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Mirandus Eternal Night Update – Growing Stronger

Mirandus Eternal Night Update – Growing Stronger

What’s New

  • Character Levels
  • Ash Wood and Barley
  • Items in the World
  • Zone Info and harvest feedback
  • Forged in Bronze
  • Wayfinder: towers and recipes

Character Levels

Every fight leaves a mark. Your adventurer and each of your Echoes grow with every battle they survive.

Each character has its own level, shown on its portrait. Characters earn XP from won fights, missions and world map events. In a boss fight, every character earns the boss’s full XP.

Each new level gives an Attribute Point. Spend it on Health, Damage, Attack Speed, Armor, Crit Chance or Evasion, and shape each character into a role: a tank, a damage dealer or a fast striker. Unspent points are kept for later.

Not happy with a build? Reset a character’s points for Gold and spend them again.

Levels add a little on top. Your gear, Exemplars and Souls stay the heart of your power.

Ash Wood and Barley

Two new harvests join the land. Cut Ash Wood from the ash trees and gather Barley from the fields, then bring them back to craft.

Items in the World

The Night does not keep everything it takes. Items lie scattered across the map, waiting to be found.

Explore, find them and pick them up to claim their rewards. Keep some space in your Pouch for what you find.

Zone Info and Harvest Feedback

Know what waits before you step in. Zone Info shows what a zone holds before you enter it.

Harvesting and picking up items show clear on-screen feedback, and more things show helpful details when you hover over them.

Forged in Bronze

Tin lies in the rocky ground beyond the starting lands. Melted with copper, it becomes bronze, harder than either metal.

Mine Tin Ore from rocky outcrops, mostly near the towns out there. The goblins nearby carry it too, with Tarnished Buckles. Smelt Tin Ingots at the Forge, then Bronze Ingots and Tin Rivets.

The Bronze set is made at the weapon and armor stations:

  • Bronze Shortsword
  • Bronze Mace
  • Bronze Roundshield
  • Bronze Helm
  • Bronze Scale Coat
  • Bronze Greaves
  • Bronze-Shod Boots

Wayfinder: Towers and Recipes

Wayfinder, the Companion App, keeps your party busy while you are away.

Climb the towers: The Spire, and for Halloween only, the Lich’s Castle. Pick your heroes, choose Charge, Hold or Lantern, and roll the d20 to beat each floor’s guardian. Every floor you clear drops a chest, and some floors give a one-time Keepsake, including The Lich’s Crown. Your heroes rest after each climb, so choose who goes wisely.

You can also see recipes in Wayfinder. Check what an item needs and plan your next craft from anywhere.

See you in the Night.

Play Mirandus Eternal Night

Mirandus Eternal Night Update – The Hollow Night

Mirandus Eternal Night Update – The Hollow Night

What’s New

  • The Hollow Night: the first seasonal event begins. Hunt the Hollow Minotaurs and earn Hollow Embers.
  • The Hollow King: gather with other players and bring down a boss no one can fight alone.
  • Ember Crafts: turn Hollow Embers into feasts, a tonic and the Duskwalker set.
  • Graves: where an adventurer falls, a grave marks the hex.
  • Fortenax’s Quests: the caged Fortenax guides your first steps into the wild.
  • Zone Info: see what kind of land you stand on, and which deeds it allows.
  • Emotes: wave, bow and dance for the players around you.
  • Item Stats in the Shop: read an item’s stats and compare them before you choose.
  • Mirandus EN Wayfinder App: your adventure goes with you, away from your desk.

The Hollow Night

The nights grow longer, and the barrow-fields are open. The Hollow Night is the first seasonal event in Mirandus Eternal Night, and it runs until 3 November.

Minotaurs have come up out of the graves and walk the far zones. Among them hide the Hollow Minotaurs. On the map they look like any other Minotaur. You only know when the fight begins.

Bring one down, and it gives up Gold, Hollow Embers and a Blueprint: Gravewarden Helm. When the Hollow Night ends, the blueprint becomes the Gravewarden Helm, the one piece of the Gravewarden set that comes only from the hunt.

