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Mirandus Eternal Night Update – The World Opens

Mirandus Eternal Night Update – The World Opens

What’s New

  • Stables can be claimed, horses can be docked, and fast travel runs between them
  • The world is bigger, with new lands to explore and settle
  • Deeds and buildings are packed up and ready to place again
  • The Barn and the Dairy are open for crafting
  • Owner Transaction Log
  • Starless Requiem, a new equipment set in the Global Store

Stables and Horses

The ruined stables standing across the map are waiting for an owner. Claim one and it is restored, and it becomes a place where horses are docked and journeys begin.

A stable is run by two kinds of owners, and travellers use it from the outside.

If you own a Stable NFT

  • Walk to a ruined stable and claim it. The position is yours while you keep it standing.
  • A stable wears down like a deed does. Repair it, or it falls back to ruin and the position opens for someone else. Your NFT stays with you either way.
  • You decide who docks. Free a slot at any time and the horse goes back to its owner.

If you own a Horse NFT

  • Dock your horse at any stable with a free slot and set your rate per block of hexes.
  • Every trip your horse serves rewards you. The stable owner takes a share too.
  • Undock whenever your horse is not out on a trip.

If you want to travel

  • Step up to a stable and open the travel panel. Every docked horse is listed with its rate.
  • Pick your destination stable, choose a horse, confirm, and ride.
  • A horse rests after each trip. Rarer horses recover faster.

A Bigger World

The darkness has shifted, and the land beyond the first light is open. Cross grassland and forest, climb into the mountains, push out into the desert. Every region has its own creatures and its own level of danger, and both grow the further you go from the start. New settlements, new resource grounds and the ruined stables are spread through all of it.

Your deeds and buildings have been packed into your inventory. Place them again wherever you choose to settle. Anything you had listed for sale stays listed, with no deed owner fee and no delivery fee on it.

  • A deed’s domain reaches further: a village lights two hexes out, a town three, a citadel four.
  • Each deed hosts the trades that suit it. When you place a building, the deed shows which ones it takes.

The Barn and the Dairy

Livestock come to the settlement. Place a Barn and a Dairy in your deed and they work. The Barn raises Milk, the Dairy turns it into Cream, Butter and Cheese, and the Bakery bakes those into two new foods.

Materials

Milk (Barn) — Material

  • Made from 10 Oats

Cream (Dairy) — Material

  • Made from 2 Milk

Butter (Dairy) — Material

  • Made from 3 Milk

Cheese (Dairy) — Material

  • Made from 4 Milk

Consumables

Butter Roll (Bakery) — Food

  • Made from 1 Butter and 1 Flour
  • Restores 300 Health
  • Armor +4 for 30 minutes

Cheese Tart (Bakery) — Food

  • Made from 1 Cheese, 1 Cream and 2 Flour
  • Restores 400 Health and 150 Energy
  • Armor +5 and +20% for 60 minutes

Flour comes from the Mill.

Owner Transaction Log

Every owner keeps a ledger. Open your Transaction Log and see every transaction tied to you: the crafting rates you earned, rest and repairs, bounties created and claimed, store purchases, fast travel. Each entry shows what it was and whether it completed.

Starless Requiem

A new equipment set arrives in the Global Store. Starless Requiem is built around not being hit: evasion on every piece of apparel, and counters that answer whatever missed. The blades carry the crit.

Last Rites (Epic) — Two Hand

  • Damage 12
  • Range 6
  • Attack Speed 2
  • Crit Chance 12
  • Crit Multiplier 14

Mourning Weeds (Rare) — Chest

  • Armor 4
  • Evasion 8
  • Crit Multiplier 8
  • Counter Multiplier 15

Deathmask (Rare) — Head

  • Armor 3
  • Evasion 6
  • Crit Chance 6
  • Counter Chance 7

Pallbearers (Legendary) — Feet

  • Armor 4
  • Evasion 8
  • Attack Speed 1
  • Crit Multiplier 8
  • Counter Chance 5
  • Counter Multiplier 10

Last Rites is a pair of blades wielded as one two-handed weapon. The pieces are sold one by one, and they stay in the store after the sale.

