29 October 2026
A city, a guild of thieves, and the first dungeon
- Frostgate is open. The realm's first dungeon lies under the Whitecrown, for levels 18 to 20. Walk into the blue portal and your group gets its own copy for an hour. On the main quest, Bren goes in with you: fights beside you, heals you when you're in trouble, and brings you back if you fall. Two bosses, the Rime Mother and Vaskar, and the Rimeguard set in their spoils, once a day per character.
- Learn to dodge. In Frostgate's Gate Hall, Bren shows you how: with Fight selected, double-tap a direction (or hold Shift and press it) to roll. For a moment nothing can touch you. Then practise on a few harmless rings.
- Rings on the ground. Bosses now warn you before a big hit. A light blue ring gives you 1.2 seconds to step out, a white-violet one 2 seconds, and you should always roll. A gold ring under a boss means it's casting and open: hit it hard.
- Harrowgate, the first city. Over the Kingsneck on the Eastmarch coast, the hub for levels 10 to 20. Half of it stands out on the water: stone islands and canals round a harbour basin, the Sea Stair up to the Lantern Market, and Harrow Keep on the crest with the Hearthfane cathedral and the Proving Yard. The harbour has gulls, fish, cats, dogs and rats, and people going about their day.
- Gull Isle, the mage quarter. One of Harrowgate's islands: homes of every size, shops round a crystal fountain, a park, and the Spire at the tip.
- The Thieves' Guild. Under Harrowgate runs a maze of old drains, and at its heart, a cistern hall where the guild drinks. To get in, start with Silas Wick in a Stormridge back alley: he teaches Backstab and Pickpocket, then has a job for you, Who's Going to Know. Pull it off without ever being seen for a bonus and the title Unseen. After that, somebody will find you.
- Sneaking, Skyrim style. Using a skill no longer ends your sneak. Fight stance, guarding, striking and jumping all keep you hidden. Only pressing C, being spotted, or being hit gives you away, unless a skill's description says it breaks your sneak (Backstab does, when it lands). Sprinting, swimming and riding still end it. Your gear fades properly too, bows included.
- Herbs and alchemy, rebuilt. Every kind of herb now has four fixed effects, helpful or harmful, and you start out not knowing any of them. Learn them by eating a herb, studying it in a test tube, brewing with it, or with a good eye for Herbalism. At an alchemy table, mix two herbs (three at Alchemy 25, four at 50): the potion gets every effect they share. Every brew that works goes into your recipe book under My Brews, so you can make it again with one click. Brew something more harmful than helpful and it comes out as a thrown Poison or Smoke Flask.
- Kinder to new herbalists. Below Herbalism 25, a fumbled pick just loses you the plant. No more poisoning yourself on your first day.
- A real potion book. Healing Draughts and Energy Tonics from Minor to Major, elixirs of the Bear, Cat and Owl, Ironskin and Stoneblood, flasks that last through death, Swiftness, Water Breathing and Night Eye. Aldous teaches recipes up to Alchemy 30 and Isolde Fairweather in Stormridge from there.
- Caves come alive. Bats roost in the roof, water drips into puddles, and some stalactites ooze green slime. Walk under one and a Cave Ooze drops on you.
- New in the wilds:
- Gnarlwights: dead trees that walk, deep in the Old Wood. Some stand still among the living trees until you chop the wrong one.
- Precious: about once a week a great sow turns up at the boar wallow. Hurt her young and watch for the red line in the grass: that's where she charges.
- Wayside graveyards near Brackenford, on the Bog road, on the Kingsneck and under the Whitecrown, so your ghost has less far to walk.
- More to learn in Stormridge. Edda Rookwood teaches Padded and Silkweave cloth to dedicated tailors, and Ulric teaches bronze and iron arrows. Corwin now teaches you to make your own fishing rods.
- Film look (Game Options > General): a warm colour grade, soft bloom and smoother edges. It starts on; turn it off for a plainer, slightly faster picture.
- Also: arrows you buy, loot or pick up go straight into your quiver, and bandits sheathe their weapons at the hip until a fight starts.
Coming soon: the realm's final map, a far bigger island with a snow-capped mountain at its heart. It's being built piece by piece on a test world, and we'll only move over to it once it's right. Take a first look.