October 7, 2026
New
- The Porters' Rite. A short first Deep of three floors that every porter goes down once. It is always open: ring the cage bell in the Adit, or say "Rite" by the cage, and pick START HERE. Each floor teaches one rule of the Deeps, and THE OVERSEER waits at the bottom with a share of his hoard for each newcomer.
- Carrying the lamp. After the Rite you can go down again only as a newcomer's escort, who fights but takes nothing. Going alone? Wulfric and Nella at Rue's escort newcomers for free.
- Shared Deeps. Ride down the same Deep by the same entrance within 5 minutes of another party and you join their run, up to 3 parties and 8 porters. Waves share one five-minute clock, seams never refill, and the stair waits for every living porter. Cage and crater runs never mix.
- Rival companies. On a thinly manned floor, a rival company may come down to dig, fight and rob. Kill them for their gear and ore. The Rite has none of these: its own rival band waits in its last hall.
- Craters. When a Deep opens, the ground shakes and a crater appears with a rope at its lip until the Deep shuts. Double-click the rope to go down with up to four party members. If the crater collapses while you are below, living porters are hauled up alive with their belongings, and ghosts come up beside their bodies. The Ember Rent, south of Minoc, is the first; its own floors aren't built yet, so for now it leads to borrowed Warden's Deep floors that give no depth credit, Deepheart, title, carving or uniques. The Drowned Rise crater is optional and off by default. Odo the Ropewright sells rope and torches at the rim; neither does anything yet.
- Tailoring and Carpentry. Two new trades, with Tailor and Carpenter cards behind The Trades button. Double-click a sewing kit or saw to make classic clothes, leather and studded armour, stools, tables, chests and bookcases, all carrying your mark.
- Rare gear with a purpose. Set a rare find into a crafted piece through SELECT EXTRA. Warden's Lodestone hits hardest and can slow a foe; Drowned Pearl weapons drink back a little health; Fey Silk weapons swing faster for less stamina. Rare armour gains stronger protection and a share of its material's suit effect. Pearl helps against cold and water, silk restores mana faster, and lodestone can turn aside part of a blow. Pearl and silk also work in Tailoring; clothing carries a suit share, but gains no armour guard or durability. Pieces show their material's colour and keep their maker and source stamps.
- Furniture. Drag a piece to the ground to set it down; boxes, crates, chests and bookcases open like any container. Loose furniture outside a house is public and vanishes when the server restarts.
- A house of your own. Tobias the Architect on Minoc's south lane sells small wooden houses for 2,000 gold and stone-and-plaster houses for 2,500. Double-click the deed and choose open, dry ground well outside town. You may own one house per account. The house comes with a key in your pack and a spare in your bank.
- Locks, friends and storage. Use the house sign to add friends or co-owners and change the locks. Inside, say "I wish to lock this down" to fasten furniture, or "I wish to secure this" to protect a chest. Secure containers open only for the owner, co-owners and friends. Houses and their contents survive a restart. Loose things remain stealable, and a stolen key opens the door: change your locks if you lose one.
- Keep your house visited. An owner, co-owner or friend refreshes a house by visiting. After 14 real days without a visit, it collapses and leaves its contents on the ground for anyone to take.
- Weapon mastery. Fighting skills teach a first move at 50, strengthen it at 80, and teach a second at 100. Your weapon must match the move. Masters’ trials are optional prize fights; technique manuals no longer teach moves. Existing characters keep learned moves, though second moves require 100 skill to use.
- Dash and roll for everyone. Press Space to dash or tap Shift to roll. Both spend stamina and share a short recovery; holding Shift with another key or click does not roll.
- Know the move you just learned. A new notice shows its icon, name, actual hotbar key and how to use it. The key glows until you use the move or 30 seconds pass. Open Skills with P to see the move under its skill, marked NEW on the first visit.
- Bulk order deeds. Say bulk order at a smith, tailor or carpenter (30 skill in their craft) to get a deed. Each guild gives one every six real hours, and the wait is saved with your character. Your first order is an easy apprentice set; later ones match your skill and may ask for exceptional work, coloured metal or a special material. From 70 skill, large orders collect filled small deeds into a full set.
- Filling and handing in. Double-click the deed and press Combine to add pieces you made yourself; they keep their full weight until hand-in. Any keeper of the guild pays gold plus one reward: tools, ingots, furniture, rare materials, or guild tools that add +5 or +10 to your success and exceptional chances. Ten iron daggers pay 150 gold and a tool.
- Secrets for sale. Rue's paid tips now sell real secrets on a price ladder: 20 gold for this week's word on the Deeps, 50, 100 or 150 for a real lead (drowned pearls, the Warden's lodestone, how to beat the Sluice Mother) and 250 for a hidden place few in Minoc know. Say "Rue, tip" for the 50-gold offer, "Rue, tip 100" for another rung, then "Rue, pay for tip". A secret you have bought is retold free.
Changed
- Town conversations keep working with written replies when the live storyteller reaches its monthly budget.
- The Deep bottoms are end-game and repeatable. The Warden's Deep floors 9–12 and the Drowned Deep floors 7–8 are built for a strong group of four or five: more waves, hardened creatures, no healer and better loot. Ring the cage again for a new run.
- Metal armour and spells. Each worn piece of ring, chain or plate adds a 6% chance (up to 30%) to spoil a spell, and any metal stops Meditation.
- The cage picker. Until you finish the Rite, the cage bell always opens the picker.
- Rare finds are rarer. Each eligible visit has a 10% chance of Drowned Pearl, 8% of Fey Silk, or 6% of Warden's Lodestone. Lodestone is found only from floor nine down. Existing pieces gain the new material effects.
- Free tips stay free. How-to advice and directions are never sold: say "Rue, free tip" or ask anyone "how do I …".
- Livelier townsfolk. People in town answer local questions more usefully, point lost newcomers to a nearby place and next step, and chat a little more often.
Fixed
- Ghosts wear the classic hooded death shroud in the world and on paperdolls. It cannot be taken off or looted, and disappears when you are raised.
- Five murder counts always make you red, however high your karma.
- Deep bosses are now sized correctly when you bring a hired companion.
- Finds and carried gear keep distinct identities across Deep visits, so a new find cannot replace an older one with the same item number.
- Townsfolk treat a reported theft or attack as a report and send you to a guard, instead of taking it as a threat.
- Ask for directions too vaguely and townsfolk ask what you mean instead of guessing.
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