Mirandus Eternal Night Update – Rest and Feast
What’s New
- The Inn opens its doors: a rest for Gold, a feast for $GALA, and Reserve Energy for the road
- Settling a zone takes Outposts first, and the wilds take only Tents and Camps
- Two docks stand on the far shores, with a voyage back
- The Local Market has closed; bread and the Echo’s set are crafted at any deed, Tent or Camp
The Inn
The lamps are lit and the hearth is warm. The Inn opens its doors on the deeds of Mirandus EN, with a bed for the weary and a table for the hungry.
The Inn is a Building NFT placed in a deed. It serves two things to any party inside that deed: a rest and a feast.
If you own an Inn NFT
- Place it in a deed with an Inn slot. A Large Inn fits a Village; Towns and the Citadel take the Large, the Grand and the Majestic Inn.
- Set what a rest costs, in Gold.
- Stock the menu from your own inventory. The menu has three slots, one per food chain: meals that sharpen the attack, meals that harden the defence, and meals that keep the party moving. Attack: Dry Meat, Smoked Haunch, Roast Chicken and Ale-Braised Chicken. Defence: Butter Roll and Cheese Tart. Utility: Traveler’s Pie and Hearty Loaf.
- Set a $GALA rate on each slot. A slot is open when it holds a meal for every member of the party at the door, and closed otherwise.
- Every rest and every feast rewards you, and the deed owner takes a share.
- Your stock stays yours. Take it back whenever you like, and swapping in another meal of the same chain returns the old stock to you.
- You rest and feast at your own Inn at no cost.
If you want to rest or feast
- Step into a deed with an Inn and open it from the town menu.
- A rest restores the whole party’s Health and Energy at once, for Gold.
- A feast serves the owner’s meals for $GALA. Choose one, two or three open slots; every unit in the party eats one meal from each. The party is restored, and each meal’s buff lasts twice as long as the same meal eaten from your pouch.
- Every feast grants Reserve Energy, a second pool shown next to your Energy. It is spent only once your Energy is gone, it never refills, and it is lost when you die. The grander the Inn, the larger the reserve. A second feast does not add to it: you keep the larger of the two.
- Feasting needs a connected wallet.
Settling a Zone
The land has its own threat, and it does not yield to the first deed that arrives.
- Every settlement zone accepts a set number of Outposts, capped per zone.
- In an untended zone the threat sits above what any deed can bear. Clear the enemies and raise Outposts: each Outpost lowers the zone’s threat, and once it falls below a deed’s tolerance that deed can be placed. The larger the deed, the more Outposts the zone needs first.
- The wilds beyond the settlements take only Tents and Camps, a few per zone. The deeper the zone, the fewer it takes, and the farthest take Camps alone.
- Two island settlements lie off the coast, reached only by ship, each with room for a single deed.
Two Docks on the Far Shores
Two ruined docks stand on the far shores, where the long voyages land.
- Both can be claimed with a Dock NFT, like every dock along the coast, and hold ships like any other.
- Voyages from the far shores sail back to the mainland docks they came from.
- One open-water landing remains, deep in the wilds. The panel warns you when no return trip is guaranteed.
The Local Market
The Local Market has closed its stall. What it stocked is yours to make: bread at any hearth, and the Echo’s set, the clothes an Echo arrives in, from leather and flax.
Bread and the four pieces of the Echo’s set can be crafted at any deed, a Tent or a Camp included. No building is needed.
Equipment
Echo’s Travelers Boots — Feet
- Made from 4 Leather and 3 Wick Flax
- Evasion 3
Echo’s Trousers — Legs
- Made from 4 Leather and 4 Wick Flax
- Evasion 2
Echo’s Threadbare Tunic — Chest
- Made from 6 Leather and 5 Wick Flax
- Armor 2
Echo’s Buckler — Off-hand
- Made from 3 Leather, 4 Wick Flax and 4 Wood
- Counter Chance 5
See you in the Night.
Play Mirandus Eternal Night
