stays quick in a long session

  • The game no longer slows down the longer you keep it open. The game log, the chat and the map used to redraw far more than they needed to, which on a slower computer made typing and output lag more and more over an hour or two. The game log now keeps your last 2,000 lines (it was 5,000).

Less lag the longer the server runs

  • A zone nobody has been in for a while (about 10 to 30 minutes) now goes back to sleep, as it did on the old gnsmud: its monsters and whatever was lying on its floors are cleared away, and it starts fresh, freshly stocked, the next time someone walks in. Before, every zone anyone had ever visited kept running until the next restart, which made the game slower and slower. Your corpse, your pets, the Hellhole and player houses are never cleared.

Summoned creatures don't linger

  • A summoned creature (animals, elementals, golems, the dead you raise, mounts and the rest) now fades away once nothing holds it: when its charm wears off, when you leave or die, or when it refuses to join a party that is already too big. Strahd's zombies no longer multiply without end in a long fight.

Rangers aren't scolded for coming back to neutral

  • A ranger below neutral who killed something evil, moving back toward neutral, was told "Beware, you are straying from the path". Rangers are now warned only when a kill moves them toward evil. A druid/ranger hears only the druid's warnings (when a kill takes them away from neutral), not both oaths arguing on every kill.

2026-10-23

Shops no longer come up empty

  • A shopkeeper could come back with nothing to sell when a copy of one of its goods was lying about somewhere in the world, which happened to Tulba the weaver in Daleville. Shopkeepers now always get their stock.

Warriors can learn doorbash

  • Warriors can now practice doorbash at any warrior guildmaster. Until now the only teacher who taught it to warriors was never actually in the world.

Shopkeepers get their gold back

  • Shopkeepers no longer run out of money for good. Whenever their zone resets, each one has its full purse again (the fences in the Shadows of the City: 50,000, 25,000, 25,000 and 40,000 coins), so a shop you sold out can buy from you again later. A shopkeeper that made more than that selling keeps it.
  • Three shops that refused almost everything because of a broken rate now buy at 70% of an item's value: the Traders Pit Fence, the Elf Shadow Armory and Ye Olde Medicine Shoppe.

Pictures of the Hellhole

  • The crack of hellfire on the North Ride now shows in the room's picture: a scorched split in the ground, fire and smoke rising out of it.
  • Every floor of the Hellhole has a picture too, made for its depth: the brink with its cold pool and the steps down; then smoky stairs and ember-cracked galleries, halls of hooks, yellow sulphur pools, a shaft of black ice and the Court of Fire with its slag thrones over a lake of fire. The deeper you go, the grimmer it gets: lava and bones, then chains and black fire. No two floors next to each other look quite the same.

A dagger for every thief

  • New characters whose classes include thief (warrior/thief, mage/warrior/thief and the rest) now also start with a dagger in their pack for backstabbing, besides the weapon they wield. Free gear gives it too.

Self-defense is no sin

  • Killing a monster that attacked you (or someone in your group) first no longer shifts your alignment, good monster or not. Paladins, rangers and druids are told their conscience is clear. Attack first, and alignment works as before.

Zone levels you can trust

  • A zone's levels (on the world map, the zone map, the zones help and elsewhere) used to be the levels of its middling monsters, so a dangerous zone with a few weak ones looked easy: the Lost City said 3–40, but a level 3 dies in many of its rooms. Now the first number is the level that can face most of the zone (three rooms in four), counting monsters that attack on sight at full strength and ones that leave you alone a bit less, and the second is its strongest monster. Shopkeepers, trainers and townsfolk who run away don't count, so towns no longer read 2–50. The Lost City now reads 30–55, Daleville 15–27, Newbie University 8–20.
  • The world map colours a zone by its first number (the level it asks of you). The "all levels" colour is gone.