Every player can earn Hollow Embers. The Hollow Night brings its own missions: a chain to follow from start to end, and dailies for every night of the event. Hunt Minotaurs, bake, brew and gather, and the embers come to you.

The Hollow King

The Hollow King has made the far hexes his own, and no single champion can move him. He stands at three strengths, each harder than the last.

When he rises, a muster appears on his hex. Travel there, take a slot and commit your best champion. When every slot is ready, the fight begins. Every player who takes part rolls for their own reward.

Ember Crafts

A Hollow Ember is a coal the dead left behind, still burning with nothing to feed it. Every cook and smith wants one. Bring your embers to the buildings, and craft what only the Hollow Night can give.

Ember Loaf · Bakery Health 300 · Energy 100 · Ember Crust: +6 Armor for 30 minutes

Ember-Smoked Haunch · Butchery Health 350 · Heavy Hand: Critical hit damage +25% for 30 minutes

Ember Stout · Brewery Energy 200 · Quick Blood: Attack speed +15% for 30 minutes

Ember Tonic · Potion Health 200 · Energy 150

The Duskwalker set is crafted with embers: a set for those who live by not being hit and strike first.

Duskwalker Knives · Two Hand Damage 36 · Range 5 · Crit Chance 12 · Crit Multiplier 20 · Attack Speed 1

Duskwalker Jerkin · Chest Armor 14 · Evasion 7 · Crit Multiplier 5 · Crit Chance 2 · Counter Chance 2

Duskwalker Cowl · Head Armor 7 · Evasion 5 · Crit Chance 4 · Counter Chance 4 · Crit Multiplier 3

Duskwalker Treads · Feet Armor 7 · Evasion 7 · Crit Multiplier 6 · Attack Speed 1 · Counter Chance 3

The recipes stay after the Hollow Night. The embers do not come again, so the embers in your hands are what you will craft with.

Graves

Every death leaves a mark. When an adventurer falls, a grave stays on the hex where it happened. Reach it, and you can read who fell and what killed them.

A hex full of graves is a hex that kills. Read the graves, and choose your road.

You will now be able to choose the grave that marks your fall. The Hollow Night brings six:

  • Skull Cross
  • Tomb of Three Skulls
  • Raven Obelisk
  • Crypt of the Hollow King
  • Whispering Shrine
  • Gargoyle Tomb

The Crypt of the Hollow King, the Whispering Shrine and the Gargoyle Tomb are available in the Global Store for the Hollow Night only.

Fortenax’s Quests

Fortenax waits in his cage at the edge of the meadow, and he has work for you. He sends you out to hunt, gather and craft, one step at a time, each a little further from the light.

Every beast you kill lowers its zone’s Threat Level. Follow him far enough, and you will learn what it takes to open his cage.

Zone Info

Every land has its own rules. Next to the zone’s name, you will now be able to see what kind of zone it is: a Settlement Zone or an Interest Zone.

Open it to read the zone’s base Threat and the deeds it allows. Know the land before you build on it.

Emotes

Say it without a word. Open the emote wheel, pick an emote, and every player around you sees it above your character.

A set of emotes is open to every player. Wave hello, bow to a rival, or dance on the road.

Item Stats in the Shop

Know what you take home. In the shop, you can read an item’s stats before you choose it, and compare it with what your units wear.

Mirandus EN Wayfinder App

The Night does not stop when you leave your desk. The Companion App sends your units on missions, and brings back chests of loot to the same adventure.

Play https://links.gala.com/mirandus-companion

See you in the Night.

Mirandus: Eternal Night

Mirandus Eternal Night Update – Wayfinder

Mirandus Eternal Night Update – Wayfinder

What’s New

  • Mirandus EN Wayfinder: take your adventure with you when you are away from your desk.
  • Missions: send your heroes to hunt, gather, deliver and scout.
  • Chests: every mission brings something home. Find the hidden spot to make a chest rarer, or merge chests for a chance at a better one.
  • One Adventure, Two Doors: your equipment, your storage and your Gold follow you between Wayfinder and the game.
  • Visitors: Catch the Lantern Moths as they pass, and their chest grows rarer.

