Changelog

Updates

What changed in Greenvale, newest first. The beta moves quickly, so this page does too.

Buy orders

Tell the Auction House what you want, and what you pay for it.

  • Place a buy order: pick an item, how many (up to 20) and your price for each. The gold is held until someone sells.
  • Whoever has it can sell to you from the new Buy orders tab, all of it or a part. What they sell comes to your Post box.
  • Withdraw an order any time, and you get back what is still held.

Copper

Copper Ore finally goes somewhere: into the furnace, and from there onto your feet and legs.

  • Copper Ore smelts into Copper Bars in the Furnace at Home: two ore and one coal for each bar.
  • Two new things to make at the Crafting Table from level 10: Copper-Toed Boots (3 Copper Bars and a Snake Skin) and Copper-Riveted Leggings (2 Copper Bars and 2 Spider Silk).

Every boss, once a day

You can fell each raid boss once a day now, not one raid in all.

  • One Mossback, one Firebird, one Crystal Dragon and one Keeper a day, each with its full purse and its own spoils.
  • Lose or flee, and you can try that boss again the same day. The day still starts at midnight UTC.

Legendary gear

Every legendary is now something to wear, and one pair of boots makes the road go faster.

  • Boots of Haste: make them at the Crafting Table from an Ancient Dragon Egg and Ashwalker Boots. Charged, a step on the road takes 5 seconds instead of 8. One diamond charges 200 steps, at the same table.
  • The Crown of the Forgotten King is something to wear now: +4 attack and +6 armor on your head.
  • Two new legendaries to find on the road: Stormgrip Gauntlets for your hands and Ironroot Greaves for your legs.
  • The Crafting Table has a new look: pick a recipe, see what it takes against what you have, and craft.

Deeper raids

Two more raid bosses, one for Crystal Caverns and one for the Abyss, and every raid boss now keeps a legendary.

  • From level 20 the Crystal Dragon waits in Crystal Caverns. The humming down there was never the stone.
  • From level 30 the Keeper waits at the bottom of the Abyss. Somebody had to sweep those stairs.
  • Both are exactly as hard as the Mossback and the Firebird at your level, and pay as well. Their spoils come from their own region, and the first time you fell one, you also get its trophy.
  • Every raid boss now has a legendary, in about one felled raid in 15: the Sunforged Blade from the Firebird, and three you cannot find anywhere else. The Mosscrown from the Mossback, the Dragonheart from the Crystal Dragon and the Keeper's Slippers from the Keeper.

More to make

The Crafting Table now makes a weapon, a jerkin and a ring, and energy potions.

  • Heartwood Bow from level 10: three Oak Heartwood and three Spider Silk. +6 attack, as strong as a Cinderbrand you would otherwise have to find.
  • Emerald Ring from level 10: three Silver Bars and two Emerald Shards. +2 attack and +2 armor.
  • Trollhide Jerkin from level 15: a Troll Hide, three Spider Silk and two Iron Bars. +2 attack and +4 armor, and a smell that will not wash out.
  • Energy Potions from level 20: three Glowcaps from the caverns and an Ember Stone from the burnt woods.

The Abyss

From level 30 the stair under the caverns is open. Somebody has swept it for you.

  • Twelve new places and five new gambles, from a letterbox nobody empties to a light you should not follow.
  • Lantern moths and sweepers from level 30, blind wyrms from 32 and the abyssal angler from 35.
  • An obsidian node to mine with a crystal pickaxe, and roots hanging down from the world above to chop for Ghostwood.
  • Two new things to make from level 30: the Obsidian Pickaxe, the heaviest there is, and Wyrmhide Boots, +2 attack and +3 armor.
  • Alwyn has one more thing in his drawer from level 26. It is about who sweeps.

Goals that travel

Your daily goals now belong to a region, and they grow with every region you open.

  • Each goal is set in your furthest region or the one before it, so some days send you back to Greenvale. It says where it counts, with a way to get there.
  • With Ashen Woods open, a day of goals is half again as long as in Greenvale; with Crystal Caverns, twice as long. Hunts, gold and XP grow along with it.
  • A hunt is now about a day of fighting one kind: two rats in Greenvale, four tarantulas in Ashen Woods.
  • Today's goals stay today's goals. Opening a new region halfway through the day changes tomorrow, not this afternoon.

The Heavy Chest

From level 20, build a heavy chest at Home and give your pack its room back.

  • It costs wood, iron bars and gold, and holds fifty kinds of things, as many of each as you like.
  • Drag a stack in from your pack, or tap the empty slot and choose. Drag it back, or tap it and take it out.
  • What lies in the chest stays at Home: quests, recipes and traders only see your pack.

