Marked Ages

Patch notes

What changed in the game, in plain words, newest first.

16 October 2026

  • The XP bar runs the full width of the bottom of the screen in 20 segments, like WoW. Hover it to see your current and needed XP.
  • The settler man has the new plain-skin body with linen undershorts.

15 October 2026

  • A Mending Weave shows a line from the Patterncaster to the ally it's on.
  • A Patterncaster's traps (teal ring), burning ground (ember) and the ward glyph on a warded player now show in game.
  • Patterncaster trap rings, burning ground and the ward glyph over a warded player now show.
  • A Patterncaster's Cinder Ring draws as a ring with a clear middle, and enemies standing in the middle take no damage.
  • Patterncasters walk slowly while casting Flame Lance, Mending Pattern and Mending Weave instead of standing rooted; traps, burning ground and the ward glyph wait on the server sending them.
  • Marra offers "Tracks in the Bracken" (after Stiff Legs, level 7) and "Harvest Supper" (level 6). Boot prints show on the way down to the dell, and Pip walks home to Marra's inn past two hounds.
  • Pell Rook in Amberford offers "Where the Lamp-line Stops" after The Night Shift. The cache glints at the end of the Miners' Rest spur. The Turning-Mark's text has changed.
  • Delve miners show the nameplate "Seep-struck Miner".
  • Walk the river path north into the gorge: at the gorge mouth the path widens into a level patch, ready for the gorge gate.
  • A dirt river path runs from the village up the east bank into the gorge, and the valley past the zone edge is smooth, with the river running on; lantern posts mark the gorge mouth and the south-west road.
  • Walk up to the priory tower's door and press F to open or shut it.
  • From the road below Larkhollow Priory the gate is in plain sight; no tree on the walk down.
  • Quest items you've already used (wall rubbing paper, tracing-stones, ward chips) are no longer handed back when you log in again.
  • Cabbages draw as leafy tufts, not bevelled cubes.
  • Hold the Line front: two blightling-and-hound camps near Haywood.
  • Quests: never stranded after the main chain.
  • Green main: Hold the Line camp spacing, 107 walk, stale config keys.
  • The blight brute's skin and the bandit's leather, cloth and fur catch less shine at the edges, while the brute's crystals keep a soft glint.
  • The big town ward-stone glows and is the only respawn point, with a 15 m safe zone; travel stones stay dim until you find them, then flare; the maps show one amber "You are here" arrow and a stone icon.
  • The Hold the Line front camps in Haywood are level 4, so a level 4 player can take them.
  • A smallfolk man now looks like a smallfolk man, not a shrunken settler, and his feet keep pace with the ground when he walks and runs.
  • Lose some health, stop fighting for 5 s and it comes back, full in about 25 s.
  • Circle-strafe a wolf or a Hollowed miner at melee range; it now lands quick swings on you. Dash or step out of reach to avoid them.
  • Blighted ground, rock, dead trees and blight weeds are clearly purple instead of grey-mauve; the lamp-bearer's cast reads "Violet Lamp".
  • Enemy telegraphs on the ground look carved and scratched in violet, and your own and your allies' telegraphs are clean marks in class colours.
  • After the server snaps you back, it no longer keeps snapping you back every half second while you walk.
  • Settings > Display has "Show performance stats"; F3 still toggles it, and the choice stays on between launches.
  • Walk out of the priory's south gate and a cobbled path takes you straight down onto the road.

