Marked Ages

Patch notes 13 October 2026

Changes that reached players on 13 October 2026.

  • Groundwork for the next classes: the game can now name classes 4 to 8 and show absorb shields on health bars. Every new class stays closed, so nothing changes in play yet.
  • The class list in character create scrolls, ready for when there are more classes than fit.
  • Abilities you haven't reached the level for show a padlock and the level they open at, on the bar and in the tooltip.
  • The Mender's ability text says what each heal and Thornlash actually do.
  • Three more chapter 2 quests after the carved stones (It Carves Back, Whetstones for the Chisel, A Chip for the Capstone); the lintel and Delve-stone steps of earlier quests now point at the right stones.
  • Lightbearer fixes ahead of the class opening: its ward domes and light areas now draw and hit the way the class design says. The Lightbearer is still closed, so nothing changes in play yet.
  • The vest from Hobb's tusker quest is now the Tuskerhide Vest, with a matching icon. The valley has tuskers, not boars.
  • Vests you already have pick up the new name on their own.
  • Vossa's spare lantern hook icon: the hook is thicker and set on a diagonal, so it reads at small size.
  • Waystone chip icon: the stray loop is gone, so it reads as a chipped stone.
  • Wall-watcher's cap icon: the cap now has a rolled band.
  • The What's new window's title is just "What's new", on one line at every screen size.
  • Rootfolk men and women walk and run in their own bodies instead of the settler's, with feet that stay planted.
  • Smallfolk men and women walk and run in their own bodies too.
  • Six quest rewards get their own icons.
  • Deepkin men and women follow once Art repaints their bare skin (hands show a flat orange in testing).
  • The Lightbearer class's abilities and stances are in the game, still closed to players until the next step puts the class on the network.
  • The starter clothes are now the Homespun Tabard and Patched Leathers, Rubbing Paper has its name, and the lake monster is the Mere Lurker.
  • Quest text fixes from the lore edit.
  • The sun now moves through the day: noon is as bright as before, afternoons are warmer and brighter, and at dusk the windows light up amber.
  • What's new: when you sign in, a box lists what changed in the builds since your last visit.
  • Groundwork for the peoples' own bodies (nothing looks different yet).
  • On Low graphics, swords, axes, maces and staffs now use lighter models that look the same, so busy fights run smoother on slower machines and phones.
  • Behind the scenes: the game can now load the new Rootfolk, Deepkin and Smallfolk bodies; they appear in a later build, and nothing you see changes yet.
  • One cast at a time: pressing another ability while a cast is going is refused, unless the cast is in its last 0.15 s, when the press is kept and goes the moment the cast lands.
  • An interrupt pressed during a quick swing like Slash cuts the swing short and goes at once, instead of arriving late; the swing's cost comes back.
  • When a caster falls, the area markings of their spells go with them, so a fallen Mender's Grove stops pulsing.
  • Using a ward-stone now opens the world map: tap a lit stone to travel there. Stones you haven't found yet are grey, and your own position is marked. The plain list is still there on the keyboard or controller.
  • The far zone on the map is now named the Carvers' Heights (Daelkarn), not the Maker's Heights.
  • The Furrow Tusker is now called the Tusker, and the Vesh Hound is now the Blight Hound, as in the bestiary.
  • The Mender's line in class choice now reads: coaxes the living land to heal, in the Age when broken wards have left it tired.
  • The bandits and the blightcaller are rebuilt from their concept art; their hips and shoulders no longer stretch when they move.
  • Changing class now starts the new class's resource at its normal starting amount and drops the old class's buffs, and you must wait 30 seconds between class changes.
  • The server now waits for its database at startup instead of failing.
  • You can make a Smallfolk, Rootfolk or Deepkin character, male or female, as well as a Settler. For now each new people appears as a Settler resized to its own height, wearing Settler armour; each one's own body arrives as soon as its armour is fitted. Every people starts in the Settlers' land until their own homelands are built.
  • The bridge is back to how it was before today's rework: you can swim under it again. The rework also left its two banks unconnected, so it's rolled back until it's fixed properly.
  • The priory hall floor is laid in irregular painted flagstones of mixed sizes instead of a plain repeat.
  • Chapter 2 opens at level 5, after Seal the Breach. Every people and class can play it.
  • What the Wall Remembers: Vossa at the Delve gives you rubbing paper. Take rubbings of three carved stones and bring them to Prior Aldwen.
  • The Old Stones North: follow three leaning waystones up to Standing Hill and meet Thelaen the ward-maker.
  • The Bitter Well: Pell Rook, reeve of Amberford, wants to know why the well went bad. Look at the dead sparrows, the black root and the scarred capstone.
  • Arudael's Seat: Thelaen sends you to sit in the stone seat north of his hill and look east.
  • Two new people: Thelaen on Standing Hill and Pell Rook in Amberford.
  • New rewards: a choice of lantern-hook, gambeson or cap; a waystone chip; a lantern charm; boots.
  • Characters hold their swords, axes, maces and staves again. Since yesterday's builds no weapon had been showing in anyone's hands.
  • Rain, wind and other ambient sounds now play from the full-quality original recordings.
  • The Amberford bridge sits on rounded stone footings at each bank instead of hanging timber wedges, with timber beams set back under its deck (report 14).
  • Its rails run the whole span and end on stone, low walls line the river's edge, and its landings are level, so you walk on and off without a step.
  • Barn and house doorways ease down to the ground in a short slope, so you no longer catch on the sill (report 33).
  • Creatures lose their plastic gloss: the edge light follows the body's shape and is much fainter on monsters, so fur and hide read as fur and hide.
  • Wolves and other creatures no longer show two heads up close: each one draws a single level of detail at a time.
  • Grass is now sized to the character: the old tufts stood waist-high on a Smallfolk, and now they come up to the ankle and shin, so grass reads as grass around you.
  • Small ground stones and ward stones in the meadows show through the grass again.
  • F talks to the person you're looking at, not just whoever is nearest.
  • New HUD layout.
  • Map rings show around places on the map.
  • Glow on the new character look.
  • Ward-stones are safe spots: nothing hostile appears within 40 m of a stone, and monsters chasing you give up at that edge (World).
  • The server now counts refused and lost ability presses, so any that still go missing show up in its log.
Categories Patch notes