More furnaces

Buy another furnace right on the furnace page, and smelt a whole stack of ore at once.

  • A furnace now holds 100 bars, so a full stack of ore goes in at once.
  • Buy another furnace with diamonds on the furnace page, up to four. It stands under the first, with its own slots and its own queue, so iron and silver can smelt side by side.
  • Ready bars come out by dragging them to your pack, or by tapping them and choosing Take.

The beta is open

Anyone can play now, straight from the homepage, and anyone can make an account. No invite needed.

  • Press Play now and you are on the road as a guest. Your progress stays in that browser until you create an account; then it moves into your account and is saved.
  • Guests play up to level 10. After that the road waits until you create an account.
  • Everyone who played the closed beta keeps the Beta Tester badge and the Founder's Cape. Thank you for putting up with us before we were presentable.

Weekly prizes

Finish a week in the top 3 of a This week board and the village pays you for it.

  • Every board counts: Level, Monsters, Adventures, Items found and Gold earned. #1 wins 500 gold, #2 300 and #3 150, plus a share of a level in XP.
  • The week ends on Monday at 00:00 UTC. Your prizes arrive the next time you play, with a pop-up so you cannot miss them.
  • A new badge, On the Podium, counts every time you finish in the top 3.
  • The first prizes go out on Monday 12 October, for this week. Last week ended before anyone was keeping score.

Gold earned

A fifth ranking on the Leaderboard: the gold you earn in the game itself.

  • Finds, fights, risks, quests, badges and selling to the shops, to Garrick and to the merchant on the road all count. A risk that goes wrong, or a knockout, takes it off again; what you spend does not.
  • The bank, the Auction House and gold from other players do not count. Two friends selling the same sword back and forth will need another hobby.
  • Everyone starts at zero today.

Mining, rebuilt

Nodes have health now, pickaxes wear out, and there are two new ones to make. The rock has been told.

  • Pick your pickaxe at a node, then strike as the ring closes on the glint. A clean hit does double damage, and every hit that lands knocks ore loose.
  • Take the node's health to zero and it breaks open: what was inside goes straight into your pack. The cleaner you hit, the better it tends to be.
  • Every swing that hits the rock wears your pickaxe down by one. When it breaks, it is gone, and you make a new one at the Crafting Table.
  • Two new pickaxes: the Dwarven Pickaxe from level 15 and the Crystal Pickaxe from level 20. They hit harder, last longer and find rare things a little more often.
  • A Stone Pickaxe can no longer open an iron node. It says so before you swing, which is more than most tools manage.

A new Leaderboard

The Leaderboard has a podium for the top three, and two new rankings: Adventures and Items found.

  • Rank by Level, Monsters, Adventures or Items found, all time or this week.
  • On the all-time lists you see how many places everyone moved since Monday, and how far you are from the place above you.
  • Adventures and Items found count for this week from your first save after this update.

Weekly leaderboards

The Leaderboard now has two lists: all time, and this week. Each has its own boards.

  • All time: Monsters Killed and Level.
  • This week: Monsters Killed and XP Gained, from Monday 00:00 UTC. XP you lose on a bad risk comes off again.

Travel costs gold

Travelling to another region now costs 150 gold, paid from the gold you carry.

  • The fare is on every Travel button. Gold in the bank stays there.

The journey is a streak

The seven-day journey now rewards coming back every day. Miss a day and it starts over at day 1.

  • Play on consecutive days to walk all seven stops, and keep going for round two and beyond.
  • Every day you already walked still counts towards the Pilgrim badge.
  • Last played before 6 October? You carry on from where you were.

Crystal Caverns

From level 20 the hills open up. Crystal Caverns has its own places, its own monsters and its own things to find.

  • Twelve new places and five new gambles, from the Echoing Gallery to the Hollow Geode.
  • Cave bats and kobolds from level 20, crystal golems from 22 and the basilisk from 25.
  • A crystal node to mine for Quartz, Crystal Chunks and gems, and a Giant Glowcap to chop: a mushroom the size of an oak.
  • Quartz-Studded Leggings at the Crafting Table from level 20, from Quartz, Iron Bars and Spider Silk: +2 attack and +3 armor.

Tilda, Quartermaster

A new trader on Market Square. Tilda keeps the village stores: she buys what you dig, chop and pick, and sells what the village has spare.

  • She buys any raw material at a trader's price, more than the merchant on the road pays.
  • Her shelf changes every day: ore, coal, herbs, resin, crystals and gems, a few of each. Handy when you are short, dearer than fetching it yourself.
  • Wood and stone stay with the merchant, and what grows only in Ashen Woods you still have to go and get.

