2 NOVEMBER 2026 · 2026.11.02.1The Pale Descent.
A new five-depth expedition opens beneath Frostmere. Follow the icecutters’ ropes through blue galleries and abandoned camps toward Aevriss, the Buried Winter. New quests, named guardians, treasures, scale armor, a caster robe and the Glacierwall Aether Orb await.
Spellward rings offer general protection against magic, shown on Attributes. Recovery companies now charge 15% of the coin recorded when you fell, or 20% total while creatures carry your belongings.
Read about the glacier → · Recovery guidance →
29 OCTOBER 2026 · 2026.10.29.5Breathing room below.
Ordinary foes now return after five minutes in the overworld and dungeons. Ignareth’s mountain creatures take eight to ten minutes. Dungeon foes have roughly 15% more health, and unaided dungeon sight reaches two squares.
Lantern reach, Nocturne’s special darkness, and the health and return times of named guardians remain unchanged.
29 OCTOBER 2026 · 2026.10.29.3A place to return.
Soulbinders offer a chosen home in each main settlement. Beside them, recovery companies bring back lost belongings for a fee—even those taken by wandering enemies. Your carried coins remain with you when you release your soul.
The journal lets you abandon unwanted quests and return to them later. Buffs have their own effect symbols, rare-sale warnings are more selective, and Fast Rare Sell joins the saved options. The Release Soul button responds where it is drawn.
Small crossings near Veil Passage now look like bridges. Ashmaw stands nearer the approach to Cinderheart’s lair. Herald’s knowledge and the player guide reflect the new rules.
Read about soulbinding and recovery →
29 OCTOBER 2026 · 2026.10.29.1Names in the depths.
New named foes wait across the lands, with individual artwork and signature treasures. Kharzug and Brakka are tougher opponents, bosses stand their ground, and encounter rewards and return times now reflect their stature.
Connected dungeon floors share clearer family names. New waterkeeper lore explains the cold beneath Asterfall. Five more gemstones join the world’s treasures. Ring enchantments have more distinct icons, and poison has its own damage sound.
Rare sales now ask for confirmation, and merchant sale locks help you keep treasured belongings. Read the new chapter →
31 OCTOBER 2026 · 2026.10.31.4The old waterworks
The three sluice controls now stand along the original Drowned Halls reservoir: at its western inlet, beside the central causeway, and along its southeastern overflow. Their stone platforms meet the existing walkways and murky water. The misplaced pools have been removed.
31 OCTOBER 2026 · 2026.10.31.3The depths stir
Ancient mechanisms now await your touch: inspect a landmark, then choose Activate to act. The Drowned Halls have larger sluice wheels on stone platforms above the water. Quiet echoes, distant creatures and subdued music deepen the atmosphere below.
Named enemies strike more reliably and stand their ground. Cinderheart demands a prepared party. Adventurers can swap an orb directly onto the spellbar, hover for its details, and switch character screens without closing the previous one.
31 OCTOBER 2026 · 2026.10.31.2Know your protections
Your Attributes sheet now shows current resistances to fire, ice, lightning, poison, magic, shadow, death, curses and disease. The values reflect your worn equipment and active protections.
31 OCTOBER 2026 · 2026.10.31.1Foes worth facing, power worth keeping
Named minibosses stand taller and endure longer, with stronger defenses to match their rare treasures. Single-use offensive Aether Orbs now unleash much greater power, whether striking one foe or sweeping across a gathering of enemies.
30 OCTOBER 2026 · 2026.10.30.1Companions by lantern light
Share a nearby companion's lantern light, keep the party close in a compact top-left display, and find treasure choices through a red Loot alert. The Group panel brings chat, item choices and your leader's loot rules together. Parties disband when only one adventurer remains. Characters may now have an optional surname; tells still use the first name.
Learn about travelling together →
30 OCTOBER 2026 · 2026.10.30.2Clear paths and swift journeys
Recovery crews leave doorways clear. Wayfarer travel reaches up to four squares, the compact journey log places new messages at the bottom, and tell replies use the available writing space. GM tools can relocate friendly residents when help is needed.