14 October 2026

  • The bandits are new: hooded and masked, in leather and fur, with their own painted skin instead of the old stand-in.
  • The seven Vale townsfolk now greet you in words that fit your people: Settlers, Smallfolk, Rootfolk and Deepkin each hear their own line.
  • Fuse Line now sets off your own Blasting Charge right away when the line runs through it.
  • Walking Thelaen down the low road (The Long Walk Down), she now walks as herself, not as Hobb's cart.
  • While she walks with you she's gone from her hill, and she's back there as soon as the walk ends.
  • Seen from far away, the mine tunnel no longer leaves torn, inside-out bits of ground on the hillside. Where a tunnel is too thin to show at that distance, the ground now closes smoothly over it.
  • The river bed is now a smooth bowl, about 1.2 m deep in the middle, with no stepped ledges along the banks.
  • Doorways no longer sink the ground in a hard square. The ground eases down to the door over 2.5 m.
  • On the class select screen, the Lightbearer's name and emblem are lantern gold, and its emblem shows its new class icon.
  • The Lightbearer's class icon is in the game, ready for the class to use; nothing new shows yet.
  • The blight brute can now hold weapons and gear in five places.
  • Deepkin men and rootfolk women and men: the gap at the wrist is closed, so you no longer see into the arm at the cuff.
  • Each ward-stone's safe ground glows, with a ring of runes at the edge.
  • Your first fight is now four lone wolves outside the priory's south gate, one at a time, on open ground.
  • The first two quests now name the key they teach: Shift to roll, 1 to strike.
  • The sun on the lake now breaks into small sparkles instead of one bright mirror disc.
  • Dodge rolls no longer get lost on a shaky connection, so the game stops snapping you back after a roll.
  • The priory quest trail no longer runs through the gate posts; it bends around them.
  • Vinepath now quickens you: every ally in its lane, you included, moves faster for 4 seconds.
  • The Lightbearer is open: pick it at character creation. Sanctuary's dome now shows in game.
  • Locked slots on your action bar, their tooltips and the spellbook now show the level at which each slot opens.
  • The sky now has weather: clear spells, overcast, rain and low mist, the same for everyone in the world.
  • Your frame now sits left of centre and the target's frame in the mirrored spot on the right, as in WildStar.
  • The sun and moon now glide across the sky instead of stepping.
  • Daylight, sky colour, fog and the colour of the light now change smoothly through dawn and dusk, with no jumps.
  • Shadows move smoothly with the sun.
  • The sun, moon and light now glide smoothly across the sky through the day instead of stepping.
  • Bloom now bursts your Mending Seeds: any healing left in a seed is added to the burst.
  • On the ward-stone travel map, the stone you stand at is lit in its ring, and your arrow sits beside it instead of on top of it.
  • The guide route ahead holds steady while you walk it, instead of flicking to a different way around.
  • A faded Stalker can't be targeted or hit by anyone who doesn't detect him.
  • Quests can now have a goal with no map marker, so you find it by what the quest text tells you.
  • Pressing Smoke Step (the Delver's escape) while you are casting now ends the cast and gets you out.
  • The class list on the new-character screen now fits the screen; Back and Next always show.
  • The first levels ramp into it: a pull costs about a tenth of your health at level 1, a fifth at 2, a third at 3 and nearly half at 4.
  • Wolves are levels 1 to 2; tuskers are levels 2 to 3 and tougher; bandits are a little softer.
  • A camp of monsters can now have its own level range.
  • Stone on cliffs and outcrops looks like weathered, cracked rock.
  • Hold the Line: slay eight blight-touched at the front; no more waiting for a surge.
  • A hound pack and a blightcaller camp along the road.
  • The bridge deck now meets the banks: the ground is graded up to the planks, nothing sits under the span, and the ends no longer show through.
  • Monsters hit harder as they level, so a pull at level 5 and up leaves you with roughly a third to three quarters of your health instead of barely scratched.
  • The Blight brute is levels 8 to 10 and hits harder; the Shield Bash interrupt does less damage.
  • The Blight caller still kills you if you stand in its cast: interrupt it or step out.
  • The Patterncaster's rules are on the server; the class can't be picked yet.
  • Smallfolk women, Rootfolk men and women, and Deepkin men now use their own people's body instead of a resized settler.
  • Each of these walks and runs at a stride matched to its own height.
  • The Deepkin man's skin colour is updated.
  • Deepkin women still use the resized settler body for now; their own body follows once its sword and sheath points are fixed.
  • Character create and the character window frame each people head to toe, so a Rootfolk's feet are no longer cut off and a Smallfolk no longer looks small in the middle.
  • The mouse wheel zooms the character preview in and out.
  • A dodge ends where you see it end: no more snapping back a step when the server answers, even under load.

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.

