Gear, levels that matter, and smoother walking
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Over a thousand pieces of gear
Every helm, robe, shield, weapon and quiver in the game's wardrobe is now a real item you can own, wear and trade — more than 1,300 of them, in four tiers from copper to steel.
- Forge them. Each tier and slot has a forge recipe. What comes out of the fire is a random piece from that tier, so two smiths rarely make the same thing.
- Find them. Any creature can drop a piece of its own tier.
- Buy the basics. The general store stocks copper pieces, and the new armourer sells copper and bronze.
No two pieces are quite the same
Every piece rolls its stats a little above or below its tier's base, up to ten percent either way. Many also carry a bonus or two: extra health, a touch of speed, faster gathering, lifesteal, tougher against creatures, or more experience in one skill. Now and then a piece comes out flawed — one strong bonus paid for with a drawback. Hover over any piece of gear, in your bag, on your character, at a vendor, on the market or in a trade, to see exactly what it rolled.
Levels pay a little
Each level in a skill now makes you slightly better at it: a small chance of an extra log, ore, fish, crop or crafted item that grows with every level (about 10% at level 99). Your skill tooltips show your current bonus, how much experience the next level needs and what it unlocks. Weapon mastery level-ups are announced now too.
Walking
- Hold the mouse button on the ground to keep walking towards the pointer.
- Follow another player from their right-click menu.
- Long clicks arrive. Clicking far across the map walks you all the way there.
- Fast walkers (Agility 51+) break into a run.
- No more stepping back and turning round at the end of a walk, and clicking the tree you are already chopping no longer restarts your swing.
Food and the economy
- Eleven new campfire recipes put every crop to use: pickled radish, beetroot soup, cabbage stew, parsnip mash, kale crisps, roast cauliflower, pumpkin soup, fried fish, harvest stew, vegetable pie, and sunflower oil.
- Weapons and armour now wear a little with every blow, like tools do, and warn you before they break. Mend them at a workbench or forge.
- Vendors pay less for worn gear.
- Forge and workbench jobs left running on their own work at a gentler pace.
Fixes9 changes
- Trading with a full bag can no longer lose an item.
- Looting your pile with a full bag takes what fits and leaves the rest, instead of nothing.
- Crafting from your last stack no longer says your bag is full.
- Walking over a door on the way somewhere else no longer pulls you inside.
- Other players no longer walk on and slide back after stopping.
- Agility can be trained from level 1 — the ladder north of town is open to everyone.
- Logging out beside a tree or rock you worked clean still counts as gathering while you're away.
- Claim stones and stations are no longer dropped when you die.
- Goblin and skeleton bodies are gone from the character creator. They were never built to wear hair or armour, which is why hair sat wrong on them. Characters made with one are now human.
Still to come
Much of the new gear shows in your bag before it shows on your character: helms, shields and most armour are waiting for their worn animations, which are being drawn over the coming updates.
Thanks for playing — and keep the bug reports coming from Esc → Report a bug.
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