See you in the Night.

Play Mirandus Eternal Night

Update: Your Shop, Your Rate

Update: Your Shop, Your Rate

What’s New

  • Shop owners set their own crafting rate
  • The Butchery and the Brewery are open for crafting
  • Four new recipes and a new material
  • Food and potions carry a lasting buff
  • One click walks a full route
  • Ruined stables on the map

Crafting Rates

Shop owners set the crafting rate at their building, recipe by recipe.

If you own a shop, you will now be able to:

  • Set a rate on any recipe your building offers, or set them all at once
  • See what you keep on every recipe, from your building’s management panel
  • Change a rate and have it apply immediately

If you craft at somebody else’s shop, you see the rate before you commit. Where a settlement holds two shops of the same trade, each one shows its own rate and you pick.

The Butchery and the Brewery

Both shops are open for crafting, each with its own recipes. Place one in your deed and it works.

Butchery

  • Dry Meat — restores Health, and raises your Damage for 10 minutes
  • Smoked Haunch — restores more Health, and raises your Critical Chance for 10 minutes

Brewery

  • Small Ale — restores Energy, then 60 more Energy over 10 minutes
  • Dark Stout — restores more Energy, then 90 more Energy over 15 minutes

Bakery

  • Oatcake — Energy 100 → Health 150 and Energy 50

Raw Meat is a new material, dropped by wolves and jackals. The elemental wolves carry more of it. Both Butchery recipes are built on it.

Dark Stout takes Flour from the Mill, and Smoked Haunch takes a Wood Plank from the Woodshop.

Food and Potions Carry Buffs

What you eat and drink stays with you. On top of what it restores on the spot, it keeps working while you travel.

  • Health Potion — Health back, then 300 more Health over 10 minutes
  • Energy Potion — Energy back, then 180 more Energy over 10 minutes
  • Traveler’s Pie — Health and Energy back, then 90 more Energy over 15 minutes
  • Hearty Loaf — Health and Energy back, then 180 more Health over 15 minutes

Time your drink before a long crossing and you arrive with more than you set out with.

The potions are stronger now. Pick them up in the Global Store — the Wanderer’s Supply Pack and the Expedition Cache both carry them. Fill your pouch before the next long run.

Movement

Click a destination and your party walks the whole route to it.

Ruined Stables

Ruined stables now stand on the map. Take a look at where they are.

We are preparing the ground for travelling long distances overland. You are going to want it — the far limits of this world lie further out than our explorers took them for.

See you in the Night.

Play Mirandus Eternal Night

Update: The Map Has Something to Say…

Update: The Map Has Something to Say…

Fortenax

Early on you come across a wizard held inside a cage of fire. He is Fortenax. Whatever bound him took his power with it, and he cannot break out on his own — so he asks you to do it for him.

He needs Wood, and orbs of fire and of ice. The orbs drop from the elemental wolves and nothing else, so the wolves and the wizard are one job.

Free him and he pays well. Among what he hands over is one item nobody can identify — it holds tremendous power, and it will matter in an update still to come. Keep it safe until then.

World Map Events

Exploring is no longer only about what you find standing there. Travel through a region and the land puts situations in front of you — a fire someone left still burning, something moving in the trees behind you, a stranger who wants something before he lets you pass. You decide how to handle it, and your decision directs how it ends.

Sixty of these are live across grassland, forest, mountain and desert. A card comes up, tells you what you have walked into, and gives you options. Outcomes are real: a choice can hand you loot, drop you straight into a fight, or cost you Health and Energy.

Events get more frequent the harder the land gets — a quiet crossing of grassland is not the same gamble as a walk through the desert.