12 October 2026

  • Each class has its own badge now: a shield for the Wardbound, a sprouting leaf for the Mender, a pick for the Delver.
  • Character select shows each character's class: its emblem and name, beside the name, level and people (a painted emblem until Art's class icons land).
  • The animals no longer moonwalk: wolves, tuskers and blight hounds plant their feet and push off as they move, and there's a new grey wolf.
  • Walls, piers and the bridge sit on the ground: no gaps under them, no trenches beside them, no ledges to get stuck on.
  • Wardbound is the first class you can play, with its own abilities on the class bar.
  • The action bar is now the server's bar: abilities you haven't reached the level for show dimmed with the level they open at, instead of looking ready.
  • The ground no longer tears. The pieces of ground now meet cleanly where they join, with no gaps, light seams or mismatched colors. That includes the far edges past the grass distance and the river and priory ground you reported. It's the same build as 0.0.306 with only this fix added; the server is unchanged.
  • F7 cycles how the world is drawn (lit, colours only, clay, surface directions) so Art can check models. Normal play doesn't change.
  • Fixed a build break: the lineup and the earlier grounding fix landed at the same time and didn't compile together.
  • The blight is now a front that moves along the farms in order: Haywood first, then Brookside. It only spreads while a player is near, and it never takes towns or ward circles.
  • When you take a farm back, it can't be taken again for 2 hours, and that holds even if the server restarts.
  • The map shows where the front heads next, and the quest tracker shows your progress taking a farm back.
  • Client and server updated together (protocol 22). Both farms start reclaimed on the dev world.
  • Monsters stand on the ground now. Before, the bandit, brute, blightling, blightcaller, lurker and tusker floated a few hand-widths above it while standing still.
  • Each creature now stands on the lowest point of its idle pose. The game works this out once per creature model.
  • Monsters stand on the ground you see, instead of floating above it or sinking into it.
  • Bodies fade out where they fell.
  • When a farm is reclaimed, monsters summoned by a blight caster now vanish too, even if you killed the caster first.
  • The priory's two doorways now have a door frame and an open door.
  • Materials (pelts, fangs, hides, tusks) now go into a free crafting bag, which holds up to 500 of each and is never sold. Materials already in your bag move into it once.
  • Your main bag now starts at 24 slots instead of 16, existing characters included.
  • Ordinary kills pay the coin their materials used to sell for, so earnings stay the same. Materials from elites and bosses no longer sell.
  • Quest givers are easy to spot: the world map shows a gold-rimmed ! or ? at any distance, and the minimap keeps far ones on its edge pointing the way, so Hobb's quests show up.
  • Every item you hover now ends with what a vendor pays for it: "Sells for" with coins, or "Can't be sold" for starter gear and quest items.
  • Stacks show each and the total, e.g. 3c each (30c).
  • Quest reward choices show each option's price, and hovering one shows the full item.
  • Hovering gear compares it with what you wear in that slot: green up arrows when better, red down when worse, "Equipped" when it's the same piece.
  • Fixed props and characters showing pitch-black faces on some sides (most visible on Low settings).
  • Bags fill much more slowly: 20 wolf and tusker kills now use about 10 of 16 slots (before: full at kill 15).
  • Materials of one kind now share a single stack, up to 200.
  • Kills now drop a grey junk item (Matted Fur, Cracked Tusk Tip, ...) or a few copper. Sell junk at any vendor sells all the junk at once, and buyback still works.
  • 'Bags full' now shows once instead of repeating.
  • The game has sound: footsteps that change with the ground, rain and wind, loot and coin, menu clicks and the bags-full notice (114 sounds from Art; the wolf sounds are placeholders for now).
  • New characters start dressed in a Starter Tabard and Starter Leathers, as real items you can see and take off. Characters made before today get them once, the next time you log in. Vendors won't buy them.
  • Reclaiming a farmstead: its blighted guards now collapse where they stand and their bodies fade, instead of vanishing mid-fight.
  • New ability on key 6: Intimidate (Hold the Line). Channel it for 3 seconds and every enemy within 6 m turns on you and stays on you until someone out-threatens you.
  • The action bar now has six slots.