28 OCTOBER 2026 · 2026.10.28.2Companions, stories, and a soul made whole
The Herald has a new place by Asterfall’s fountain, more tales to share, and a story of his own. Open your companions list with /friend, or press R to prepare a reply to your last incoming tell.
Drake Potions now mend one death scar. Every pair of scars weakens your primary attribute and Constitution by one, with a maximum of six scars. All existing adventurers begin this chapter free of scars. Resurrection by Cleric or orb adds none.
Right-click a spell or technique in its book to inspect its description, level and cost.
26 OCTOBER 2026 · 2026.10.26.5Rings and the guiding light.
A ruby catches the firelight; black jet gleams in a protective setting. Every ring now bears its own design, with more elaborate stones and enchantments among the rarer treasures.
Your lantern asks before spending another flask while oil remains. Only one recall ring may be bound at a time, and completed quests leave a lasting record of their rewards in your journal. Guides and GMs also have improved tools to help adventurers in need.
26 OCTOBER 2026 · 2026.10.26.4Roads beneath the night.
Nocturne now descends through four depths. Beyond its outer refuge, drowned pilgrim roads lead through the Sunken Processional and the buried cloisters of the Hollow Crown. The deeper the journey, the fiercer the resistance, until the Palace of the Last Eclipse rises from the dark.
Frostmere’s wilderness is busier and more varied. Wolves, raiders, winter covens, wraiths and great guardians make the route beyond Emberwatch more dangerous. Town protection now stops offensive magic, weapons and companions; the guilds’ marked practice and sparring grounds keep their own rules.
Wounded creatures slowly recover once left in peace, including the great guardians of Ignareth and Nocturne. Beginner training remains affordable, while advanced lessons and expert coaching ask a greater investment. The player guide has current tuition and coaching advice.
Your characters, learned abilities and ongoing lessons carry forward.
28 OCTOBER 2026 · 2026.10.28.1A keeper of tales comes to Asterfall.
Look for The Herald beside the fountain, his luminous staff shining among the passing adventurers. Speak with him to learn who he is, or reach him from afar with /tell Herald followed by your message.
When his thoughts are elsewhere, his welcome and introduction still await you in Asterfall.
26 OCTOBER 2026 · 2026.10.26.3Blessings for the road. A crown in the dark.
Fallen adventurers now linger as friendly spirits for ten minutes. Clerics learn Resurrect at level 11, returning companions without lost experience or belongings. Dawn’s Reprieve is a rare single-use orb that offers another way back, though its resurrection still carries the usual experience loss.
Clerics can bless themselves and nearby adventurers with lasting protection from flame, frost, venom and arcane magic, or strengthen their vitality. Their elemental blessings last thirty minutes and take precedence over lesser wards.
Wizards gain Frostfire Mantle, a single fifteen-minute ward against flame and cold. Thaumaturges learn Venom Veil. Seasoned Rogues recover endurance more readily, and Elder drakeling breath receives a small adjustment.
Nocturne’s broken causeways and ruined palace offer winding approaches, more inhabitants and the Hollow Crown’s formidable guards. Avaroth waits beneath the last eclipse, with a new appearance and a more dangerous encounter.
Lanternwake burns brighter than an ordinary lamp for one minute and recharges in ten. Ice Comet now lands with a heavy, shattering blast.
26 OCTOBER 2026 · 2026.10.26.2Thunder for the Wizard. Withering for the Thaum.
Wizards gain Lightning Storm: three thunderclaps, each striking four unpredictable squares. Each successful bolt hits half again as hard as an ordinary area pulse, and lightning appears only where it strikes. Ice Storm briefly roots foes caught in its first impact.
Thaumaturges inherit Withering Hex in place of Lightning Storm—a spreading death curse that weakens enemies. Existing knowledge and scrolls remain yours. Summoned companions may briefly draw one lesser foe’s attention; formidable bosses resist their challenge.