The Firebird

The nest in Ashen Woods was never empty. From level 10 there is a second raid boss: the Firebird, back, and not pleased.

  • Take it on from Raids, alone or with friends, like the Mossback. It is exactly as hard and pays as well, at every level.
  • Its spoils come from Ashen Woods: ember stones, heartcoal, potions and, now and then, a phoenix feather. The first time you fell it, you also get its crest.
  • You still fell one raid a day, so pick the spoils you want.

More from Alwyn's drawer

Alwyn found the rest of his drawer. Seven new quests from level 6 to level 16, across Greenvale and Ashen Woods.

  • A brass key that opens nothing, a shrine that sweeps itself, and the other half of something Alwyn buried forty years ago.
  • Maren wants spider silk, herbs and a silver bar. Garrick wants iron bars, and he knows the difference.
  • The last one points at the hills to the east, which have started to hum.
  • They come one at a time, in order, like the first five. Pick them up from Alwyn in the Village.

Raid spoils in your pack

Fell a raid boss and its spoils go straight into your pack, like anything else you loot.

  • No more fetching them from the Post box.
  • Only what does not fit in your pack waits there, and nothing is lost if that is full too.

The furnace takes its time

Smelting is no longer instant. The furnace works while you are out on the road, and tells you when a bar is done.

  • An Iron Bar takes a minute, a Silver Bar two. Put the ore in, go explore, and come back for the bars.
  • It keeps going on any screen, and even with the game closed. A short clink tells you each bar is ready, and Home counts the bars waiting for you.
  • Bars wait in the furnace until you press Take out, so a full pack never loses one. The furnace holds 20 at a time.
  • Buy more smelting slots with diamonds, up to four bars at once. Bars already waiting start right away.

A furnace at Home

From level 10 you can build a furnace at Home. Ore goes in, bars come out, and the Crafting Table works in metal instead of rock.

  • Build it from 40 Stone and 400 gold. All that stone in your pack was waiting for this.
  • Two Iron Ore and one Coal smelt into an Iron Bar. Two Silver Ore and one Coal make a Silver Bar.
  • The Iron Pickaxe and the Iron Axe now take three Iron Bars and four Wood: the same ore and coal as before, smelted first.
  • The Silvered Helm now takes five Silver Bars and one Iron Bar.
  • Ore you already carry stays yours. Smelt it once the furnace stands.

Gear from the bench

From level 10 your Crafting Table makes gear as well as tools. Nobody sells it and nothing drops it: you make it, or you buy it from someone who did.

  • A Silvered Helm, from ten Silver Ore, three Iron Ore and three Coal, all out of the seams in Ashen Woods: +1 attack and +4 armor.
  • Wolfhide Gauntlets, from a Wolf Pelt, two Snake Skins and a Spider Silk, off the beasts of Greenvale: +3 attack and +2 armor.
  • Already at the most your armor can stop? The attack on both still counts.

An iron axe

The stone axe can start an argument with an oak. The iron one finishes it.

  • From level 10 the Crafting Table makes an Iron Axe from six Iron Ore, three Coal and four Wood, like the Iron Pickaxe.
  • Keep it in your pack and every tree gives you eight chops instead of six: up to four logs instead of three.

Cook a stew, bake some bread

The village was always going to bake with your wheat. It turns out the village is you. From level 5 your Crafting Table cooks and bakes.

  • A new quest from Alwyn, The Old Recipe, from level 5 and after The Waiting Room: take Maren a grease-stained recipe card and a mushroom. She cooks it, and you keep the card.
  • The Crafting Table cooks a Mushroom Stew from one Mushroom and one bundle of Herbs: more energy and more health than the mushroom on its own.
  • It bakes four Bread from four Wheat. Wheat finally does something besides sit in Storage.
  • Two Corn, two Carrots and a Tomato cook into one Harvest Stew: one bite that heals more than any crop, and one slot in your pack instead of three.
  • Mushrooms grow by the old oaks in Greenvale: chop one with your axe and one sometimes drops out.

Brew your own health potions

Maren has run out of herbs, and Alwyn has volunteered you. From level 4 you can brew a Health Potion yourself, at the Crafting Table at Home.

  • A new quest from Alwyn, The Waiting Room, from level 4 and after The Letter: bring Maren three Herbs. She pays 260 gold and a potion, and shows you how it's done.
  • The Crafting Table brews one Health Potion from three Herbs. It heals you fully, even in the middle of a fight.
  • Herbs only grow in Greenvale: by the water, and on its rats and snakes. Out in Ashen Woods? Someone in Greenvale can sell you some on the Auction House.