The Hellhole

  • A crack of hellfire has opened on Daleville's North Ride, beside the Hearthstead's portal. Step into it alone, with nothing following you, and you are in your own Hellhole: a pit going down a floor at a time, each floor's demons stronger than the last. Nobody has found the bottom. How deep you get goes on the leaderboards.
  • Once in, you're in: no fleeing, no recall, no way out but death or hellhole reset. You can rest on the floors you've cleared, and pets you make down there can be sent ahead a floor. Your corpse stays where you fell and never rots; when your Hellhole resets (by itself a day after you last played in it, or with hellhole reset), it comes up to the crack. Every pet spell works down there, but the demons can't be charmed and their corpses crumble to ash if raised; and the way down opens only when every demon on a floor is dead, so the leaderboard counts floors cleared. Protection from fire breath turns the breathers' fire. help hellhole tells the rest.

Monster slayers board counts every kill

  • The leaderboards' Monster slayers board only counted kills from level 20 up, so it was empty for most players. Every kill counts now, from today (earlier kills below level 20 weren't recorded).

Dragon-Loft's trollocs stop breathing fire

  • The ugly trollocs in Dragon-Loft breathed like dragons (a mix-up from long ago). They're ordinary trollocs now.

Scroll back through Global and Newbie

  • The Global and Newbie channels in the Chat pane now open with their last 50 messages, and scrolling up loads earlier ones, all the way back. (Gods too, for the gods.)

What's new

  • A What's new page lists the game's changes, newest first: in the game's ☰ menu, on the character list, or at /releasenotes. A dot shows when there's something you haven't seen.

Your last fights are kept

  • The Combat channel (in the Chat pane) now keeps your character's last 1,000 combat lines through deaths and logging out, so you can look back at exactly how a fight went. They come back under an "Earlier" line when you enter the game again, in the same browser.

Mia: buff me

  • Tell Mia buff me and she casts all her blessings, protections, senses and travel spells on you (not the healing or invisibility), one at a time. Anyone else asking gets a turn in between, so stay in the room until she's done.

Free gear after a bad death

  • Lost everything and can't get back to your corpse? Type freegear with nothing worn or carried, and you're outfitted with the plain starting gear for your classes (plus bread and water). Once a game day (about 26 minutes); while you wait it shows in your buffs as "freegear".

Wear bar: only when it matters

  • The little wear bar on gear icons now shows only once an item drops below 90%. It turns yellow at 50% or under and red at 25% or under, matching the warnings.

Wear and tear

  • Everything you wear or wield now has a condition, from 100% down, shown as a bar on its icon and on identify. It keeps all its stats until it breaks.
  • Fighting wears it: roughly 1% for every 300 hit points you lose (your weapon, 1% for every 1,000 damage it deals). Dragon breath and acid take 5% off everything you wear at once; fireballs, lightning and the like take 2%. Low-level characters take smaller hits, so their gear lasts longer.
  • You're warned at 50% and 25%, and reminded after every fight while something is at 25% or under. At 0% it falls apart.
  • Repairmen charge half a percent of an item's value for each percent they mend. In steady fighting, expect to need repairs every six to eight hours of play.

Rested experience: banked, not timed

  • Resting at home now banks experience instead of a timer: every 8 hours logged out in your own house banks a quarter of a level, up to a level and a half. While you have some, everything you earn is doubled, and the extra comes out of the bank until it's spent. The Buffs pane shows how much is left.

Unrentable things stay behind

  • Some things can't be kept when you leave: identify shows their rent as "unrentable" (many artifacts, like the Helm of Resistance). You can't quit or rent at an inn while you carry one; the game tells you which. Drop them or give them away first.
  • If you're taken out of the game while you still have them (idle, or after losing your connection), they are destroyed. Anything inside an unrentable bag is kept.
  • Your house chest won't hold them either.

New skills for warriors, thieves and monks

  • Provoke (warriors): make a monster that is fighting a friend turn on you instead.
  • Shield wall (warriors, with a shield): take a quarter less damage for about a minute, at the cost of hitting less often.
  • Envenom (thieves): poison your weapon; its next three blows may poison the foe.
  • Dirt kick (thieves): kick dirt in a foe's eyes and blind them for a little while.
  • Wholeness of body (monks, level 10): heal yourself, once a minute or so.