The most important thing to understand: an event is not always a reward. Some of these are traps, and the safe-looking option is not always the safe one. Read the card.

Elemental Wolves

Something in the wild has stopped being only an animal. Two packs now range the map with an element living in them, and neither fights the way anything you have cleared before fights.

Fire Wolves are fast and hit disproportionately hard when they land a good strike. They will take a party apart if you let the fight run long.

Ice Wolves are the opposite problem: slow, armored, and they punish you for swinging. Trading blows with one is how you lose Echoes.

They hold their own ground in specific parts of the map, sometimes running with goblins. Both are worth hunting — they carry more than the wolves you are used to, and they are the only things in the world that drop the orbs.

Homestead

Homesteads have arrived, and they can be placed on the map today — ground of your own, held early, before what is coming gets here.

A Homestead needs quieter ground than any other settlement. Clearing a zone comes first, and keeping it clear matters after that.

A larger logic for Homesteads is in development, and there will be more news in the coming releases.

Two Shops Open

Two trades that had premises and no craftsman behind them are working now: the Woodshop and the Potion Shop.

Eleven New Recipes

  • Woodshop — Wood Plank, Short Wood Sword
  • Potion Shop — Lesser and Light Health Potions, Lesser and Light Energy Potions
  • Archery — Crude Bow, Yew Longbow
  • Forge — Shovel
  • Tannery — Rope
  • Anywhere — Torch

Six of these were stocked in shops until today. All four potions, the Short Wood Sword and the Crude Bow can no longer be bought from the local store — they are crafted now. That makes potions in particular dependent on somebody running a Potion Shop.

Wood Planks and Rope feed the better bows, so the archery line now runs through two other shops before it reaches you.

Starting Out

The opening mission chain has been rebuilt. It still walks you from your first two wolves to your first brute goblin, but it now pays in equipment as well as Gold — you finish it dressed and armed rather than just richer.

Also In This Update

  • The Global Store is easier to find — the button has moved and it is hard to miss now.
  • New sound in the world, and around the wizard in particular.

See you in the Night.

Play Mirandus Eternal Night

Update: Missions, New Shops and Two New Deeds

Update: Missions, New Shops and Two New Deeds

Today’s update gives you a reason to log in every day, opens up the crafting tree, and — at last — a way to push back against the Threat chewing through your land. Here is everything in it.

Missions

There is a new Missions screen, and it hands out Gold for work you were probably doing anyway.

  • One-time — twelve jobs in order, from killing two wolves to taking down five brute goblins without dying once. Everyone starts at the first one, new or not.
  • Daily — five jobs, replaced every day.
  • Weekly — nine bigger ones, replaced every week.

Progress tracks itself while you play. Finish a job, press Claim, and the reward goes straight to your Stash — safe there even if you die on the way home. No wallet needed, so guests can run missions too.

New Shops and Recipes

Three new building types open up:

  • Mill — turns Wheat into Flour
  • Tannery — turns Leather into Cured Leather
  • Weapon Shop — crafts melee weapons, which had no crafted version until now

And six new recipes to go with them:

  • Hearty Loaf (Bakery) — 2 Flour + 5 Oats → Health 250, Energy 100
  • Reinforced Cap (Armorer) — 5 Cured Leather → Armor 4, Evasion 2
  • Tanned Brigandine (Armorer) — 8 Cured Leather + 5 Copper Ingot → Armor 6, Evasion 3
  • Wooden Sword (Weapon Shop) — 20 Wood → Damage 5
  • Copper Sword (Weapon Shop) — 5 Copper Ingot + 5 Wood → Damage 7, Crit Chance 3, Attack Speed 2
  • Copper Warblade (Weapon Shop) — 8 Copper Ingot + 5 Cured Leather → Damage 9, Crit Chance 4, Attack Speed 3

Flour and Cured Leather come only from the new shops, so the best gear now depends on somebody running one.

The Mercantorium

You can now list your own NFTs, and see what every other player has listed.