Stormspark now strikes for 90 lightning damage. Thornheart deals 60 poison damage followed by lingering venom. Wayfarer’s walking enchantment lasts twenty seconds and returns in fifteen minutes; Lanternwake returns in ten. Ice storms carry the pounding sound of heavy hail.
Spell descriptions fit their frames, and changing an equipped orb leaves your cursor clear.
26 OCTOBER 2026 · 2026.10.26.1Frost, thunder and flight.
Rimeglass now unleashes a hailstorm across a three-by-three area, dealing thirty ice damage and freezing wounded foes in place for six seconds. Frost remains beneath them until the enchantment thaws. Thunderhead strikes the whole area for thirty lightning damage, stunning those it wounds for two seconds. Starshard focuses its single-use power into ninety arcane damage against one foe.
Mercy and Vigor now restore sixty health or endurance. Respite restores thirty of each. All three can be used again after ten minutes, and need can be shared with a nearby ally.
Martial Artists can double-click a foe within three squares to leap beside it with a flying kick. The technique belongs to Hand-to-Hand: early attempts risk a fall or sprained ankle, while practiced fighters land more reliably. Walls and crowded landing places still bar the way.
Retreating enemies remain vulnerable and no longer regain their strength simply by turning toward home. A Road Back Home introduces the Orb of Asterfall through an early adventure from the city, replacing its chance appearance among fallen enemies.
The Black Lotus blossoms in five colors of light. Orb portraits keep their round shape on the action bar, and warding magic no longer loses part of its shimmering dome.
Update your client before returning to the realm.
25 OCTOBER 2026 · 2026.10.25.6A bloom beyond the sun.
New Aether Orbs bring the promise of home, a glimpse of nearby danger and relief from poison. Casters can follow a new tale to discover the Orb of the Black Lotus, whose shimmering petals restore a weary spirit.
Wayfarer’s Echo marks nearby creatures on your small map for thirty seconds. Stillwater cleanses poison. The Orb of Asterfall calls you home through four seconds of gathering light: stand still and remain outside combat until the journey ends.
New lanterns arrive filled with oil, while used lamps retain their own remaining fuel. Step from a dark place into daylight and your character extinguishes the flame. Recall rings can be used during action recovery.
Quest conversations and journal entries have clearer, more natural wording. Reading the North Watchman’s marker now advances A Light Before the Stair even during movement recovery or before you accept the task. Stacked enemies have smaller selection cards with clickable portraits. Gaoler Kharzug is considerably harder to bring down.
Update your client before returning to the realm.
25 OCTOBER 2026 · 2026.10.25.5Smoother steps.
Movement and other actions respond more promptly to your clicks, with particular attention to walking through towns. Combat and wilderness action timers keep their familiar pace.
Holding a scroll you cannot copy? Choose Put Back inside your spellbook to return it to your pack without closing the book.
25 OCTOBER 2026Storm and venom.
New discoveries await practiced spellcasters. Thaumaturges can call a rolling Poison Cloud, while Wizards can loose a sweep of twisting Whirlwinds. Both travel away from their caster, spreading danger across a group of enemies before fading. Choose your ground carefully: walls interrupt their passage, and your own magic can harm you.
Rare Thunderhead and Miasma Aether Orbs bring lightning and drifting poison to adventurers of every calling. A clearer targeting crosshair and a directional starburst help you place their power. Visit the class pages to learn more about the new spells.
Explore the class repertoires↗24 OCTOBER 2026 · 2026.10.24.3Aether & Discipline
Choose your own fighting rhythm. Five shortcuts, distinct martial techniques and selectable stances give every class more room to prepare. Rogues and Martial Artists have a Skills window, while Knights bring their spells and techniques together there. Pick up an ability icon and place it into the numbered tray to arrange your bar.
Rare Aether Orbs bring a prepared power to every class. New ranged equipment, ammunition and four returning-weapon quests reward those who fight at a distance. Spellbooks, hex dolls and ankhs offer dedicated focuses for casters. Held spells now consume a little mana each recovery tick, while held orbs remain free.
