The game downloads much faster. Files are now compressed, about a third of their old size.
Playing uses far less internet. The realm updates you receive are compressed too.
Art no longer downloads again on every visit.
A slow connection no longer falls further and further behind. The game skips updates it cannot deliver in time and catches you up with the newest one.
v3.206.0
Twenty-six bosses get real art
Every floor boss, most named world bosses, both Kraken and Malgor, all five Legion horde commanders, and the guardian at the bottom of the Broodmother's Lair now have real art and walk when they move.
The Broodmother herself and the Emberkeg keep their current art.
v3.205.0
Put something down for somebody else
You can drop an item on the ground for another player. Drag a row out of your pack onto the band at the bottom of the screen, and it lands at your feet for anyone to pick up.
A dropped item lies there for about ten minutes, then it is gone. You cannot drop what you are wearing, the last weapon, armour or tool you own, or anything while you are underground.
Settings has a Join the Discord row, with the Discord logo on it. It opens the invite where players talk about the realm, and the game keeps running behind it.
The Boxwood Rod's bolt is redrawn. The long shaft is gone, so it reads as a compact bolt.
Notifications never reached anyone. Both switches were already on, but your phone was never asked for permission, so nothing could be sent to it. There is now a button on the Notifications page that asks.
The Notifications page has a button to send yourself a test notification. You are never told about something you did yourself, so killing a boss on your own was no way to check.
The Notifications page says what is actually true. It waits until the realm has your phone before it says you are set up, and it tells you if your copy of the app is too old to set them up at all.
v3.201.0
Every control answers a thumb
Your bag no longer equips something when you are only reading it. On a phone each item has its own Equip button, and the healing elixir has a Heal button. On a computer nothing changed.
The buttons along the edge are bigger when you hold the phone sideways. The menu, tent, signature and quick heal were all smaller than a thumb needs.
Opening a card no longer leaves the movement stick and the action buttons showing through it. They looked live and did nothing when tapped.
The hero chip, and the left edge of any card, no longer ignore your taps. A guard meant to stop the phone swiping back out of the game was swallowing them.
The hire buttons in the companions panel fit on a narrow phone. The third one used to sit off the edge of the screen.
The countryside has trees now. Instead of bare fields or thick forest, open country is dotted with the odd tree and small stands, thinner near home and heavier out at the frontier. Snow regions get pines, the ashlands get burnt stumps, the desert stays bare.
Trees keep well clear of the roads, so supply wagons still have a clean lane.
The realm has been started over. Every town is back under the Legion, the calendar is back to day one, and the world has been rebuilt with the fixed roads and the new woodland. Your hero, everything in your bags and all your medals are untouched.
On a phone a button now appears when you can board a boat or get on your steed, and again to get off. Boats and steeds were keyboard only, so there was no way to use either.
Menus on a phone are no longer covered by the message feed. The feed shrinks while a menu is open, so you can still see what just happened, and the menu starts below it.
Messages no longer tell you to press a key when you are on a phone. They name the button to tap instead, and on a computer they show the key you actually have it bound to.
v3.196.0
The war for the realm
Bolts and arrows no longer fly faster as your proficiency rises. A shot's speed is its weapon's alone now, the same for a novice and a master.
Staff bolts fly a fifth slower through the air. They reach exactly as far as before, and attack speed is unchanged.
The Dread Legion holds every town but Eldermyr, and the realm is yours to take back. A named captain holds each town square with soldiers in the streets; kill the captain and the town is free.
A freed town is defenseless until you feed it. Walk supply wagons out from the Eldermyr gate: the first run raises a guard at the town gate, later runs make him stronger and then raise walls, stone by stone, while you watch. Wagons block arrows both ways, and enemy volleys chew the carts you hide behind.
The Legion answers. It announces the day it will come for each town, days ahead, and either your guard holds the gate or you hold the square yourselves. What you slay on ground you hold stays dead; what falls on Legion ground, the Legion raises.
Townsfolk run indoors when there is fighting in their streets, and talk to you through their doors until it is over.
Free all five towns and put down every named terror, and the Legion sends everything: one horde, five towns, one dawn, five commanders with names you will remember. Break the horde and Malgor the Deathless comes up the east road himself. Kill him and the realm is won: your era joins the Leader Board, the realm is made new under his banners, and your hero keeps everything.
The World page is one clean screen now, kept by the War Master: your towns, their guards and supplies, the day the Legion returns, and every named foe still standing. The class pages state exactly what each level pays.
Damage is under control. Bonuses used to multiply each other, so a handful of small ones turned into an enormous number: an Archer ultimate could land over 10,000 off a bow listed at 152-176. Now every bonus adds into one pool instead, a normal hit can never exceed 3 times its base, and an ultimate can never exceed 5.
Crits are rarer and simpler. A point of Precision buys 2.5% instead of 5%, the chance tops out at 30%, and a crit is a flat double. Nothing is a guaranteed crit any more, including ultimates.
Skill rows give less per point: Hunter's Eye, Executioner, Steady Aim, Charge, Heavy Shaft, Quarry marks, kill-surge and rage were all cut, and foe weakness gives less too.
The Heavy Shaft skill was advertising the wrong number. It said your shot hits for far less than it really did; it now prints what actually lands.
The app can tell you when the realm moves while you are away, when a major enemy falls or when a town is taken or lost. Open Settings, then Notifications, and choose which of the two you want.
Buttons answer you when you tap them on a phone. Every button, row and tab now dips and brightens under your thumb, and the phone gives a short buzz.
Buttons on a phone are bigger. Sell, Buy, Repair and the rest were about half the height they should be, so a tap that felt like a hit was sometimes a miss.
Selling and buying now say what happened. The line telling you what you sold and what you were paid used to be hidden behind the panel you were looking at.
Rows no longer stay lit after you tap them on a phone.
Supply caravans could get stuck for good. Trees were being planted directly in the road, and mountains sat tight against corners where a wagon swings wide. Roads now keep a clear tile on either side, and a wagon that does get pinned works itself loose instead of stopping forever.
