Grindy Mud: what’s new

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2026-10-27

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.