Your pack, on the road

Your pack now opens right over Explore, even in the middle of a fight. It will feed you there; it won't dress you.

  • On a phone, tap Pack at the bottom. On a computer, use Inventory in the menu or the pack beside your traveller, or press I.
  • Pack full? Make room in your pack opens it right there. Make room, close it, and press Take it.
  • Your traveller now stands in full beside the card, with what you wear from head to boots, and your attack, armor and how much a blow is softened.

Your traveller, along the bottom

On a computer, your health, energy and gold moved to a bar along the bottom. The top of the screen is now just the top of the screen.

  • On a wide screen the bar with your level, health, energy, gold and diamonds sits at the bottom, with Eat and Sprint as two proper buttons on the right.
  • The bell and the settings moved too: they are at the foot of the menu on the left. Phones are as they were.

Raids, alone or with friends

Big ones don't wander onto the road any more. They wait on Raids, for whoever turns up. You can fell one a day; they insist.

  • Raids. Take on The Mossback from Raids. Fight alone takes you straight in. Gather a team opens a lobby, and you invite friends who are playing right now.
  • Every raid is its own beast, sized for whoever turns up. In a team you take turns, and it hits back whoever just hit it. Miss your turn and you're skipped until you tap I'm back.
  • Felled, everyone who landed a hit gets a share, and the first time you fell it, Garrick sends its tusk by post. Not felled, nobody gets anything, and what you ate stays eaten.
  • You can fell one raid a day, and it pays for it: a proper pile of XP and gold, and six of its spoils by post from Garrick. Lose or flee, and you can try again the same day (in a team, once your team is done). The day starts at midnight UTC.
  • Raid next to a friend who is here on Adventurers, or Raid together on their profile, opens a lobby with them invited. The invite pops up on their screen, and waits under the bell.
  • The Mossback you all wore down has wandered off. Garrick sent everyone who hit it a share.
  • Giant Slayer now counts every raid boss you fell, so its steps are 1, 10, 50 and 150. Last Blow is for the blow that finishes one in a team.

Friends

You can now keep the people you meet on the road. They do have to agree.

  • Friends. Ask someone by name or ID at the top of Adventurers, on their profile, or when you meet them on the road. They find your request under the bell, and you are friends once they say yes.
  • Adventurers now opens with your friends: who is asking you, your friends with whoever is playing right now at the top, and who you asked. Here now means they have the game open this minute.
  • Not now is an answer too. After one, you can ask the same person again a week later. After two, it is their move.

Too big for one

Something in Greenvale is too big for one traveller. So everyone gets to hit it.

  • The Mossback, a world boss. It turns up now and then on the road in Greenvale. Everyone fights the same one: its health is one shared bar, and every hit from every traveller comes off it.
  • Take a go to fight it: up to 8 swings, then it shakes you off. You get 3 goes a day, and a new day starts at midnight UTC. It fights at your level, so a hit counts the same whatever your level. It hits back, and it can knock you out.
  • If someone else hit it in the last hour, the wound is still open, and your hits land 25% harder.
  • When it falls, Garrick sends everyone who hit it a share by post: a Mossback Tusk, and more for more goes. The last blow gets a second tusk. The next one turns up the Monday after.
  • Raids is open. See how much of the Mossback is left and who hit it. Two new badges: Giant Slayer for helping fell world bosses, and Last Blow for the one that finished it.

Notes for the road

New travellers now get a few notes from Alwyn as they go. He wrote them down so that he would not have to meet anyone.

  • Alwyn's notes. A few short notes over your first cards, one at a time: where to start, what energy is for, what your health does and what your pack holds. The notes on monsters, fights and being knocked out wait until one of those actually happens.
  • A sack of wood and stone. New travellers get seven wood and six stone from Alwyn, enough for a Stone Pickaxe and a Stone Axe, and a note that points to the Crafting Table at Home. One sack a traveller.
  • Skip the tutorial from any note, and turn it back on under Settings whenever you like; it starts again from the first. Already on the road? It is off for you, and one click away.

Mind the tree

There are trees along the path that are ready to come down. There always were; now you have an axe for it.

  • Woodcutting. Make a Stone Axe at the Crafting Table at Home, from three wood and two stone, and the path starts running past trees you can chop. The axe swings back and forth across a notch in the trunk: tap as it crosses. A clean chop cuts deeper than a clumsy one, and a log that comes away clean has better things in it. It is easier than mining on purpose. The notch never moves, and waiting costs you nothing.
  • Old oaks in Greenvale, mostly wood with the odd piece of Oak Heartwood. In Ashen Woods the fire left its oaks half standing, and they give coal and, now and then, Heartcoal.
  • Six chops a tree. What does not fit in your pack waits by the trunk.
  • Without an axe you will still pass the odd tree. It tells you where to get one, and waits while you do.