New spells for mages and psionicists

  • Mana shield (mages, level 30): half of the damage you take comes out of your mana instead of your hit points, until your mana runs out.
  • Mass invisibility (mages, level 18): you and your group in the room turn invisible.
  • Arcane ward (mages, level 24): better armor and saving throws for your group in the room.
  • Mind link (psionicists, level 22): the rest of your group in the room regains mana faster.
  • Mental barrier (psionicists, level 30): your psi shield on everyone in your group in the room.

New spells for paladins and rangers

  • Smite (paladins, level 12): a holy strike at a foe, harder on the evil and twice as hard on the undead.
  • Aura of courage (paladins, level 25): your group in the room hits more often and harder for eight hours.
  • Paladins now get cure serious at level 25 (it was 50).
  • Woodland mend (rangers, level 10): a quick heal for yourself or a friend.
  • Mark quarry (rangers, level 18): mark a foe, and every blow you and your group land on it hits harder.
  • Rangers now get barkskin at level 20.

New spells for clerics and druids

  • Group heal (clerics, level 30): heals you and everyone in your group in the room by up to 100 hit points each. In a fight you see the heals float up over each person.
  • Renew (clerics, level 12): a healing glow that mends someone a little every hour for six hours, even in a fight.
  • Holy word (clerics, level 32): strikes every evil creature in the room (not your group) with holy power, the undead twice as hard.
  • Rejuvenation (druids, level 20): your whole group in the room mends hit points and moves faster for six hours.
  • Barkskin grove (druids, level 28): barkskin on everyone in your group in the room at once.

2026-10-22

Rest at home for double experience

  • Log out in a room of your own house, and each hour you're away gives an hour of double experience, up to 24 hours. It shows in your buffs as "rested" with the time left, and only counts down while you play. Every kind of experience counts double: kills, skills and spells, professions, exploring and quests.

Gear no longer calls you puny

  • Items no longer refuse you as "too puny" (item ego is gone). Some gear, like the blue moonstone ring, refused nearly everyone under level 40, even where its own level range said 1 to 10. Level ranges and class or alignment limits still apply.
  • Items that used to say "unrentable" stay with you now when you quit or log out, like everything else.

See what a shop sells

  • In a shop's list, click an item's name to open its card, the same one you get from your gear: what it is, what it does, its stats. The card has a buy link for that very item.

Mia casts more often

  • You can ask Mia for a spell every 2 seconds now, instead of every 20.

Mirelle is now Mia

  • The hedge-mage on the Common is called Mia now. Click "list" beside her name (or type list by her) to see her spells, as at a shop; her card has a Spells button. tell mia <spell> asks for one.

Mirelle knows more spells

  • Mirelle is a druid, a cleric and a mage now, and casts their buffs: second wind (instead of refresh), remove curse, aid, shield, barkskin, protection from evil, true sight, detect magic, detect evil, detect good, infravision and invisibility, besides her earlier spells. tell mirelle list shows them all.
  • When no goodberries are left on the ground by her, she makes three more.
  • She has a new outfit, each piece worth a look, and she sees the invisible.
  • Be nice to her: slap her, spit at her or worse, and she will tell you so.

Mirelle, a kindly hedge-mage

  • Mirelle sits on the Common in Daleville and casts spells for anyone who asks, for free: tell her the spell's name, e.g. tell mirelle sanc, or tell mirelle list for her spells (each one a link). She casts heal, cure blind, remove poison, armor, bless, strength, detect invisibility, sanctuary, refresh, fly and water breath, at level 50.
  • She casts for one person at a time, in the order they asked, and only on the one who asked. Each person may ask for one spell every 20 seconds. Stay in her room until your turn.
  • She has a life of her own: she talks about the weather and the time of day, greets those who come by, notices a crowd, now and then smiles at someone, dances with them or worse, and sends a kind word on Global when a player dies.

Pets leave with you

  • When you quit, rent or are rented for being idle, your summoned and charmed followers vanish, as if you had dismissed them, instead of staying behind on their own. A figurine creature turns back into its figurine, in your pack.

