Aldermere
A player in a yellow cape fights the Big Runt in a grassy valley while a goblin shaman casts behind him
โ€น All patch notes

Version 0.5.4

A goblin valley, Alderwic's Huscarls and a new Scout Sweep

Goblins move to their own valley south of Alderwic, Scout Sweep grows into a full camp raid, the town guard become Huscarls, and Dexterity now gives crits.

World#

The goblins have a home of their own now: a valley south of Alderwic and Marlow's Hut, with camps that get harder the further in you go.

The goblin valley

Why: each faction should hold its own country to fight your way into, with harder camps further in, rather than being scattered across the map. The goblin valley is the first.

Alderwic

Around the heartland

The edge of the world

Look and sound

Try it: Walk south from Marlow's Hut into the goblin valley and follow the smoke to the Big Runt's den.

Quests#

Scout Sweep

Turning in

Quest tracker

Learning the Ropes

The Alchemist's Apprentice

Try it: Talk-to Thegn Tom in Alderwic to start Scout Sweep, or pick up where you left off.

NPCs#

  • Helm
  • Byrnie
  • Mail Skirt
  • Gloves
  • Boots
  • Round Shield
  • Spear
  • Fur Cloak
The Huscarl set

Goblins and hobgoblins

Why: goblins are where you train from level 1 to 10, and hobgoblins from 11 to 20. Scout Sweep's goblins are pitched for a brand-new character; tougher goblins for levels 7 to 10 are coming to the back of the valley. Runts stay aggressive near the start so new players learn to pull.

Goblin drops

Why: runts are the starter field, and higher levels were farming it. Now runts pay the least of any goblin, and the pay climbs with each goblin's level. Each family drops its own tier's herb.

Alderwic's Huscarls

Why: drop-only sets worn by named NPCs give you something to look forward to between the metal tiers, without a second crafting ladder.

Aggro range

Why: a level-50 Mountain Troll could pull a level-3 player from 62 m away.

Every NPC

Combat#

Dexterity gives crits

Why: Dexterity now does one job, critical hits. The extra crit chance about makes up for the speed you lose, so your damage over a fight stays about level.

How Dexterity and crits work
  • Your Dexterity level, plus what leather armour adds to it, gives 0.4% crit chance per level. Your weapon's own crit chance adds on top.
  • A critical hit does double damage.
  • Crit chance stops at 25%. Anything above that makes your crits hit harder instead: at 30% you crit 25% of the time, and each crit does 220% damage.
  • Example: you have Dexterity 40 and Steel Daggers (8% crit). That's 16% from Dexterity plus 8%, so 24%: you crit about one hit in four, for double damage. At Dexterity 50 it's 28%: you crit a quarter of the time, for 212% damage.
  • Magic never crits.

Fighting without armour

Death#

Why: early on, one death could cost everything you had, with no silver to get it back.

Worn gear#

Skills#

Slayer#

Interface#

Characters#

Music#

Play in browser#

Fixes#

Questions or thoughts on this update?

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