Mirandus EN Wayfinder

The Night does not stop when you leave your desk. Wayfinder keeps your adventure with you, wherever you are.

Open it, send your heroes out, and come back to see what they found. Short visits, through the day, every day.

https://links.gala.com/mirandus-companion

Missions

There is always work beyond the light. Pick a mission, choose who goes, and send them out.

  • Hunt: wolves near the roads, goblin hunters and scavengers, Thornleaf raiders, an orc warband, and some trouble closer to home: giant rats in the granary, wild boars in the barley, kobolds in the old mine and slimes in the mill pond.
  • Gather: wheat from the fields, herbs from the fairy ring.
  • Deliver: letters across the zone, a cart of wood to Fortenax.
  • Scout: map the roads, or walk into the thorn fog.

Some missions take one hero, others up to three. Every enemy has a weakness. Send the heroes whose stats answer it, and the hunt goes your way.

Chests

Every mission brings something home. Missions end with a coffer, a chest or a grand chest, and the Night’s Haul waits for you too.

Every chest has a rarity, from Common to Ancient. The rarer the chest, the better what is inside.

One Adventure, Two Doors

Wayfinder and the game share one adventure. Your equipment and your storage are the same in both. What you equip in one is what you wear in the other.

Wayfinder Gold goes straight to your Mirandus Eternal Night stash.

Play one at a time: open Wayfinder or the game, and your adventure follows you.

Coming Soon

A map of the realm with its towns and inns, the Spire and seasonal towers, a Bestiary of the creatures of the Night, guilds, hero levels and Moonglass are on their way to Wayfinder

See you in the Night.

Mirandus EN Wayfinder https://links.gala.com/mirandus-companion

Mirandus Eternal Night Update – Arms and Armor

Mirandus Eternal Night Update – Arms and Armor

What’s New

  • Every NFT weapon fights its own way
  • NFT armor built for the front line
  • The far reaches of the map

Every NFT Weapon Fights Its Own Way

A weapon is a way of fighting. In the Eternal Night, the right one depends on what waits in the dark ahead of you.

Each NFT weapon has its own style. Heavy blows break through thick hides and armor. Quick strikes wear down fast, slippery creatures. Pick the weapon that fits the lands you are heading into.

Sparkforge Longsword (Legendary) — One Hand

Fast, with a high chance to crit.

  • Damage 13 → 43
  • Attack Speed 3
  • Crit Chance 10 → 14

Bronze-Coated Sword (Common) — One Hand

Precise: it crits often.

  • Damage 4 → 56
  • Crit Chance 3 → 14

Brute’s Club (Legendary) — One Hand

The heaviest blows. It rarely crits, and when it does, it hits very hard.

  • Damage 16 → 60
  • Crit Chance 5 → 0
  • Crit Multiplier 25

Uggor’s Cleaver (Rare) — One Hand

Fast and steady.

  • Damage 5 → 43
  • Attack Speed 5 → 4

Bronze-Coated Spear (Common) — One Hand

Built to hold the line: armor on a weapon.

  • Damage 5 → 52
  • Armor 1 → 5

Fogpiercer Longbow (Epic) — Two Hand

Heavy shots from the longest range.

  • Damage 10 → 52
  • Range 12
  • Crit Chance 5

Last Rites (Epic) — Two Hand

A shorter reach, and crits that hit hard.

  • Damage 12 → 39
  • Range 6
  • Attack Speed 2
  • Crit Chance 12 → 15
  • Crit Multiplier 14 → 25

NFT Armor Built for the Front Line

Armor is what lets an Echo stand between the dark and the rest of the party.

Every NFT armor piece is built to take the blows of the most dangerous lands. The Echoes in front take the hits, so dress them in your heaviest pieces.