Bridges sit on the water instead of covering it. The river runs and shimmers under the deck, shallow crossings look shallow instead of deep, and the planks now run along the road rather than across it.
v3.189.0
Creatures keep their distance, and the phone layout sits straight again
The Necromancer's Soul Drain is blood-red now. It used to wear two palettes at once, red on your screen and green in the world. The healing number stays green, like every heal.
Enemy shots wear real art now instead of plain dots. Every bolt, arrow, spit and lobbed bomb has its own small orb in its element's colour, and burning, freezing, venomous and crackling shots each read at a glance.
The Dread Legion's named captains and the Overlord now stand three times the size of the creatures around them. Their raid soldiers stay ordinary sized.
Dodging is fixed. Your hero no longer snaps back behind walls you already rolled past, or teleports through ones you were stuck on. What you see is what the realm agreed to.
The killing dark in the far northeast no longer executes travelers. It only touches heroes who have actually joined the fight at the Pale Shepherd's seat, by stepping into his ring or striking him. Fleeing mid-fight is still punished.
Whirlwind is no longer a button. If you have unlocked it, every third melee hit you land spins automatically, free, at full strength. The R key is retired, and small pips by your style row count toward the next spin.
Scrollbars in the settings and menus match the game now instead of glowing white.
Wild creatures hit half as hard beyond the newcomer lands. Below level 12 nothing changed at all, and the damage numbers are cleaner across the board.
Enemy level tags no longer float over creatures. Names and health bars stay, and the bestiary still lists every level.
Armor is weaker everywhere. Heavy armor protects half what it did, light armor now tops out at 22 defense, and robes at 15.
The Dread Legion will never raid Eldermyr itself. The outer towns remain fair game.
Two-arrow bows deal half their old damage, split evenly between the arrows.
The accidental Cast spells at your cursor switch in Settings is gone.
On desktop, press F to turn auto-fire on or off. While it is on, your hero fires toward your cursor the whole time, whether or not anything is there. It costs mana as usual, starts off, and your choice is remembered.
Creatures now appear further away from you. They used to arrive already close enough to shoot, so archers and casters were on you the moment they existed; now they have to close the distance first.
On desktop, the enlarged map is back to its normal size. It had been rendering far too large.
Root Shamblers raise their Rootlings a quarter less often.
Grove Tenders mend the Tree Ent every second now, each on its own beat instead of all at once. The total mending per second is unchanged.
The Archer's Heavy Shaft is drawn at half the size. It hits exactly as it did.
On phones, the enlarged map now sits centred, with the same gap on the left and the right. It had been leaning right, with part of the map off the edge of the screen.
On phones, the close button is back in the bottom right corner for the inventory, character, skills, shop and settings cards. It had drifted up into the middle of the screen. The enlarged map keeps its own close button below the map.
The hand that appears when something is close enough to use now sits on a dark circle, the same as the interact button on your screen, instead of being a bright white hand on its own.
On phones, the interact button gently pulses whenever there is something in reach to talk to, open or use, and goes quiet again when there is not.
v3.175.0
Tree Ents fight back, and you can delete your account
Rootlings have their own look now, a little walking tangle of roots, instead of borrowing the Grave Rat's.
Tree Ents are far tougher. One now has about twenty-five times the health it had this morning and hits five times as hard, and felling one pays about five times the experience and gold.
Each Tree Ent keeps three Grove Tenders circling it at a distance, mending its bark. While even one tender lives, the ent heals faster than almost anyone can hurt it. Cut them down first. They grow back slowly, one at a time.
Open the hero select and choose Delete my account. It names every hero you are about to lose and asks you to type your account name back. Everything goes at once, permanently, and cannot be recovered.
Hero and account names are now checked when you create them, and offensive ones are turned away.
There are two new pages, eldermyr.com/privacy and eldermyr.com/support, covering what the game stores about you and how to get help.
On phones, auto-combat now starts on. Your hero fights nearby foes on their own; turn it off any time in Settings, and if you turned it off before, it stays off.
On phones, the buttons are rearranged. Dodge is the big button now, with interact and your signature move beside it.
On phones, a tent button appears when you are hurt and it is safe to rest. Tap it to make camp on the spot, and tap it again to break camp.
On phones, the view is pulled back and you see about a quarter more of the realm around you. Enemies that attack from a distance now come into sight instead of hitting you from off screen.
On phones, the enlarged realm map fits the screen properly. It no longer runs under the notch at the top or off the bottom edge.
On phones, a quick heal button appears when you drop below half health and have a potion in your bag. Tap it to drink one.
Turn your phone sideways and the tent button is there now. It used to sit off the top of the screen, so there was no way to camp in landscape.
The game now updates the moment you reopen it. Before this, a browser or the app could keep serving you an older version of the game for a while after an update went out.
Settings has a camera zoom slider. Slide it down to see more of the realm around you, or up to sit closer to your hero.
The menu button now looks like an ordinary backpack, with a carry loop, straps and a zip pocket.
Every class signature button has been redrawn. Knights get a shield, archers a long arrow, assassins a figure vanishing mid step, mages a ring of bolts, necromancers a skull, priests a healer's plus, freeblades crossed swords.
Enemies in the outer lands hit noticeably softer. A creature out at the frontier now does about a third less damage, and the further out you go the bigger the difference. Nothing below level 12 changed, so the early game is exactly as it was.
The necromancer signature now finds a target through cover. It used to open in empty ground when the nearest enemy was behind a tree, and still cost you the energy.
On phones, every button now lines the side of the screen in one column. Dodge sits in the bottom corner with interact, your signature move and the menu above it, and the heal and tent buttons join the same column when they appear.
On phones, the minimap moved to the top of the screen and now follows you. It shows a good stretch of the ground around your hero instead of the whole realm, so you can actually read it. Chat sits underneath it.
The realm is less crowded. There are roughly a third fewer creatures roaming the map, in every ring.
The interact button is a hand with four fingers and a thumb, and the prompt that floats over your hero shows the same hand instead of a keyboard key you do not have.
Signing up no longer wipes what you typed. If the sign up card had been open for a few seconds it used to clear your name and password every ten seconds or so, which made it very hard to finish creating an account.