Botany and Alchemy for everyone

  • The professions are open to all players now: herbs grow in the zones' wild places, gather picks them (Botany), mix makes potions from them (Alchemy). The Professions window opens from its tab after Buffs (on a phone, in the Me tab after Buffs), or by typing professions.

The zone map in 2D (testers first)

  • The zone map can now be drawn flat: seen from above, north up, one floor at a time. It shows your floor and follows you up and down stairs; the buttons on its right side let you look at another floor (and ▲ ▼ on a room take you to the floor it leads to). Everything the 3D map shows is there: pictures, exits and doors, one-way arrows, ways into other zones, the quest way, herbs. Double-click a room to walk there.
  • A 2D / 3D switch in the map's header goes back to the 3D map at any time; your choice is remembered.
  • A browser that can't draw 3D always gets the flat map; its 3D button is greyed out and says why.
  • With Large pictures (2D or 3D), the rooms' pictures fill their squares without the coloured terrain border; the other picture settings keep it.
  • The flat map keeps up with you more quickly when you move, and its pink arcs (exits that jump off the grid) now show over the rooms instead of hiding under them in crowded zones.
  • It's open to testers for now.

Your decorated house on the zone map

  • After you decorate and press Save & Exit, the zone map now redraws your rooms with their new pictures, and the street outside catches up too. Before, closing the editor never reached the game, so the map kept the old, plain picture until you reloaded.

House editor: the decorations scroll with every floor built

  • The editor's "Front and house" tab is now called Front yard, and its "Build this front" button Save front yard.
  • With all of a house's floors built, the editor's side panel squeezed the decorations into one row at the bottom of the window. The panel now scrolls instead, so every decoration can be reached.
  • The buttons under the room picture (Flip, Smaller, Larger, a pet's coats, Copy, Remove) were hidden behind the picture on some screens; they are back, and that side scrolls too.

Coins stay coins

  • Dropping a single coin no longer leaves a strange "golden coin" item that looked like a gem and wouldn't stack. Coins you drop, in any amount, join the pile already on the ground, and picking a pile up adds it to your gold.
  • Auto-loot now takes a lone gold coin from a corpse too.

Corpses: carry them, loot them

  • Anyone strong enough can now pick up a corpse; before, a corpse acted like a priceless item and refused low-level characters.
  • In the room panel's ground list, a corpse has Look in and Loot buttons instead of Get (clicking its name looks inside too).

When things happened

  • The Chat pane and the main window now show a line with the day (Today, Yesterday, or the date) wherever a new day starts, and chat's times are easier to read.
  • Two new settings in Settings, Display, both off unless you turn them on: Main window timestamps puts the time, to the second, before every line of the game's text, and Combat log full timestamps shows the seconds on every line of the Chat pane's Combat channel (handy for seeing the rounds of a fight).

2026-10-21

A sound for nightfall

  • Besides the sound at daybreak there is now one at sunset, when you're outdoors: a low, falling tune with crickets far off. It's on unless you untick "Night falls" in Settings, Sounds.

Sleeping Zs

  • When you sleep, the room view goes black and glowing Zs float up from the middle, growing as they rise, and a calm, dreamy chime plays as you drift off. You can turn the sound off with the others in Settings, Sounds ("Falling asleep").

Hunger and thirst can't kill you

  • Going without food or water still hurts: you stop healing, and casters and other non-fighters slowly lose hit points. But it now stops at 1 hit point. No one dies of hunger or thirst any more.

Druid/rangers begin Neutral

  • A druid/ranger began the game Good, so the very first kill could push them away from the Neutral a druid must keep, and they lost their druid powers. Every character with a druid in their classes now begins true Neutral, which a ranger is allowed too.

Your summoned monsters no longer turn on you

  • Some monsters hate certain races: goblins hate dwarves, orcs hate elves, werecreatures hate humans. A summoned or charmed monster kept those grudges, so a dwarf mage's very first summon, a goblin, would attack its own master, and any pet could start a fight with a player of the race it hated. Now a charmed monster holds no grudges: it fights only when you tell it to or to defend you. Once the charm wears off it's a wild monster again.

