Dark Ages

News from the Realm

Three paths get something to learn

2026-06-02 22:26

Last time death stopped breaking your character. This one is about what you do while alive. The first three paths each have a real kit to learn at the Mileth trainer now, the town around that trainer is filled in, and the first crypt floor below it is rebuilt.

Warriors

Before adding anything we went back over the four basic skills the game shipped with, because they were carrying junk data. Assail, the universal basic attack, checks out. Two-Handed Attack was leaking to everyone, Wizards included, with the wrong icon and sound; it is Warrior-only now with its proper look. Ambush, the Monk strike, flashes its real effect and plays its sound when it lands. Throw is still rough, and we flagged it for a real rebuild rather than pretend it is done.

On top of that, Warriors get a proper line from Kousai, the Mileth trainer: Assault, then Clobber, then Wallop, each a stronger swing, plus Wind Blade, a blade of force that cuts through up to three foes in front of you.

Skill Level Cost Needs first
Assault 5 Centipede Gland + 500 coins none
Clobber 7 Mantis Eye + 1,000 coins Assail
Wind Blade 11 Bat Wing + 5,000 coins Assail
Wallop 20 Stilla + Battle Sword + 10,000 coins Assail, Clobber
Two-Handed Attack 11 Claidhmore + 5,000 coins none

Wizards

A new Wizard used to reach the trainer and find almost nothing but that feeble tutorial spell. Now the four elements are in, Srad (fire), Sal (water), Athar (air), Creag (earth), each in two tiers. The lesser Beag form learns early, at level two for a small reagent; the full form at level eight, with the Beag form needed first. Each throws an element-coloured bolt at one target with the right cast motion and sound.

The reagents they want, centipede glands, spider eyes, bee wings, all drop in the crypt and the fields nearby, so the cost is something you can go out and gather.

Priests

Choosing Priest at level five used to leave you three leftover spells, one of which did nothing. Fixed. Priests get the start of a real kit:

The blessing and the curse are the same coin two ways up, just nudging a target's armour for a while, and the cure ends the curse early:

Armachd        target armour improves by 10 while it lasts
Beag Cradh     target armour worsens by 20 while it lasts
Ao Beag Cradh  strips the Beag Cradh curse off a target

For now everyone learns this at Kousai, the same arrangement as the Wizard line until the real guild trainers exist.

Mileth, filled in

The shopkeepers are behind their counters:

Shop Keeper
Weaponsmith Callough
Armorsmith Torrance
Tailor Brody
Alchemist Cian
Bakery Oona
Tavern Aingeal

Each stocks goods that fit its trade, and each finally has a polite way out, a "Farewell." that closes the talk instead of leaving you stuck in the menu.

Two of them buy what you haul up from the crypt. Cian takes the reagents and rotting oddments. Dar, the dark wizard in the north corner, buys the grislier finds:

Dar, the dark wizard

Dar buys Price
Spider's Eye 500
Spider's Silk 1,000
Bat's Wing 1,250
Scorpion's Sting 5,000

The banker is Cassidy, just inside the door. Deposit and withdraw coins and items into a vault that is yours alone with no limit.

Cassidy, the Mileth banker

The bank wall holds the Mileth Merchant Board, where Aislings post what they want to buy and sell.

Two quests to start you off

That second one is your first taste of gathering, walking the right ground to collect something. It is a reusable piece, so picking herbs or drawing honey or mining ore later will all work the same way.

Down into the crypt

A centipede

Mileth Crypt floor one is rebuilt. Rats and Spiders, both timid until you strike them, and Centipedes, which are not timid at all and come for you on sight. The centipedes drop Centipede Glands, which matter twice over, a reagent for those early fire spells and something Dar pays good coin for. The rats and spiders drop the rotting food and spider parts the two quests want, so it closes the loop: hunt the crypt, turn it in up top.

At the mouth of the crypt the out-of-place sword merchant is gone, and the proper keeper, Felimid, stands there to warn you what waits below.

A few things stay unfinished for now. A weapon's damage and accuracy show on your sheet but do not feed combat yet, so your strength still drives your hits. Attacks never miss. And gear is not gated by level or class, so a fresh character can wear things they have no business wearing.

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