The sign up and log in cards now look clearly different, and both have New hero and Log in tabs at the top so you can see which one you are on and switch with one tap.
The dodge button now shows a figure mid dodge, and the assassin signature is a dashed outline of a person.
The enlarged map is now sized to the map instead of covering the whole screen, sits in the middle of it, and its close button sits just below it.
v3.163.0
Towns can fall, and every boss fights differently
A desert has opened in the realm, the Sunscour, with creatures that live nowhere else.
Three tree ents now stand in the realm, each one ringed by a wall of trees with gaps to slip through. The ent moves very slowly and throws bombs that arc and land, and every bomb that lands raises a Root Shambler.
Nine gathering materials now grow in the realm, one for each region and nowhere else. Emberglass in the Cinderlands, frostpetal in the Frozen North, saltcrust in the Sunscour, tidepearl on the shores, and so on.
Nine new recipes at any town Hearth. Four oils coat your weapon in fire, frost, poison or lightning for three minutes, one makes three Healing Elixirs, and three make the permanent Potions of Health, Attack and Mana.
A siege you leave alone now takes the town. The market shuts, a Legion garrison and a sentry hold the square, and no caravan will go there.
You take a fallen town back by clearing out the garrison while standing in the town. Luring them away and killing them somewhere else does not count.
Every town the Legion holds shortens the time you have to save the next one.
Eldermyr can never fall.
Caravans now run the roads between Eldermyr and the towns. Escort one and you are paid in gold and standing. Leave one under ambush and it is lost in about a minute and a half.
Every boss in the realm now fights differently from every other boss. Four of them used to share one set of moves with each other, and one of those was also the Mountain Kraken's.
The Frost Titan creeps and then surges instead of walking, and it heals its wounds shut whenever nobody is standing close to it.
The Storm Roc holds its distance and circles, and it shoves everyone nearby back out. The shove does no damage, and a shield holds you where you are.
Emberhorn charges in a straight line and the charge explodes where it stops.
The Tide Leviathan does not chase anyone. Its harpoon hunts whoever is furthest away, so there is no safe back rank, and no safe boat.
The Pale Shepherd gives ground while his flock is standing and closes in once it is dead.
The nine dungeon floor bosses were one fight in nine costumes. Each of the first seven has its own now, and the first floor's is the simplest of them.
Warband chiefs are now twice the size of the creatures around them. Only three of the twenty-five kinds actually looked bigger before.
Three new medals: First Hundred, Deep Draught and Trophy Taken.
Everyone in a room now shares the same quest list. Two heroes standing together were reading different ones.
A named warlord could quietly disappear when the realm got crowded. Fixed.
The last raider of a siege could disappear the same way, which handed the town back and paid the bounty for a siege nobody broke. Fixed.
A besieged town's market was never actually shutting. It does now.
v3.160.0
Every region has its own creatures now
After about two days without a restart, new creatures stopped appearing across the realm, worst right outside Eldermyr. The realm now retires far-off forgotten creatures when it gets too crowded, so fresh ones keep arriving no matter how long it runs.
The land right around you always refills to its minimum now, even when the realm as a whole is full.
Twenty-one new creatures roam the realm, from the Bramble Snail beside Eldermyr to the Wreck Haunt on the drowned shores. All of them are in the bestiary.
Almost every creature can attack from a few tiles away now. Standing just out of reach is no longer safe.
Every creature moves a little faster, and none of them stand around anymore.
The new creatures walk properly. Soldiers swing their weapons with the stride, heavy things lean their whole weight side to side, and the Reef Snapper swims with its whole body.
Bats fly in flocks of two to five and weave together. Orchard Crows fly alone or in pairs, swoop in smooth arcs, and hit harder.
Bramble Snails hide in their shells when nobody is near, nearly unhittable, with an eye blinking inside. They come out when you get close. Catch one mid-emerge and it is soft.
Meadow Boars charge from much farther, run much farther past you, and rest longer between charges.
Every region now has its own creatures that live nowhere else. Walk somewhere new and you will fight something new.
Slimes live only in the Vale beside Eldermyr and the first three dungeon floors. Nowhere else.
The sea and its shores have their own dangers now: the Tide Crab, the Reef Snapper, and the Wreck Haunt.
Every point of dexterity now buys over five times the attack speed it did yesterday. A fresh hero attacks almost three times a second, and the fastest hands in the realm reach eight attacks a second.
v3.149.0
Attacks slow down, medals arrive
A new Medals section lives on your hero card, the one that opens when you click your name. Twenty medals, most in Bronze, Silver and Gold tiers, for feats like enemies felled, potions drunk, fish landed, dodges rolled, tiles travelled and friends revived. Reaching a new tier tells you privately, and a Gold is announced to the whole realm. Medals for deeds already done (named terrors felled, your deepest delve, Realm-stones read, the tamed wyrm) hang on the wall from your first look; the counting medals start counting today.
Health and mana both grow every level now, landing each class at its own level 25 figure: a Knight reaches 680 health and 195 mana, a Priest 450 and 285, everyone else between. Mana never grew at all for four of the seven classes before. Existing heroes are set onto the new curves on next login, with everything they drank kept.
A new Interface size slider sits at the top of Settings and makes the text and panels up to twice as big. Made for large monitors, applies as you drag, and never changes how much of the realm you can see.
Chat messages stay at full color for a whole minute before they fade.
You can no longer dismount a steed over mountains or water. Entering a dungeon while flying sets you down on open ground first.
Until their first delve, new players get a compass pointer to a Dungeon Key and then to the dungeon itself. It also fixed a wrong turn: a new hero already holding a key was being told to go rest in town.
Entrances dropped by bosses stay open ten minutes for everyone, then vanish. They no longer seal behind the first group in. The Trench under the Kraken never closes, as before.
The faint gridlines that showed on sand and snow are gone.
Every attack in the realm is about half its old speed. Heroes were simply shooting far too fast.
Arrows and bolts now leave from your hero's hands. They were being drawn where the server first noticed them, up to a tile downrange, and blinking out on short shots.
