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:
- Clear the zone. Threat is the zone’s base level plus every living enemy standing in it. Kill enemies and the number comes down.
- Plant an Outpost. Once threat is low enough the zone will take one, and it holds the threat down from then on.
- 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.
- 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.