One thing at a time

Alwyn now hands out one job at a time. He says it is for your sake. It is mostly for the drawer's.

  • Ask Alwyn for work and you get the next thing out of his drawer: first the door on the map, then Garrick’s hides, then the letter. The next one comes out once the last is done. If you already had more than one on the go, you keep them all.
  • Quests have their own sounds: paper when you take one on, a swell when its place turns up on the path, and a chord when it is done.

The world starts again

On 26 September the beta world started again. Everyone is back at level 1 with 250 gold. It is a beta; this is what the word means.

  • You keep your name, your #tag and your Beta Tester badge. Everything else stayed behind, diamonds included: your level, your pack, your bank, your farm and your character.
  • Listings on the Auction House, gold on its way to someone and waves waiting for an answer went as well.
  • The first time you come back, the game tells you what came along. A screen that was open during the reset catches up on its own.

North of the ridge

Something was burning past the ridge. It still is, and from level 10 you can go and look. Bring a pickaxe.

  • Ashen Woods opens at level 10. Twelve new places and five new ways to regret a decision, from a bridge that is only a little on fire to a hot spring that is either warm or boiling. Travel there from the menu, from the path on your Explore screen, or straight from the level-up that opens it. Travelling back is just as easy, and the village, your farm and the Auction House are the same wherever you are.
  • New monsters up north: tarantulas, dwarfs, orc raiders and trolls, from level 10 onwards. They hit harder than anything in Greenvale and pay better for it. Greenvale gets spiders.
  • Mining. Make a Stone Pickaxe at the Crafting Table at Home, from four wood and four stone, and the path starts running past stone nodes. Tap to raise the pick and strike as the ring closes on the glint. A clean blow cracks deeper than a clumsy one, and a chunk that splits clean has better things inside. Six swings a node; what does not fit in your pack waits by the rock.
  • Iron nodes in Ashen Woods, and an Iron Pickaxe to make from what they give you: eight swings a node instead of six.
  • Without a pickaxe you will still walk past the odd node. It tells you where to get one.
  • Space and Enter swing, cast and strike while you are at the rock or the water, instead of walking you away from it.

Somebody has a job for you

There is a wizard in the village now, and a drawer he has been meaning to clear out since the spring. Everything he asks of you comes out of it.

  • Alwyn has moved into the village. Ask him for work and he hands you what you need for it — a map, a sealed letter, a request from Garrick that he is not walking over there about himself. A job pays wherever it ends: at the door in the woods, at Garrick’s bench, or back at Alwyn’s desk. He also has a great deal to say about that drawer, and it is worth asking twice.
  • A quest log, beside the day’s goals. Whatever you have taken on is written down on your Explore screen, with what to do next and where to go. Four jobs at a time, and you can give one up if you change your mind.
  • Garrick sells the glands he was throwing out. Twenty steps of Beast Musk and beasts find you one time in three instead of one in ten. They turn up instead of a place, so you will fight more and stumble on less.
  • Bugfixes. Your health read differently on two screens, an encounter could move on while you were in the village, you could step out of a fight by walking to the healer, and refreshing skipped the pause between cards. XP from risks and from the day’s goals was retuned as well: it was worth more than a level a day whatever level you were on, and it is now a real reward early and a smaller slice as you climb.

Other people

Most of this one is about the fact that you are not out there alone. Waving means something now, gold can change hands, and the Auction House finally tells you who you are dealing with.

  • Waving pays off when it is answered. Nobody gets anything the moment you wave — but if they wave back, you both get the same XP, and the card tells you how much before you decide. Two waves per person per day, six in all.
  • A bell in the top bar collects everything another player sent you: waves waiting for an answer, waves that came back, and gold. It follows you around the world instead of living on one page.
  • Walk on. When someone is standing in front of you, passing by is a plain choice and the button says so.
  • You will not keep bumping into the same traveller. The road is smaller than it looks, so the same face stays away for a while.
  • Send gold from the bank. Straight out of your vault and into their hands the next time they play, online or not. There is a ceiling per day.
  • The Auction House knows names. Listings said “Adventurer #8836” when the seller had a perfectly good name all along.
  • Click a listing to see what the thing actually is and does, and open a month of what players really paid for it. Only real sales count, so an empty month says so.
  • Your fields are no longer stuck with one crop. Turn a corn field into a pumpkin field whenever it is empty. Change your mind right after sowing and the seed comes back; wait longer and you lose what is in the ground.
  • Monster levels no longer get cut off on a phone.