Little red fireflies drift over the volcanic ash, and gold pollen drifts over the grasslands. Look for the fireflies after dark.
Your hero card is rebuilt: your portrait, name and level on one clean plate, and a Medals page of its own with a bar showing progress toward each next tier.
Attack speed comes from dexterity alone now. Thirty dexterity is the same rate of attack on every class and every weapon, sword, bow or rod alike, and each point you gain buys a little more speed, forever.
The shrine's haste blessing grants +15 Dexterity, shown on your sheet, and one fifth quicker steps while it lasts.
Every town shop stocks one weapon of each kind: a sword, a dagger, a bow, a rod and a staff. Before, half the towns never carried a dagger or a rod. Enemy drops were checked and are even across all five kinds.
A public stats page at /stats shows how alive the realm is: heroes online now, hours played, and the last 30 days. Totals only, never who plays or when.
Realm progress is shared: discovered Realm-stones and slain terrors count for the whole realm, and the path to the Kraken opens for everyone at the same moment. Your own first read of a stone still pays its bonus.
Every class opens with a bigger health and mana pool (Knight 200 health, Assassin and Archer 150, Priest 125 with the deepest mana, casters 100 with 150 mana). Existing heroes topped up on login.
Defense starts at 0 (the Knight at 1) and grows very slowly. Armor and potions are what protect you.
The wilds bite back: overworld creatures hit twice as hard and every enemy shot flies 20 percent faster. Dungeons and bosses are unchanged, and the practice slime stands at 25 health.
New heroes start with real catalog gear (Copper Sword, Copper Bow or Ash Staff), Assassins open in leather, and old Rusty items trade themselves for the real thing on next login.
Every class skill board holds exactly 75 points of options, so points keep mattering to the cap. Levels pay 2 skill points for every class, bounty boards pay bonus gold instead of points, and each hero is set once to what a career can earn.
Battle Focus belongs to the Priest alone as Inner Light, and everyone else gets those points back. Bulwark is called Pain Tolerance, Thornmail returns up to 10 percent of a blow, and the Necromancer drain glows red.
Dexterity is a real ladder: every class now starts between 21 and 28 (6 more than before, existing heroes included on next login) and grows to its own top between 50 and 75.
Every knight skill got twice the ranks at half the step, so a maxed knight is strong, not invincible. Whirlwind is on R and Inner Light on V.
The character page shows each stat with its bonuses in green (Shield Line live in gold), and the green now always shows your own gear, not a stale value. Settings is one short screen.
The Knight shield bash sweeps about 40 percent faster and a little bigger, the class picker fits on one screen, the item stat card opens on the character page too, and the compass suggestion to visit town goes quiet once you arrive.
The three pattern weapons (Twinfang Rod, Prismscatter Staff, Voidpiercer Rod) hit three times harder, count as Unique, and only drop from Pinnacle Bosses, far more rarely. Rifts no longer open inside towns, and the intro slime can no longer be knocked through the town wall.
v3.131.0
Skill points buy powers now
The skill tree was rebuilt. Points no longer buy plain stats, they buy powers from your own class board: ranked abilities like reflecting melee blows, a chance to crit your opening strike, extra bow range while standing still, slight homing on your bolts, and stronger ultimates. Deeper ranks cost more points and no hero can afford a whole board, so two heroes of the same class end up genuinely different. Every hero gets a full respec: your spent points come back the next time you log in.
Robes now grant Wisdom, 1 per tier, so casters in cloth refill mana faster. A Damask Robe gives 3 Wisdom and the finest robes give 13 and 14.
The Necromancer ultimate is Soul Drain now, replacing the Soul Bomb: point at a spot and life is pulled straight out of every enemy standing there, streaming back to you as healing. A better Grave Idol widens the reach and raises the damage, phones cast it from the ultimate button, and the effect now shows reliably on slower phones and background tabs.
Weapon cards read damage as a range like 38 - 44 now, and three legendary casting weapons (the Twinfang Rod, Prismscatter Staff and Voidpiercer Rod) say the number they actually hit for. Bow cards note their long range crit bonus. Sell all duplicates never sells a tempered or fused copy, and fused weapons no longer grow stronger on their own after you log back in. The bag is cleaner too: each item is one line, its name and its damage or defense, and pointing at an item (or tapping it on a phone) opens the full stat card.
The overworld eases up: enemies out in the world have a quarter less health and there are about a fifth fewer of them. Dungeons and bosses are unchanged. Every point of Speed also carries you about 10 percent farther than before, so quick heroes feel quick.
New heroes start with full health and mana. Warband fighters can hurt heavily armored foes again. Enemy healers keep moving in a fight instead of standing still, which also means they actually heal their allies now, so packs with a healer put up a longer fight. The endgame compass starts fresh for everyone when the world is reborn. Rod bolts fly at their older speed with unchanged range, and the class picker no longer hides a signature move off the bottom of the card on phones.
v3.123.0
Gear is rare again, and the realm hits harder
The world no longer rains equipment. Chests in the wild are scarce and hold common or uncommon gear at best, ordinary enemies drop gear about once in two hundred kills, and legendary drops from bosses are twice as rare. Bosses are still the only source of legendaries.
Bigger fights: enemies out in the world have roughly twice the health, and the Mountain Kraken and the Broodmother have twice theirs. The Kraken now wears level 360.
Kinder numbers: every basic staff and rod attack costs half the mana it used to, Healing Potions restore 30 health instead of 15, and everyone moves about 15 percent faster. Killing blows finally show their damage number, and weapons list a damage range instead of a single figure.
The Necromancer was reworked. The dead rise on their own now, with no button to press, and a new ultimate, the Soul Bomb, drains life from a crowd. The Grave Idol shapes how long your dead stand, how tough they are and how many you command. Phones got an ultimate button for every class.
The smith charges what the work is worth: tempering costs more and now adds durability along with damage, and fusing costs 15000 gold. The compass also knows how the story ends: finish everything in the realm and it points you at the Vigil, then the Kraken, then his dungeon, and then it rests.
v3.113.0
A proper welcome
New heroes start on the road outside town with a short guided intro: walk, fight a practice slime, and unleash your Ultimate on a small pack. One prompt at a time, skippable any time, and it plays in your own private copy of the world.
