The Quarry Descent is open
The first dungeon is open from level 20: six rooms down to the Quarry Warden and its chest, ten vows and three new sets. With the Market, the Riverboat and more since the last notes.

The first dungeon
- Where: open Combat and choose Dungeons. Pick your vow and your orders, bring food, and press Enter.
- Six rooms: the Gallery Mouth, the Old Workings, a fork between the Flooded Shaft and the Collapsed Gallery, the Sealed Drift and the Warden's Approach, then the Warden's Hall.
- The Warden's shield: every half minute the Warden raises a rock shield. A warhammer breaks it, a longbow or a Tide spell wears it down, and then its core lies open for a few seconds.
- While you are away: set your orders once and the runs go on while you are away, run after run.
- Vows: clear Vow 0, then choose a higher vow for tougher foes, more Warden cores and better odds in the chest. There are ten to climb.
- The chest: when the Warden falls, its chest rises and opens with your loot. Turn a Quarry Descent Key at the Sealed Drift for one more roll.
- Three new sets: Wardenstone plate, Wardenhide leathers and Wardenweave robes, and the Warden's maul, longbow and staff. Pieces drop from the chest, or trade Warden cores for the piece you want.
- A companion: the Coreling, a rare find in the Warden's chest.
- Firsts: the first adventurer to clear each vow is named in Global chat and on our Discord.
Also new since the last notes
- The Market: buy and sell with other players from total level 100. Players set the prices, with a 2% fee on a sale. Open it from the left rail, or tap your gold.
- The Riverboat: at Exploration 10, sail the river to four ports that buy your spare goods, four new fishing grounds and a new lair, the Rustbank Snapjaw. With kit upgrades, Exploration potions and the Waymakers' six relics to find.
- Time to level: the task card shows how long until your next level at what you are doing.
- A real rest: woodcutters rest the axe on the shoulder and miners lean on the pickaxe while the tree or rock fills again.
- A new start: a new title screen, and a new screen to make your adventurer.
- Armour: every melee tier now has its own plate, and six magic robe sets have their own look. Magic armour asks Defence at half its Magic level.
- Choose a fight: now lists Training, Dungeons and Trials. The Bosses list is hidden for now.
- Leaderboards: rank adventurers from total level 100.
- The Trials: drop copies much more rarely, and the cape no longer wears a crest.
- Fixes: the thieving plate shows your adventurer's name instead of your login, and the Aetherstone and Dawnsteel helms no longer leave a pale scrap at the throat.
Balance and content change often during the alpha. All patch notes