Gold Packs

Short on Gold? Three packs are stocked from today — enough to keep the Echoes you have in fighting shape, or to hire new ones into the party:

  • Pair — 5,000 Gold
  • Trio — 25,000 Gold
  • Company — 100,000 Gold

One of each, per player. Gold still comes out of missions, loot and trading if you would rather earn it.

Two New Deeds

Camp — a shelter made for a longer night. It regenerates your Health while you are inside, and you can rest at one to bring back Health and Energy.

Outpost — Structure 6,000, Light Radius 1, Safe Area 2, a domain of its own, and it never despawns. Up to three per zone. There is nothing to walk into: no interior and no services in this version. What it does is lower the base Threat of its zone.

Threat and Zones

Threat has been rebalanced across the board, and the Outpost is the first thing that lets you do something about it:

  1. Clear the zone. Threat is the zone’s base level plus every living enemy standing in it. Kill enemies and the number comes down.
  2. Plant an Outpost. Once threat is low enough the zone will take one, and it holds the threat down from then on.
  3. Settle. Settlements need much calmer ground than an Outpost does. With one in place, zones that could never hold a Hamlet or a Village become buildable.
  4. Keep it clear. Enemies come back and threat climbs again. Ignore a zone long enough and it starts damaging the buildings standing in it.

If you already own land, check on it this week — the numbers behind all of this changed today.

Coming Soon

There is a cage out there, and a fire, and something inside it that would like a word. Soon.

See you in the Night.

Play Mirandus Eternal Night

The Daily Delvers v0.2.30 is now live on the web

The Daily Delvers v0.2.30 is now live on the web

The Worlds Update has arrived.

Play in your browser: https://links.gala.com/Play-Daily-Delvers

Android: links.gala.com/Daily-Delvers-Android

Five worlds, one for every chapter

Every chapter now descends into a place of its own, hand-drawn and moving behind your Delver as he walks.

  • The Path of the Initiate — a temple hall drowned in moss, its columns marching away into green gloom
  • The Crimson Expanse — molten channels running the length of the gallery, the fire moving with them
  • The Storm-Torn Horizons — a ruined rampart under rolling banks of storm cloud
  • The Glacial Solitude — still, blue and enormous beneath a slow aurora
  • The Celestial Infinite — brass armatures and drifting ruins turning against open stars

Push deeper and the dungeon changes around you. That is the reward for surviving.

Bring your wallet

The web build can now link a crypto wallet to your account.

  • Open Settings from your profile plaque and choose Connect with MetaMask
  • Your GALA and GUSDC balances appear right there, live from GalaChain
  • This is linking, not a second login — nothing changes about how you sign in
  • GALA Wallet support is coming soon

Top up with GUSDC or $GALA

Gem bundles in the shop can now be topped up straight from your wallet.

  • Choose GUSDC or $GALA at the confirmation, whichever you would rather use
  • $GALA is converted from the same value at the current rate, shown before you confirm
  • Keep a little GALA on hand — a GalaChain transfer costs a $GALA network fee
  • Web only for now; on Android nothing changes

What gems are for

Gems open the Dungeon Merchant’s Shop, and the Shop is how a run stops ending the same way.

  • Three chests to crack, each with its own odds and its own rate-up rotation every week
  • Pity carries over between openings, so a cold streak still pays out in the end
  • Gear for the Armory — swords, armour, rings and amulets to enhance, merge and push to higher rarities

Ready when you are

Sharpen your sword, read the map, and find out how deep you can go.

Play free in your browser: https://links.gala.com/Play-Daily-Delvers

Thank you for delving with us. More is on the way.

Delventes Fortuna Iuvat.

The Market Opens: A Player-Run Economy Comes to Eternal Night

The Market Opens: A Player-Run Economy Comes to Eternal Night

Adventurers — starting today, Mirandus: Eternal Night has an economy, and you run it. Every item on every shelf was gathered, crafted, priced, and put up for sale by another player. There is no clerk behind the counter — only whoever built the shop, and whoever’s willing to trade with them. Three steps get you there: harvest, craft, and sell or buy.