Ultimates are unlocked for everyone from level 1. The Skills point that used to unlock one makes it stronger instead.
Twenty more creatures walk instead of sliding, from the meadow boar to the Frost Titan. Warlords and the Overlord wear new armored captain art, and the Tide Leviathan has its finished look.
A wide balance pass. Magic bolts were landing about 40 percent high and now hit what the math says. Health and mana come back faster on their own. Dexterity was rescaled so the old top attack speed sits at 70 points instead of 40, rod bolts fly faster and hit 10 harder, daggers throw 5.5 tiles, and every class gains some speed as it levels.
Every overworld boss has double the health, boars walk twice as fast, and warband chiefs stand at twice a soldier’s size. Big fires at night no longer wash out the screen.
v3.105.0
Handcrafted dungeons and a smarter hunt
Every dungeon floor is handcrafted now: bone-rack chambers, burial galleries, forge floors pooling with lava, and boss arenas built around their fights. The Sunken Caverns and the Citadel are twice as spacious, with more foes to fill the bigger floors.
Enemies hunt properly. Packs fan out and come at you from all sides, wolves circle wide, bandits work in pairs, and boars overshoot their missed charges. The walking dead still come straight at you.
Archer damage was landing about four times what the math said, from a hidden permanent crit. That is fixed, and weapon cards now show damage as your own hero wields it, so the number you read is the number that lands. Legendary gear also drops only from real bosses now; two quiet leaks through chiefs and ordinary foes are closed.
The wild got fuller and better looking: more enemies past the Vale, real beaches around the whole Sundered Sea, and new animated looks for the Emberwyrm (wild and tamed), the cave bat, the Dark Caster, the sea serpent, the Dire Hound and the warren spiders.
The event feed only speaks when it matters: boss kills, freed towns, hero deaths. It no longer announces your own abilities or routine kills. The "Game saved" toast is gone too; your hero has been safe on the server all along.
v3.91.0
A new damage engine and a wilder wild
Damage works differently now. Your weapon sets the damage and your Attack multiplies it. Weapons carry real numbers (swords climb to 250 at the top), Defense blocks at most 90 percent so no hit lands for nothing, and everything you already own converts upward on your next login.
Eleven new creatures roam the realm: boars, bandits, thicket spiders, frost wolves, ice shades, cinder imps, ash ghouls, torchbearers, grave brutes and drowned shorewalkers. Each fights its own way.
The home town was rebuilt from the ground up: stone walls with two road gates, a cobbled plaza with a well, real buildings to walk around, and lamps that light at night. You still spawn in the plaza, and town is exactly as safe as before.
Hitting things has impact now. Blows land with a thud and a flash, kills send the gold arcing to your pocket, and a new Screen effects switch in Settings holds the screen still if you prefer.
Fixes that matter: walls no longer grab and drag you, fights in one hero’s dungeon can no longer hurt heroes in a different one, mages start with a staff, and the last uncataloged items became real gear with real art. Make camp is back on [C], with the Character screen on [N].
v3.81.0
Chiefs walk the wilds
Named chiefs patrol the lands beyond the Vale, each a grown version of a local foe with a banner overhead and an escort of three to five. They hit hard, they pay better than the elites around them, and the band breaks and runs when the chief falls.
Levelling is steadier. Each level grants a smaller jump, you earn 1 skill point per level instead of 2, and Attack and Defense now grow with your level and gear instead of being bought with points. Every point already spent keeps its full value.
Lifesteal is now a skill for every class, and heroes below level 5 keep all their gold when they die.
The permanent health purchase became Bone Setting, a service from the healer. The first few visits are cheap, then the price climbs steeply.
v3.79.0
A Character screen and plainer words everywhere
New Character screen: your worn gear and all ten stats on one page, in plain words. The menu is down to three tabs, every panel shares one clean header, and the Hunt Master now stands in every town, so the World page is one walk away wherever you are.
Items say what they do. Specialty items list real specs instead of a paragraph, numbers turn green when a piece beats what you carry, rings and stat potions say their stat plainly (Ring of Defense, Potion of Attack), and elements state their real effect.
You can sell rings at the shop now, with a button that sells duplicates while keeping one of each. Stat and skill potions no longer drink themselves the moment you touch them; they arrive in a golden chest and wait in your bag until you choose.
The Mountain Kraken and the Trenchmaw are far tougher, the Kraken fights in a much larger arena, and the Trenchmaw calls up waves of its own brood mid fight. Enemies across the realm walk real paths instead of circling in place.
The server closed several ways it could be fed bad input, including one that could touch a hero’s gold. Normal play is unchanged.
v3.76.1
Thrown daggers and honest gear
Daggers are thrown now. A dagger attack flicks a real blade four tiles along your aim and stops on the first foe it hits. Swords and every other melee weapon still swing, and melee swings follow your mouse.
Every weapon in the realm is a real, named catalog item. Randomly generated arms are gone from shops, chests and rewards, older gear converts to its nearest real counterpart on login, and rod bolts fly nose first at last.
Armor has weight. Heavy armor slows you a little and can make casts fizzle, light armor less, robes barely at all. The bag reads clean: stats in plain words, green when a piece beats what you wear, red when it loses.
Every class spawns with its own weapon: a new Assassin opens with a Copper Dagger that throws from the first press, a new Priest with an Olivewood Rod. The melee mastery skills work for thrown daggers too.
The whole wiki was rewritten in plain words, with a table for every weapon, armor and ring family, true pixel art for every item, and odds that always read as 1 in N. Group Heal now climbs from 40 health up to 220 on the last tome.
v3.72.0
Aim with your mouse
On desktop, your shots and signature moves go where your cursor points, not where you are walking. Click to attack, kite backwards and fire behind you. Space is the signature move now (Z still works), and every key can be changed in Settings. On a phone, or keyboard only, the game aims at the nearest foe it can see.
New stat: Dexterity, how quickly you attack with every weapon, bought in the skills panel. Swift now buys movement speed only, and any attack speed you already earned from it stays yours.