Combat and travel have refreshed sounds, the lantern control glows while lit, and equipment has clearer space for the new slots. Game Masters have reorganized tools with regional destinations. The gallery features current gameplay captures and new illustrations of Ignareth and Nocturne.
Learn the new controls or download the update.
24 OCTOBER 2026 · 2026.10.24.2Paths to Mastery
Skills now grow through twenty named ranks, independently of character level. Early practice builds confidence; advanced ranks demand sustained effort. Martial artists earn belts, black-belt degrees and sashes, while spellcasters, lockpickers and meditators follow their own titles.
Character advancement keeps its familiar opening pace, then becomes gradually more demanding beyond level five. Existing adventurers retain their level and progress toward the next one. Your practiced abilities carry forward too.
Gem finds are worth more, from Clouded Agate through the rarest Veilstones. The skills window is simpler, with rank progress and concise mana-recovery information.
2026.10.24.1 · A Quiet Current
A quiet current beneath the stone.
Casters now learn Meditation through the quiet recovery that follows battle. With practice, mana returns more quickly, while Veil Ward shelters its bearer for thirty seconds.
In Greywind, an abandoned vein of dark stone holds the names of miners who never came home. A scholar in Asterfall believes its stubborn metal and the blue sparks of Yttril can become something gentler. A new journey connects forgotten workings, a silversmith’s hearth and a room of blue light.
Creature voices beyond Ignareth have another pass, with more distinct calls and clearer sounds for attacks, injuries and death. The mountain keeps its familiar soundscape.
2026.10.23.7 · Voices of Ultiaris
Listen to the world around you.
The creatures of Ultiaris have found new voices. Orcs snarl, boars grunt, bones rattle and heavy guardians grind across stone. Attacks, wounds and final breaths have distinct sounds, while nearby calls fade with distance. Footfalls, doors, spells, coins and quiet dungeon echoes bring more texture to the journey.
Veil Ward now unfolds as a violet spectral shield. Belongings beside a monument or other obstruction can be reached from a neighboring square: right-click the remains, or press L to search nearby when nothing lies at your feet.
2026.10.23.6 · Fire and Reed
Raider drums. A dragon’s waking.
Pale armor and crimson cloth now mark the Briarclan against Asterfall’s green marshes. Their sleeping hollows and stolen supplies speak of a force settling in, and Reedwatch’s tunnels are more heavily guarded. Brakka Reedknife will not give up his keepsakes easily.
Deep below, Cinderheart commands a basalt roost amid the molten lake. Plunder lies around the dragon’s resting place, and stronger sentries haunt the winding approaches. Cinderheart is now level twelve. Across the known lands, ordinary hostile creatures have twenty percent more health; prepare your supplies before leaving shelter.
Camps, mines, guilds and treasuries have also received furnishings better suited to the people who use them.
Return to Ultiaris↗2026.10.23.5 · Among the reeds
New trouble in Asterfall's northern marsh.
Reed beds, shallow pools and scattered trees break up the northern wilds. Two raider camps have taken root among the clearings, and a small cave hides something more dangerous. A prepared adventurer around level six may find the challenge worthwhile, with two new keepsakes to discover. The old camp near the eastern gate has also gained another guard and a wandering patrol.
Cave mouths and passages now belong to the places around them: rooted hollows, pale limestone, timbered mines, snowbound openings and worked stone. Hollowroot's walls are natural rock, and the Glass Sepulchre is an ice cavern with the remnants of buried tombs. Uneven shores and broken cavern edges give familiar routes a more natural shape.
At the bank, click a coin to choose its quantity before picking it up. Shift-click takes the whole stack; placing it on the other side completes the transfer. Hobgoblins are a little sturdier, and combat messages describe the attack without telling you where to move.
Update and explore2026.10.23.4 · Preparing for the road
A simpler bank. A more dangerous passage.