Harvest

Every recipe below starts in the wild. Copper Ore, Wheat, Oats, and Flax come from resource nodes scattered across the map — work a node and it fills your pouch. Leather and Pine Wood come from what you hunt and loot along the way. None of it is safe until you are: materials are carried loot, and dying loses them, so get home before you spend it.

Craft

Four buildings turn those materials into gear: the Forge, the Armorer, the Archery, and the Bakery. You can only craft inside a deed that has the shop you need slotted — step into one, pick the shop, then pick the recipe. More buildings will follow, but this is where crafting starts.

Forge

  • Copper Ingot — 5 Copper Ore

Armorer

  • Leather Cap — 10 Leather → Armor +3
  • Hide Boots — 10 Leather → Evasion +7
  • Starter Boots — 7 Leather → Evasion +5
  • Hunter’s Tunic — 15 Leather + 5 Copper Ingot → Armor +5, Evasion +3

Archery

  • Hunting Bow — 20 Pine Wood + 30 Flax + 5 Copper Ingot → Damage +7, Range +8

Bakery

  • Oatcake — 10 Oats + 5 Wheat → Energy +100
  • Traveler’s Pie — 20 Wheat + 10 Oats → Health +200, Energy +150

The Forge feeds the others — the strongest recipes need a Copper Ingot, so somebody has to smelt before anyone else can build.

Crafting isn’t free. On top of the materials, every recipe carries a fee in $GALA — and that fee is shared out among the people whose property made the craft possible. The largest share goes to the owner of the shop you used, a cut goes to the owner of the deed hosting that shop, and a small share goes to Gala. Craft at your own shop on your own land and most of it comes back to you.

For now, the fee is set by the game and is the same wherever you craft — so the only thing that changes between two Forges is who gets a share from the work.

Sell & Buy

Craft something and you don’t have to use it yourself. List it, and any player in the world can buy it.

  • Sell — list anything from your inventory. You choose the quantity, and you receive the proceeds from the sale.
  • Buy — stand in any deed and browse the offers of every shop in every deed in the world. Pick an item, compare every seller, choose your offer.
  • Distance matters. Buying from across the map adds a delivery cost that climbs in steps with the hex distance between you and the seller — buy local to keep it cheap, or travel for a better offer. It is charged on top of what the seller is asking, not taken out of the seller’s share, and buying inside the deed you are standing in costs nothing extra at all.
  • Every sale is shared out. When your item sells, the largest share goes to you — the seller who made it. A cut goes to the owner of the deed hosting the shop that listed it, and a small share goes to Gala. Sell from your own land and you keep more of it.

The pattern is the same everywhere in the Night: the person who did the work gets the most, the person whose ground it happened on gets a share, and the world keeps turning. Own the shop, own the deed, or own neither and just sell well — there is a way to benefit at every step.

Three New Towns

Legendary land deeds, live in the Night today:

  • Town of the Marquess — a walled town where merchants and hunters gather beneath the high lanterns.
  • Town of the Duke — a stronghold of commerce and craft. Few lights in the Night burn brighter.
  • Town of the Archduke — proud, second only to the citadels. Its gates have never fallen.

Each one carries: Light Radius 3, 8,400 HP, Health regen 8, Energy regen 8.

Twenty shop slots, on the day shops started working — that’s the whole point. A Town is a marketplace other players travel to, and every one of them leaves something behind for the owner.

Your NFTs, Ready for the Night

Holding a Town, or any deed? Head to your NFTs page, select it, and bridge it to GalaChain to put it on the map.

What’s Next

The market is open, but it’s young — more buildings, more recipes, and more ways to trade are coming. Keep crafting.

See you in the Night.

Play MIrandus Eternal Night