The Mage signature is Detonate: press it and twenty bolts explode outward from your cursor, instantly. Your orb decides how hard every bolt hits.
Strong staffs sip mana instead of gulping it. A top staff costs about 24 mana a bolt instead of 47, and starter wands barely change. Priests refill mana faster and walk quicker in their light robes.
A run of shield bash bugs is closed: one press is one cast, the volley draws once, the phantom second wave is gone, and each crescent stops at the first foe it hits. Every shield sweeps in its own metal, from pitted copper up to titan gold, so the bash always matches the shield that threw it.
Also: signature effects show again for every class, projectiles glide instead of hopping, specialty items state their stats in numbers, and using a shield no longer fills the event feed with lines about what you can already see.
v3.57.0
A realm that keeps you busy
The world keeps a minimum number of foes near you now. Clear a field and it fills back in within a second or two. The Vale stays quiet, the outer lands keep more.
Kill five different named bosses and the Overlord of the Dread Legion stops waiting in his corner of the map. He hunts you on the open roads, and he grows stronger every time he beats you. Towns and the quiet lands near home stay safe, and a dungeon shakes him off.
No specialty has a cooldown any more; every class signature is limited by its mana cost alone, and a press that refuses costs nothing. Ordinary shields slam and shove instead of dragging foes onto you, the bash is a directional fan of five crescents, and Bulwark now works from the smallest hits upward.
Loot opened up. Specialty items drop from ordinary foes (about one in a hundred), every boss can drop the permanent stat potions with better odds the tougher the boss, all nine rings are twice as strong, and common gear stops dropping once you are past the Marches.
Smaller fixes: it is called healing everywhere now (never mending), the compass says why it is pointing at a town, the message when a second window takes your hero stays on screen, the last flat item drawings became pixel art, and the Priest’s group heal can be cast just before a blow lands.
v3.41.4
Every weapon fires its own shot
Ninety six projectiles were drawn for this game, one per weapon, and none of them had ever been put on screen. They all fly now: a copper arrow is copper, an Abyssal Longbow looses something cold and blue, a rod lobs a heavy glob, and each one faces the way it travels. Sizes are drawn true, so nothing looks like a boulder.
The realm always keeps a dungeon key in it now. The first hero used to be able to take the only one, leaving no way through the dungeon door for anyone after. Claim the key near town and another is laid for whoever comes next.
Steady Aim does something you can feel. Once you are fully planted, your arrows seek the nearest foe you can see. Move, or take the shot early, and you aim it yourself as before.
v3.41.0
Every weapon and every piece of armour in the game is new
The whole gear list was rebuilt: 115 items across eight kinds, fourteen rungs each, and exactly one item on every rung, on a ladder of seventy materials named for the places and bosses they belong to. Nothing in your bag was thrown away; anything that no longer exists was renamed onto the closest new rung at the same power.
Weapons feel different from each other, not just stronger or weaker. A dagger strikes twice as often as a sword for about two thirds the damage, a staff throws two bolts at once, and a rod is slow but drives clean through two bodies. Every weapon has its own picture.
Four armour sets that never paid anything now reward you for wearing the pieces together. Grudgeglass Armor is new and sends part of every hit back at whatever landed it, and venom can now hurt you as well.
The Field Guide shows the gear instead of just naming it, all 91 items on the Items and Relics page, and lists what each armour set actually pays. No item asks for a level you cannot reach.
v3.40.0
Your tools change what your move does
The six carried tools no longer just make your signature bigger. At the top rungs they change the move itself: your venom arms extra strikes, your orb fuses more than one foe, your tome pulses more than once, and the best shields cover your whole party. Seven unique items came off the ladder entirely and do their own thing, like The Unbroken doubling your armour.
The Archer’s ordinary shots now mark whatever they hit, on their own, while you fight. The button looses one heavy arrow along the way you are facing, and the best quivers drive it clean through a whole line.
Eight bosses wear hand-drawn art now, so the delve floor bosses stopped being one hooded silhouette in two colours. The Potion of Vitality and the Potion of Wisdom, which had never done anything at all, both work.
Levelling stops at 25 and gear requirements came down to match. A town raid no longer pays boss loot, the Drowned King fights back against boats, and the Dread Legion stopped ambushing every seven seconds.
v3.38.0
The Broodmother keeps a lair
Kill the Broodmother and she opens her lair: three floors of cave pockets crawling with spiders, egg sacs that hatch when touched and set off their neighbours, and The Thousand-Eyed waiting at the bottom, with a unique shield of her own.
A dungeon boss now opens a way back to the surface where it falls. Most floors had no exit at all before, and the Sunken Citadel had none even after the Archivist fell, so the only way out was to die.
Dungeon keys are findable again and arrive at the same rate the realm places vault doors. Shields and other carried tools drop from elites and far more often from bosses. Your weapon only wears when it hits an enemy, never for swinging at air or being struck.
All fifty-four legendaries are drawn properly (fifteen had no picture at all), the big named bosses have half again the health and ordinary dungeon floor bosses twice, poison finally works on Legion warlords, and your warband is revived and healed free whenever you walk into a town.
v3.35.0
Seven heroes, drawn as themselves
All seven classes are drawn as pixel art, and the class screen shows the actual hero, drawn large beside its description. Your armour still shows through on the Knight, Assassin, Archer and Freeblade.
Every dungeon is your own now. Kill the same boss twice and you get two separate dungeons, a friend can still follow you into yours, and you climb out into the main town instead of a distant gate. Necromancers can finally raise the dead underground, which had been switched off in every dungeon and trial.
Two new stats, Vitality and Wisdom: health and mana come back on their own, gently, each class at its own pace. Rings arrived in a slot of their own, eight kinds to find, and the best of them stay worth hunting.
The overworld has enemies in it again, roughly three times as many on screen, and they drift about while they wait instead of standing perfectly still. Poison works on everything now; the undead simply take half.
No drop is guaranteed any more except the Sunless Trench reward. Dungeon floor bosses are much harder and pay well over double. Phones can move the thumbstick to the right hand side in Settings.
v3.29.0
Everything looks like itself
All sixteen bosses were redrawn from scratch, so a Frost Titan and a Drowned King are no longer the same creature painted twice, and each boss’s attack warnings are drawn in its own style.