A friendlier ghost in the Jermlaine Tunnels

  • The minor spectre in the tunnels' Haunted Grotto was far too much for new characters: ordinary weapons couldn't hurt it and its touch drained you. It's gone. In its place is a jermlaine ghost, a fair fight for the levels the tunnels are meant for, that any weapon can hit and that doesn't drain.

Who's here and what's on the ground, in lists of their own (testers first)

  • With the fight stage (testers for now), the room panel now has two lists beside your own card: Here, everyone else in the room, and On the ground, everything lying there. They stay in the same place as you move and scroll when there are many.
  • Things on the ground have a button for what you'd do with them (Get, Gather, Look in...); click a thing's name to identify it.
  • Click the i beside a monster for its card: what it looks like, how tough it is compared to you (coloured from grey to red), whether it attacks on sight, and buttons to kill it, consider it or look at it.
  • During a fight, the monsters fighting your side are on the stage above, and the list says so.

The fight stage (testers first)

  • In the game but open only to testers for now.
  • When you fight, the fight is drawn over the room's picture: your side on the left, the enemies on the right, each a row with its health bar. Lines with arrowheads show who is attacking whom (your own attack is the blue arrow), and the ⚔ number on a row says how many are on it. Someone knocked down sits lower, tilted and striped.
  • Damage numbers rise from whoever is hit, a group member's blow flashes across, and banners tell you when an enemy is slain or you flee. A line under it sums up each round; click it for the full combat text in the Combat channel.
  • During the fight the main window no longer fills with hits and misses (they are all in the Combat channel). When it ends, one line sums it up: rounds, who was slain, damage dealt and taken, experience.
  • On a phone the fight shows under the room's name, in two columns, each enemy saying whom it attacks.

Two fixes: house floors, and maps on browsers without 3D

  • In the house editor, the floors list no longer has its lowest floors covered by the text under it once you dig cellars.
  • On a browser that can't draw in 3D (hardware acceleration turned off), the zone map now says so and how to fix it, instead of breaking. The world map still works.

Professions: Botany and Alchemy (testers first, everyone soon)

  • In the game but open only to testers for now, while they are tried out.

  • Every character can now learn two professions, whatever their class, just by doing them. Open them from the ☰ menu (More on a phone) or type professions.

  • Botany: herbs grow in about one room in ten around the world, easier ones in easier zones. Click Gather on a herb where you stand (or type gather); it takes a moment, then the plant is gone until its zone resets. Turn on Herbs on the zone map to see where they are growing.

  • Alchemy: mix your herbs into potions: healing from Light Healing up to Greater Healing, Refreshment, Mana, Antidote, Cure Blindness, Night Vision, See Invisible, True Sight, Flying, Haste, Sanctuary, Fire Shield and more. Pick one in the Professions window and press Mix, or type mix light healing.

  • Each skill goes from 0 to 300 in six tiers. A herb or potion near your skill teaches you most; easy ones teach nothing. Higher tiers climb more slowly. While it still teaches you, each one also gives a little experience.

  • Herbs stack: however many you carry, they take one place in your inventory.

  • Once a herb is gathered, its line ("Pale dewpetal flowers grow here.") disappears from your log, and from the log of everyone else in the room.

House floors are cheaper: 1,000 gold each

  • Building a floor above or digging a cellar below now costs 1,000 gold, every time. It used to start at 10,000 and rise 10% with each floor.

The Hearthstead on your map, and a safer house editor

  • The Hearthstead's streets and houses are on everyone's map from the start, like Daleville's.
  • In the house editor, choosing a ready layout for a room you've already furnished now asks before replacing everything in it.

The Hearthstead is open: houses for everyone

  • A shimmering portal now stands on the North Ride, one step south of the Common: enter portal to reach the Hearthstead, where Hollis Penhallow sells plots by Fountain Square. help houses has it all.
  • The first plot costs 5,000 gold. Each house built makes the next plot 2% dearer, up to 100,000, so the earlier you buy the less you pay. Gold in your bank counts.
  • A house is yours to decorate, room by room and floor by floor, with a front the street can see and a private chest that holds 50 things.