Sparkforge Chestplate (Epic) — Chest

  • Armor 7 → 30

Sparkforge Helmet (Rare) — Head

  • Armor 4 → 15

Gravewarden Bulwark (Legendary) — Off-hand

  • Armor 7 → 25

Gravewarden Helm (Epic) — Head

  • Armor 5 → 15

Gravewarden Cuirass (Rare) — Chest

  • Armor 6 → 30

Gravewarden Greaves (Epic) — Legs

  • Armor 4 → 15

Fogpiercer Jerkin (Rare) — Chest

  • Armor 4 → 16

Fogpiercer Hood (Rare) — Head

  • Armor 2 → 8

Mourning Weeds (Rare) — Chest

  • Armor 4 → 16

Deathmask (Rare) — Head

  • Armor 3 → 8

Pallbearers (Legendary) — Feet

  • Armor 4 → 8

Bronze Plate Armor (Common) — Chest

  • Armor 5 → 30

Tough Leather Armor (Common) — Chest

  • Armor 4 → 16

Every other stat on these pieces stays as it is.

The Far Reaches of the Map

The further you travel from the light, the harder the Night pushes back.

The creatures of the most dangerous lands strike hard and take many blows to bring down. Travel there with your strongest gear and a full party of Echoes.

Gruul is a long fight, made for many hunters. Gather your strongest party, and strike when the Cosmic Hunt begins.

Step by step, new recipes, harvests and equipment will fill the road from the first lands to the far reaches, and the balance will keep being adjusted regularly along the way.

See you in the Night.

Play Mirandus Eternal Night

Mirandus Eternal Night Update – The Gravewarden

Mirandus Eternal Night Update – The Gravewarden

What’s New

  • The Gravewarden set arrives in the Global Store
  • Four battle potions and the Hotbar to drink them
  • A view from above, with points of interest and a new landmark
  • Info buttons and tooltips across the game
  • Word when your deed falls, and player info at a glance

The Gravewarden

The Gravewarden set was not forged; it was dug up. The first Gravewarden kept the graves. He went into the ground to quiet the dead and came back wearing them. Every piece takes the blow meant for others and gives it back.

This set is built to stand in front: armour on every piece and counters on every piece.

Gravewarden Bulwark (Legendary) — Off Hand

Armor 7 · Counter Chance 10 · Counter Multiplier 20 · Attack Speed 1

Gravewarden Greaves (Epic) — Legs

Armor 4 · Evasion 2 · Counter Chance 5 · Crit Multiplier 6

Gravewarden Cuirass (Rare) — Chest

Armor 6 · Evasion 2 · Counter Multiplier 10

Each piece is available on its own in the Global Store, and they are there to stay. The fourth piece, the Gravewarden Helm, is not in the store. It waits with the Hollow Minotaurs.

The Sparkforge Set

The Sparkforge set has left the Global Store. Every Sparkforge piece you hold stays yours: the Longsword, the Chestplate, the Helmet and the Boots fight as they always have. 

Battle Potions and the Hotbar

Four potions for the fight ahead. They are crafted in the potion buildings, and each one works on your whole party.

  • Strength Draught: more damage for the next battle.
  • Bulwark Tonic: more health for the next battle.
  • Hunter’s Draught: a higher critical chance for the next three battles.
  • Warding Tonic: more armour for the next three battles.

The Hotbar keeps them at hand. Drag a potion from your pouch onto a slot. On the map, press the slot’s key or tap it to drink one before a fight.

Look Around

From the ground, an Echo sees only what the light reaches. Press the owl button at the bottom right and the camera rises above the world. Hold and drag, or use the arrows, to look beyond your light. Press it again to return.

  • Beams of light rise where something waits. What it is, you find out on foot.
  • A great twisted tree rises on the map. Find your way by it.

Know What Each Thing Does

Tap the i to read what a screen does. Info buttons sit on the respawn screen, in Town Storage, Party Management, the Transaction Log and the Hotbar. The stat names in your party are spelled out, and the Gold in your pouch and the Gold in storage are explained side by side.

Your Deed and Other Players

  • When your deed falls, a notice tells you.
  • Hover over another player to see their info.

See you in the Night.

Play Mirandus Eternal Night

Mirandus Eternal Night Update – Rest and Feast

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