Every weapon, piece of armour and carried item has its own art, 193 drawings, where seven icons used to cover all of them.
Fixed getting stuck inside dungeon walls, which used to trap you until a page reload. Fast travel is a Waystone you walk up to, standing in every town and rebuilt outpost. Energy is called Mana now, and it is blue.
Auto attack fires your hero’s actual class move now instead of only ever working for Freeblades.
v3.27.0
Choose who you are
Heroes have classes now. Knight, Assassin, Archer, Mage, Necromancer and Priest, plus the Freeblade for anyone who would rather learn everything. You pick when you make a hero and it is permanent. Every hero you already have gets one choice on next login: take a class, or stay a Freeblade.
Each class has a move only it can do, on Z. The Knight drags enemies off your friends and eats the hits, the Assassin vanishes and returns with one enormous strike, and the Priest can heal other people, which nothing in the game could do before. The move grows from a tool you carry (a shield, a quiver, a tome), so it gets stronger by finding gear.
Nine new skills, and the skill screen only shows what your class can actually take. Casters finally have things to spend points on.
A trophy now belongs to whoever did the most damage in the kill, one hero per kill, and solo always counts. Boss kills can also drop the tool your class carries.
v3.26.0
Beat the deepest dungeon and the world starts over
Clear the Sunless Trench and the realm regenerates: new land, new towns, new dungeons, new gates to find. Your hero keeps everything (level, gear, gold, skills, quests). Only the land changes.
Loot was rebuilt from the ground up. Every item is a real, named piece with fixed stats, each enemy carries its own drop list, quality follows the kill (ordinary foes drop common, elites up to rare, epic and legendary belong to bosses), and your chance at a drop is your share of the damage done.
Legendaries roll a named bonus on the spot (fire, frost, lifesteal and rarer things), so two of the same blade are never quite the same. Rare things got rarer across the board.
The Field Guide grew into a full wiki, generated straight from the game itself, so it can never say one thing while the game does another.
Phones got a real pass: tidier menus, an auto-combat button that also heals and fires your ultimate when a foe is close, and touch controls on the how-to-play card. The Frostbrand hits far harder and rolls a grade when claimed, and razed villages are back out on the frontier.
v3.21.0
Playable on a phone, and four new dungeons
The game is playable on a phone now, with a thumbstick and buttons for attack, dodge, interact and the menu.
Four new dungeons, one behind each of the great bosses, each built around the boss that dropped it. The Kraken’s is the deepest thing in the game and the only place that hands out Elixirs, which raise one of your stats permanently.
Your health is where you are looking: an optional ring around your hero, and screen edges that glow red and pulse as you get low. You can no longer see other players’ health, only that someone is downed and needs picking up.
A settings menu opened on [P], quests got their own page, the map is much quieter, and every named boss has twice the health, so the big fights last longer without hitting harder. The great beasts also stay in their own regions now.
v3.19.0
Movement fixed at the root, and a pass over 41 old bugs
Heroes running off on their own, or freezing until a reload, is fixed. The cause was a dropped connection the game never noticed. It now spots a lost connection within a couple of seconds, reconnects on its own, and puts you back where you were standing instead of sending you home. Movement also stops the instant your connection does.
A long pass closed 41 old bugs, most of them things that never worked at all: the [Tab] menu, fast travel, thrall raids that never returned, the sealed vault door, sixteen shop items that could never be stocked, and multiplayer systems that keyed off whoever joined first.
Things that were hurting you invisibly now show: burning ground, chain lightning, town sieges, allies dying, and other players’ weapons. Added party frames, a boss health bar, and an arrow pointing at whatever hit you from off screen.
The whole lower-left of the map is open sea with a natural coastline, and the Mountain Kraken lives in the mountains, up a winding pass. He appears only once you have read all nine Realm-stones and brought down every great beast and boss, tracked on a new board at the Trophy Wall.
Mountain ranges are broad country now instead of thin lines across the map, with snow in the north and scorched rock in the Emberwaste.
v3.17
Three heroes to an account, and fights you can read
Your account holds up to three heroes, each with their own name, gear, coin, questline and warband. Switch from the hero panel whenever you like, and retire one when you are done with it.
Every boss melee attack winds up before it lands: the boss plants itself and flares a red ring, and the blow only lands if you are still standing there. The drowning water at the sea bosses is drawn on the ground at last, with shallows that slow you first as a warning.
Rivers are no longer walls. You wade across at about two thirds speed, they freeze in winter, and enemies and companions wade too, so a ford is a chokepoint worth fighting over.
Your summons, thralls and Vigil guards can be hurt and killed now. They bleed for you, they can body-block a shot meant for you, and Vigil guards grow in strength with you.
Gear drops land in a container coloured by rarity, from a plain pouch up to a gilded strongbox, and anything better than common is yours alone for two minutes before it opens to everyone.
v3.7
A real login, five mini-bosses, and a land worth mapping
Your hero has a proper login. Create it with a name and a password and play from any device or browser. Recovery codes are retired, so there is nothing to write down and lose.
Five named mini-bosses hold fixed lairs across the realm: the Hierophant, the Broodmother, the Emberkeg, the Hexbinder and the Colossus. Each is a real duel with a tell and an answer, each guards its own named legendary, and each stirs again a couple of days after it falls.
The land reads like somewhere a mapmaker could name: mountain ranges you can follow, forests with dense hearts and ragged edges, and rivers that wind down to a coastline of coves. The townsfolk, the Vigil, your warband and the houses got the same art pass the monsters had.
Enemies burst apart when they die, in their own colour, and how they go matches how they died. Levelling up spins green light around you where your whole party can see it.
Your hero stops where you let go, with no more sliding or walking on its own. The first dungeon floor is a beginner floor, with the way down a steady climb instead of a wall, and you can spend skill points anywhere, including deep in a dungeon.
v3.1
The realm rebuilt for co-op, with a new finale and a new dungeon
Nine things that quietly broke when you played with friends now work. Your boat, your questline, your faction standing, the towns you have found and the lore you have read belong to your hero rather than to one shared pool, and they survive the realm sleeping and waking. Resting in a town truly rests you, two heroes can trade at one merchant, and each hero earns the finale for themselves.