Banking now feels like moving coins: pick them up from your carried money and place them on the bank side, or reverse the gesture to withdraw. Clearly separated balances and a spacious confirmation area make each transfer easy to follow.
Your lantern shows an oil flask and the number of refills in your pack. Refilling stays in your hands. The Thawing Vein holds more creatures along its branching passages, and the mountain’s cave mouths meet their cliffs, with snow-covered rock on the cold approaches.
The handbook and chronicles have been refreshed for travellers preparing to enter Ultiaris. Open Ultiaris.exe to update, or choose the latest ZIP on the download page.
2026.10.23.2 · Interior and adventure polish
A clearer world, a mountain of rumors
Wider interior vaults welcome several adventurers at once. Door and rope illustrations reflect their purpose, building corners remain visible without changing sight rules, and volcanic vents spread into larger flames. Ignareth’s storytellers now leave more to discovery, reserving their invitations for seasoned travellers.
2026.10.23.1 · Mountain visual polish
Ropes on the cliffs. Fire from the stone.
Ignareth’s hanging ropes now meet the cliff faces with reachable approaches at both ends. Volcanic ground hazards glow through cracks before rising into flame, with cleaner overlapping attack warnings.
22 OCTOBER 2026 · 2026.10.22.13Clearer fire. Mountain-matched paths.
Hanging ropes now sit against basalt walls, and the mountain approaches use matching cave artwork. Attack warnings trace the edge of the threatened ground without covering it in repeated symbols. Dragon breath erupts into visible flame when it lands, with shorter reach for smaller drakes. Open Ultiaris.exe to receive the update.
22 OCTOBER 2026 · 2026.10.22.12A smoother return to the world.
Fixed a crash that could prevent returning adventurers from entering the world. Open Ultiaris.exe to update, or use the current ZIP on the download page.
22 OCTOBER 2026 · 2026.10.22.11Mount Ignareth: the mountain that never stopped burning.
A new expedition for adventurers in their teens begins with stories at The Copper Kettle in Asterfall. Listen for tales of a northern road beyond the familiar lands, where winter loosens its grip and the stone breathes warmth.
Four volcanic tiers climb from Emberhollow’s ruined hearths to a living crater. Ancient ropes, dangerous creatures, marked environmental hazards and two original boss encounters make preparation and cooperation matter. Hear distant eruptions, falling stone and the mountain’s restless breath as you climb.
A remote outpost offers supplies and a local recovery service. New personal quests, discoveries and class-specific equipment await those who explore. Your return may change the stories people tell.
Read the new, extended, spoiler-free chronicles of Mount Ignareth and Nocturne. Then open Ultiaris.exe to update, or get the current ZIP from the download page.
22 OCTOBER 2026 · 2026.10.22.10Winding caves, living shores & clearer service windows.
Asterfall’s expanded coast now has coves, headlands and a furnished southwest camp. Tidebound Keep has a shaped island shore and remains accessible by swimming. Blackvein Mine’s two floors have distinct winding routes, irregular chambers, branches and loops. Observatory grounds and coastal approaches blend into the landscape, and misplaced land enemies have been moved onto connected terrain.
Greywind March has more wilderness encounters, with travel space between camps. Thornwatch’s residents have more room around their work.
The banker and Vault have clearer item and coin controls. Coin displays throughout the game now run from highest value on the left to lowest on the right.
Tanners now specialize by region. Basic hides can be worked near home, while advanced hides require craftspeople farther into the world. Each tanner explains their specialties and where other hides can be worked.
The compact Journey Log shows two lines, temporary click feedback expires, and /who responses appear in blue. Practice dummies and lockboxes have appropriate descriptions. Atlas labels stay separated around nearby destinations.
Open Ultiaris.exe to update, or download the latest ZIP.
22 OCTOBER 2026 · 2026.10.22.9New roads, guild rooms & clearer controls.
Asterfall has more hunting grounds, a guarded two-level mine and a swordsmith with work for an adventurer. Black ore and rarer, blue-shimmering Yttril can become a black-bladed longsword. Across the northeast water, Tidebound Keep waits for a prepared pair of adventurers. You will need to swim.
