Major update

Bosses, Diving and the Farm

Twenty-five bosses wait in five lairs, with loot you can only win from them. Diving is a new skill under the waters of the map, Farming has a farm of its own, and fighting at your own level now gives the most XP.

An adventurer with a greatsword facing the Stormcrown Wyrm in the Stormspire Summit

The bosses

  • A Bosses tab: Choose a fight has a Bosses tab: 25 bosses in five regions, from level 66 to 120, each in a lair of its own. They open at fighting level 65, and each tells you how ready you are.
  • Long fights: a boss fight takes about ten minutes. Bosses change at each phase, raise wards against one style, have weak points the right weapon finds, wind up big blows you can see coming, and rage if the fight drags on.
  • A second weapon: choose one in the boss window. When a ward rises against the weapon in your hand, your adventurer switches to it, and back when the ward falls.
  • A cache every kill: every boss drops a cache of its region's resources: bars, ores, logs, runes, gems, herbs and seeds.
  • Collection Log: the 25 bosses are on the Monsters bar, and their gear has a Bosses page.

Boss loot

  • Fifteen boss weapons: three to each region, from the Cinderforged Maul to the Sunstaff of the Avatar, with the Leviathan Fang, the first boss dagger. Each outhits every crafted weapon of its kind up to its level and does more damage to bosses.
  • Six armour sets: Ashbrand and Tidewrought plate, Wyrmstalker and Sunstrider leathers, Eclipse and Ashveil robes, all made for damage. They drop and work now. Their look on your adventurer comes in a later update, so for now a worn piece leaves its slot looking empty.
  • Five boss jewels: the Cinder Signet, the Stormeye Amulet, the Gravelight Ring, the Pearl of the Drowned Throne and the Dawnseal Ring.
  • Every drop rolls: a boss weapon, armour piece or jewel rolls its grade as it drops, from Common to Legendary, so the same drop can be plain or very strong. All of it is very rare.
  • Tank and Power: crafted gear is labelled Tank, and gear won from monsters is labelled Power.

A new skill: Diving

  • Six drowned places: under the waters of the map lie six sunken places, from the Mill Pond to the Sunken Dawn. A dive lasts as long as your breath, and everything you bring up is banked the moment it is in your hand.
  • Three dives in every place: the bed for steady XP and goods for the kitchen and the farm, the wreck for gold and salvage, and the deep for pearls, coral and curios, at a dearer breath.
  • The last breath: from level 5 you choose how you come up: with a breath to spare, or on the last breath, where you see more and now and then run out of air. That costs time, never anything you found.
  • Diving gear: start by holding your breath, then goggles, hoods, the brass helmet and helmets of silver, deepiron and cobalt, up to the moonglass, stormsilver and dawnglass helms that light the water around you.

The chart and salvage

  • Fog on the floor: every place starts under fog, and every dive charts the tiles nearby. Deeper dives and party dives chart more.
  • Hidden finds: wrecks, caves, reefs, sealed caches and one legendary site wait under the fog of every place. Once charted, each is a dive of its own, in the Diving window and in the world.
  • A place charted in full: gives one more breath there for good, and a title. All six make you the Drowned Cartographer.
  • Salvage: wrecks, deeps and the hidden finds bring up crusted lumps, chests and jars. Open them at the salvage bench on the town square, or with Open all from the Bank. The best find shows first.

Parties

  • A party of four: invite up to three friends from the Friends menu or a profile card. A party has its own chat tab. Someone away for 12 hours leaves the party, and nothing is ever taken from anyone.
  • Party dives: the leader picks the place, and diving it together gives more breath, a faster chart and better luck with crusts. Your party dives beside you in the world, and diving alone is always one press away.

Honeyfield Farm

  • A farm of its own: Farming has a place now: Honeyfield Farm, through the arch in the town square's south wall or with the Farming button. Every plot you own lies there in its bed and grows stage by stage.
  • Click a bed: to plant it, harvest it or see what it will give. Harvest all and Replant all are on the bar under the farm.
  • At work: your adventurer kneels to plant, pulls up the harvest and waters the beds, and everyone online who farms is there with you.
  • Crossbreeding: two herb beds that make a pair are joined by a vine, and the Herbarium's cabinet shows every find.
  • Nothing else changed: your plots, seeds and timers are the ones you had, and Farming never takes your activity slot, so your other work goes on.

Combat

  • Your own level gives the most: monsters in an area now climb in even steps, and a kill's XP grows with the monster. Fighting at your own level gives the most XP, not monsters far below you. Gold and drops follow the same work, and food lasts as it did.
  • Weaker monsters still hit: a monster below you always lands some blows and still hurts a little.
  • Oaths have no cost: every Combat and Skilling Oath is now its gain alone. The Rain's extra arrows are free.
  • Clan hunts: give a little less XP than they did. What you have already earned stays as it is.
  • Weapon grips: every weapon sits better in the hand, and the boss bows and staffs stay clear of the body.

Your look

  • Hair, eyes and skin: choose from 9 hairstyles, 12 hair colours, 5 eye shapes, 8 eye colours and 8 skin tones when you make an adventurer. Adventurers made before get the choice once, from a card and a Your look tile in the Menu.
  • Transmog: under the equipment doll, show any piece you have had over the one you wear, in the same slot. A weapon takes a look of its own kind, and your stats stay those of what you wear.

Support Evertrail

  • Ko-fi supporters: the Support button shows your own code. Put it in your Ko-fi message and your gift reaches your adventurer.
  • What a gift gives: any gift gives the Supporter cup by your name, a chat tag of your own, six name colours and the Hearth profile card. Patron and Champion open more colours and cards, and perks never go away.

Changes and fixes

  • Quieter chat: server news in chat is now only level 99 and 120, Legendary and Mythic gear, pets, and a welcome for each new adventurer. World events no longer post lines in chat; the event chip shows them.
  • Total level: your total level counts Diving, which every adventurer starts at level 1.
  • Store: buy 1, 5, 10, 25 or 50 bank spaces in one go.
  • Token trader: the Crossing chest, for 60 tokens: a gift from each of the four events, logs, ore or fish of your level, and now and then a bank space.
  • Shadowthread Cape: gives 8 stealth when worn, and its card says so.
  • Mastery: Refund all from a skill's big icon gives back its whole cluster.
  • Potions: a potion you hold works at its recipe's tier of today, never below the tier you drank it at.
  • World events: Swap by activity now lays out the preset of the event's skill.
  • Collection Log: the page scrolls under its head and the five page cards.

Balance and content change often during the alpha. All patch notes