A new ending and a new dungeon. The Mountain Kraken wakes beyond the western peaks, and days after you break it, it rises again stronger and richer. The Sunken Citadel opens behind a black glass gate once a pinnacle boss falls: three drowned tiers, the Drowned Archivist at level 200, and five relics for the deepest delvers.
Every foe shows its level, and its strength is set by where it stands rather than by your level, so home stays safe forever and the frontier stays frightening. Defence matters now, fighting far from home finally pays proper experience and gold, and companions come in three tiers on a daily wage.
Your own actions are drawn the instant you take them. Dodges, shots and swings used to arrive a beat late and lurch the camera. Everything else in the world glides between server updates instead of stepping.
v2.59
Pinnacle bosses, chase relics, and a style of your own
Two apex fights you go looking for: the Drowned King on a shipwreck isle, and the Pale Shepherd in the Frozen Wastes, at night only. Both have telegraphed attacks, shrinking safe ground, and adds that rise again if killed out of order. Each guards two build-defining relics, and a Trophy Wall at the Hunt Master tracks what you have felled.
Every combat style carries its own resource: melee builds Momentum, ranged stacks Marks, and magic runs Heat as a passive elemental aura that strikes nearby foes. Elite enemies can roll dangerous new affixes: Shielded, Vampiric, Splitting and Warded.
The overworld grew by about half again on each side, and the difficulty finally has a shape: a gentle ride out of the starter vale into a genuinely brutal frontier, instead of a sudden wall.
All eleven creatures were redrawn with real shading and honest colours, the game got faster by not drawing creatures nobody can see, and your quests, depth and bounties became yours per hero instead of shared with the whole realm.
v2.52
Rifts, Temper, and heroes with identity
Five hero archetypes to be: Knight, Ranger, Mage, Barbarian and Rogue, each with a living cape that trails and billows as you run.
Rifts tear open out in the wild for thirty seconds. Breach one with a key for a deep dungeon run: a purple rift is a solo plunge, a blue one pulls the whole party in. Your warband can follow you down into ordinary dungeons too.
Weapon upgrading became Temper at the blacksmith, with a cap set by the weapon’s rarity. Dominate became a late-game magic art that binds elite foes to your side, and fishing is a real cast, wait and bite that can reel up gear and gold.
Make camp with [C] to heal, quests and shared dungeons work in co-op, the Legion and the Great Hunts scale with your party and how far you have pushed from home, and around thirty other bugs went in one pass.
Multiplayer
Co-op arrives
Realms of Eldermyr goes co-op, with the whole world run on the server so nobody can drift out of step.
Friends join the same living realm from a single link.
The game itself is loaded on the server and shared between every player, so co-op plays exactly like the game you already knew.
v2.36
Mastery, the Forge, and towns worth the name
Combat style mastery perks unlock at proficiency 8, 16 and 22: cleave, ricochet, twin-bolt and more.
Dungeon key vaults to crack open, plus Reforge and Fuse at the blacksmith.
Music and ambience that shift with the region you are in, and a full terrain and character art revamp with hero walk cycles, boss auras and brick dungeon walls.
Towns feel fuller and more alive, the Overlord answers at his seat, and the wyrm stays home instead of wandering off. A batch of early fixes came with it: conversations that end, companions that are not stranded, and fairer quest targets.
v2.29
The Great Widening
The world map doubled in size, with intentional forests and real isles to explore.
Region banners and an eased, per-region mood tint.
Nine Realm-stones to discover, each carrying a piece of lore.
Dungeon floors gain modifiers: gilded, swarming, cursed, or a vault. A wayfinding arrow always points at your current objective.
v2.25
Territory and companions
Liberate, rebuild and own three frontier outposts, with fast-travel, vendors and daily tribute.
Recruit a three-strong warband (knight, ranger, mage) that levels with you and can be revived when downed.
Garrison a companion to repel sieges, and arm your warband with spare gear.
v2.21
World rings and the frontier war
The world became concentric rings, from a safe Vale at the heart out to a deadly Frontier. Warlords are confined to the frontier, and enemies leash to their own ground.
Frontier points of interest: war-camps, ruined keeps and razed villages.
The Legion War main questline, from the Elder’s call to the Overlord finale.
HUD and inventory polish, with sorting and a "sell all junk" button.
v2.16
The UI overhaul
A compact, readable HUD and a gently faded event log.
A corner minimap plus a full-screen world map.
A [Tab] menu hub that ties the whole interface together.
v2.12
Seasons and a living economy
Seasons arrive. Deep winter can freeze the sea solid enough to walk across.
The quiet life: forage, fish and cook for food buffs, warming up at town Hearths.
A dynamic trade economy with regional and seasonal prices, so you can buy low and sell high.
v2.10
Set sail, and the Great Hunts
Take to the water and sail the Sundered Sea, with islands, sea serpents and shipwreck loot.
The Great Hunts: four legendary world-beasts, a Hunt Master to answer to, and unique trophies.
v2.8
Factions and the Dread Legion
Factions and reputation you can earn or lose.
The Dread Legion, a nemesis hierarchy that grows stronger every time it beats you.
Dominate defeated foes into loyal thralls.
Faction war with town sieges, patrols and stampedes.
Command your own warband: promote, bodyguard and raid, and weather the occasional betrayal.
v2.3
The great expansion
An adaptive Ultimate and a dash-strike, capped off with capstone talents.
Dungeon 2.0 with themed floors.
Shrines, bounties and hidden caches scattered across the world.
A broad pass of combat balancing.
v2.0
Combat 2.0
A depth overhaul built on dodge-rolling and stamina.
Build paths for crit, lifesteal, berserk and evasion, supported by gear affixes.
Elemental bullets, enemy telegraphs, roaming monster packs, and fast-travel.
v1.0
Realms of Eldermyr
The adventure begins: an open fantasy world to wander.