Guilds now have places to practice: early weapon ranks at the Knights’ dummies and early lockpicking at the Rogues’ lockbox. Rogues can buy discounted guild lockpicks. The Martial Artist guild has a lethal sparring room with a clear warning; normal turns resume inside the practice areas. Coaching prices rise more strongly with skill, and the lesson screen clearly shows progress and active training.
All loot beneath your feet appears together and refreshes after pickup. Drop a held item onto the world, or use the separate Destroy control. Independent Fast Drop and Fast Destroy preferences start off, and your settings now survive sessions and updates. Pets yield around loot, town guards keep their selection, and empty NPC dialogue no longer opens a blank scroll.
Lanterns have clearer Lit and Unlit states, centered artwork and an oil-count refill button. A starter lamp lasts ten minutes per charge; rarer lamps are more efficient and have no level requirement. Oil stays in the pack and refilling remains manual. Right-click warmed magic to cancel it. Pending group invitations show Invite Sent; unread Tells highlight red with a nearby dismiss control.
Armor fits more naturally on your character, and travel through the shared world uses less bandwidth.
Read the updated handbook, then open Ultiaris.exe to update or download the current ZIP.
22 OCTOBER 2026 · 2026.10.22.8Light for the road. A ring for the return.
Lantern and recall controls now open beside the world. Watch your lantern burn, check its fuel and add oil. Your recall ring shows its destination and animated glow; Recall travels immediately, while Unbind & Remove keeps the ring intact.
Tells sit within the header, with a compact conversation list when several people are talking. Vendors show your money with coin icons. Visible GMs carry identifying tags in /who, and world notices can be dismissed manually.
Lockpicking joins the disciplines you can practice, with picks available from supply merchants. Rogues have full training and normal practice; other classes receive limited instruction and practice at half speed. All summoned companions now last 45 turns, a 50% increase.
Game Masters have clearer tools for helping players and maintaining the realm.
Launch Ultiaris.exe to update, or get the current ZIP. The handbook explains the new travel controls.
22 OCTOBER 2026 · 2026.10.22.5One launcher. Every adventure.
Ultiaris.exe is your new starting point: live server status and player count, news from the Steward, release notes, and automatic updates that download only changed files. Choose the small Windows installer or the complete portable ZIP. Both include the same launcher.
Group chat now uses compact lines and a vertical scrollbar. Scroll back without losing your place when a new message arrives, or stay at the bottom to follow the conversation. Accept or decline invitations from the small party panel, sidebar or Group Management. Party chat clears when the group ends; Journey Log messages remain for your current login session.
Get the launcher for this first update. Future releases arrive through it.
22 OCTOBER 2026 · 2026.10.22.3Conversations, groups and simpler trades.
GROUP now opens party chat in the sidebar, leaving the world visible. Its button glows blue for unread messages. Open Group Management when you need invitations or member controls, or invite another adventurer directly from Target.
Tells keep both sides of each conversation for your current session. Dismiss a notice without losing its messages; it returns when you send or receive another tell from that person. Service windows show their own action feedback.
Trades now use item icons with hover details and separate coin totals. Pick coins from your purse and drop them anywhere in the trade window to add them to your offer. Pick up an offered item or your coins to remove them. Every change clears both acceptances.
A pending-trade notice lets you open or cancel a trade while another window is open. Download the current client to connect.
22 OCTOBER 2026 · 2026.10.22.2Player trading and clearer conversations.
Trade pack items and coins with nearby adventurers. Review both offers and accept together; changing an offer clears acceptance, and cancelled trades leave belongings with their owners.
Private tells now have a red header indicator, unread count, a quiet sound and a reply view. Nearby speech shows a brief white bubble. Press / to start a chat command.
Selecting yourself in the party shows your character in Target. Corpses explain coins already shared, and each party member sees their share. Unequipped lanterns show a dim button and empty fuel gauge. Inventory hints clear when you move on.