Teleport takes you somewhere real

  • The teleport spell and the psionic teleport no longer drop you into unfinished, closed-off areas: about one teleport in forty used to land in a staff workroom or a half-built zone with no way out but home.

Ravenloft, the Graveyard and the Elements restock

  • These zones used to load their monsters and treasure only once, until the server restarted: once someone cleared one, it stayed empty. Now they reset like other zones, when nobody is inside, so a party working through one is never reset on. You still can't portal into them.

2026-10-20

Finding your feet: the Font of Life

  • The quest step at the Font of Life on the Common now counts as soon as you visit it. You no longer need to arrive hurt.

A new quest: The Catacombs

  • For levels 7 to 12, under Daleville: touch the waystone, take the jailer's key and kill the mad beast, kill the zombie lord, and take his key to the Hall of Spirits. Exploring every room earns a bonus.
  • Each step pays a share of your next level (none above level 15), and finishing pays a tenth of a level and 2 quest points.
  • Watch out for the priests: they can blind you. If a fight goes badly, flee, then home.
  • Finishing Finding your feet at level 7 starts it for you.

The Prisons of Clematis quest, reworked

  • The quest now ends with defeating Clematis, which pays a quarter of a level. Helping the girl comes before the keys, so her reward can help you level up for the fight.
  • Taking each of the prison's three keys pays a little as you take it, and the hints tell you who to look for. The spell minor track, or a friend who can track, will lead you to them.
  • Exploring every room is now optional, for a bonus. It still counts after you've finished the quest.
  • Everyone grouped with the killer, in the room, gets credit for defeating Clematis.

A new quest: The Prisons of Clematis

  • For characters of about level 15 and up: find the Prisons on the world map, touch the waystone at its gates, explore every room and find its four keys, and help the little girl outside find what she's looking for.
  • Each step pays 5% of a level, and finishing pays another 25%, plus 3 quest points. Characters above level 30 can still do it, but get only the quest points.
  • Start it from the Quests pane.

Banks hold up to 10 billion coins, at any level

  • There's no longer a limit on how much you can bank by level (it was 40,000 coins per level below level 40). Every character can keep up to 10,000,000,000 coins in the bank. deposit all and withdraw all work too.

Anyone can read scrolls

  • The read magic skill is gone. Every character, whatever the class, can now recite any scroll. Warriors, thieves, monks and barbarians no longer get "your head hurts trying to understand".

An advanced guide

  • help advanced (or help tips) is a new guide for experienced players: the gear that matters most (+damage for fighters, resist blunt, mana for casters), leveling faster in groups, what each class is best at (multi-class, backstab, polymorph forms, druids), secret doors, potions, repairs and earning gold. It is in the Help pane's "Start here" list, and newbie, guide, levels, experience, classes and group link to it.

Item cards

  • An item's description in its card now reads as normal paragraphs instead of breaking oddly partway through lines.
  • Identify now says "+4 hit points" and "+2 hit point regen" instead of "+4 hit" and "+2 hit-regen".

2026-10-19

The map: large pictures by default

  • The zone map now opens on large pictures, with walls on: each room is a big picture tile, walled where there's no way through. The view once called Mosaic is now named Large pictures. If you had picked another view, the map keeps it.
  • The World map / Zone map button is bigger, so it's easier to find and tap.
  • The Quests pane no longer scrolls sideways.

Leaderboards

  • A new Leaderboards page, linked from the character roster (beside the Item and Help databases) and from Settings. It has eleven boards:
    • the richest characters (gold carried plus gold in the bank)
    • the best-geared characters (the rent of everything they own, added up)
    • the highest levels (the average of a character's classes)
    • monster slayers
    • quest points
    • most deaths
    • survivors: the highest levels reached without dying
    • the oldest characters
    • by account: the explorers (rooms explored), time played and waystones touched. An account is shown under its best character's name, never its email.
  • Gods are not ranked. The boards refresh every minute, and a character who is playing counts as of their last autosave.
  • Deaths are counted from 9 October 2026; earlier deaths aren't known.