Download the current client before connecting.
21 OCTOBER 2026 · 2026.10.21.8Travel together.
Four-player parties now support invitations, shared rewards, rare-loot rolls and healing your companions. A compact party panel stays beside the action. Chat adds nearby speech, private tells, group messages, emotes and online player lists.
Lanterns use oil, with efficient upgrades to discover. Coin denominations have their own purse slots and can be picked up to drop or deposit. Skills now live in the character window; Journal moves into the sidebar, and ring settings have been centered and refined.
Higher-level enemies better resist novice attacks, camp awareness has improved, and major guardians have more staying power for small groups. Armed humanoids leave worn weapons and occasionally recovery supplies. Use /bug in chat to report a problem.
Read the party and chat guide or get the latest client.
21 OCTOBER 2026 · 2026.10.21.6Balance, progression and treasure.
Coin drops are smaller and gems are now rare finds. Prices use gold and platinum where appropriate. Later levels take a little longer to earn; existing characters keep their level and progress through it.
Life drain restores less health, spell ranks have revised mana costs, and better melee weapons strengthen techniques. Major guardians recover slowly and resist attacks from much less experienced adventurers—bring suitable training and equipment.
Mae’s Meadow Charm is now a necklace. The ring tray makes your jewellery easier to inspect.
Download the new client before connecting.
21 OCTOBER 2026 · 2026.10.21.5One backpack, earned upgrades.
Start with eight loose slots, then buy your only backpack from Edrin for 1 gold. His quests expand it from 16 to 24, 32, 40 and finally 48 slots. Your belongings and binding stay intact. Larger packs are earned through adventures. Edrin and the Sage have more to tell as you travel.
Wandering quest givers stay put while you speak with them. Rings have a new jewellery tray, and world announcements and shutdown countdowns keep everyone informed.
Download the latest client to connect.
21 OCTOBER 2026 · 2026.10.21.3More to find. Less in the shop window.
Magical equipment now comes from adventures and quests, while ordinary merchants carry the basics. Thirteen necklaces, more rings and class-specific weapons add choices for every class. New equipment quest chains and additional dungeon guardians give those choices places in the world.
Thaumaturges gain poison, disease, curse and death magic. Rogues can coat a dagger with blade poison, and Martial Artists gain blocking through Unarmed practice. Matching resistance gear and modest spell-focused weapons support different builds.
Walk onto loot and right-click your tile, press L. Dropping stacks now offers a quantity choice; the small belt pockets accept held potions. Monster remains last 10 minutes, dropped items one hour and fallen player belongings one day. Necklaces have a dedicated slot, and the ring, Recall and paperdoll interfaces have been refined.
Restorative balm has a base price of 50 silver; mana tonic is 60 silver. Download the updated client before connecting.
21 OCTOBER 2026Clearer class roles and a cleaner interface.
Knights now have three endurance techniques and a small mana reserve for healing, a health blessing and Turn Undead. Rogues and Martial Artists each have four endurance techniques. Full casters keep their broader spellbooks and stronger sustained spell damage.
Character equipment fitting, floating NPC names and the top controls have been revised. The website has fresh game images, abilities listed in level order and a live server indicator. The Windows download now requires online sign-in.
Download the current client to connect to the updated server.
A SHARED WORLDA shared online world.
Online characters, their belongings and their progress live on the game server. Meet other adventurers in the same world, share its roads and return to the character you have made your own.
Your browser can be the first stop: create an account with an invitation, sign in to see your characters, then enter the world through the Windows client.
Visit your account↗THE KNOWN LANDSMore than a place to fight.
Six lands. Six callings. Towns, wilderness and hidden places, with stories that grow through conversations and quests. Your character’s strengths come from training, practiced disciplines and the equipment you choose to wear.
Explore the lands↗THE JOURNEY IS YOURSLeave room for discovery.
The handbook explains how to prepare. The class pages introduce your spells and techniques. The rest—the hidden paths, rare treasures and answers to old questions—waits inside the world.
Open the handbook↗