  • Character select now shows each character wearing their equipped gear and weapon, instead of standing there in shorts.
  • A character with nothing equipped (and the new-character preview) shows the starter tabard and leathers.
  • Building floors are painted now: plank floors and packed-earth floors inside houses.
  • Looting one body loots every body of yours within 12 m at once. Auto loot is on by default: items go straight to your bags with a small toast each, and the emptied bodies fade.
  • With auto loot off (Settings), one combined window lists everything from all of them.
  • When your bags are full, what doesn't fit stays on the bodies and the loot window shows it.
  • Stone-flag floors no longer show a straight seam every metre.
  • People always answer now. Prior Aldwen and every quest giver greet you in their own voice once their quests are done, tell you who has work next, and say goodbye.
  • The loot prompt names the creature: "Loot Grey Wolf", or just "Loot".
  • Monster names are written in title case everywhere (Grey Wolf, Blight Brute).
  • The interaction prompt now sits in a fixed spot a little below and to the right of the middle of the screen, so it never covers what you're looking at.
  • It only shows when you're close enough to use the thing; the "Too far" version is gone.
  • On a phone held upright it becomes a wider bar under your character, and long names shorten with "…" instead of breaking.
  • Wooden floors are a step darker, so characters stand out against them indoors.
  • Stone-flag and wooden floors are laid so the 1 m repeat doesn't show once Art's painted floor tiles arrive.
  • There's now an interaction prompt at the bottom of the screen: walk up to something you can use and it shows the key, what it does and its name, e.g. "F Talk to Marra" or "F Examine Trampled barley".
  • It works for quest objects, people, loot, ward-stones and blueprints; the thing it points at gets a marker, and out of reach it says Too far.
  • You can also click the thing (left or right click) instead of pressing the key. The key shown follows your key binding (Interact is F).
  • Buildings have real floors now: no grass or flowers growing through them indoors.
  • Cottages and shops have wooden board floors, the priory, chapel, bell tower and inn have stone flags, and barns have packed earth.
  • The bell tower had no floor; it has one now.
  • The stone walls that stood inside Haywood barn are gone.
  • The farmhouse chimney no longer pokes up through the floor.
  • Making a character now goes in three steps: People, Look, Name, with Back on every step (Esc goes back one step too).
  • People: Settler; Smallfolk, Rootfolk and Deepkin are shown as coming later.
  • Look: Male or Female, shown on the model as you pick; Skip uses the default.
  • There is no class step: every class is open to every character.
  • Character select is laid out like other MMOs: your characters are listed on the right, the selected one stands in the middle, and Enter World is one big button at the bottom.
  • Making a character has its own screen: pick + New Character at the end of the list; Back, Cancel or Esc returns.
  • An account with no characters goes straight to making one.
  • Each row now shows the level in full (no more cut-off Level 5), plus Male or Female; Enter starts the game.
  • The game window now reopens where you left it: same position, size and monitor, and fullscreen if you were fullscreen.
  • If that monitor is gone, it opens on the main screen, fully on screen.
  • Quitting the game for an update now closes it the normal way, so your window is saved first.
  • When the server restarts, the game now waits for it and rejoins on its own instead of freezing on "The server is restarting."
  • The waiting screen shows a spinning ring, which attempt it's on and how long it has waited.
  • Back or Esc on that screen stops waiting and returns to the login screen, which has a Reconnect button.
  • The quest route now goes over the Amberford bridge instead of around it.
  • The piers and dock posts under the bridge no longer block walking on its deck.

11 October 2026

  • Dodging no longer snaps you back. The end of a roll used to be checked against where you had run to a moment later, so a roll followed by a sprint could pull you back a few metres, worst on a laggy connection. Now it is checked against where you were when the roll ended, and the roll covers exactly its distance at any frame rate. In a lag simulator (150 ms, packet loss) the snap-back went from 0.4 to 1.8 m down to nothing, on flat ground, slopes and when a dodge stops at a wall.
  • Taunt works like WildStar's now: the monster stays on the taunter only while the taunt lasts, then goes back to whoever has the most threat.
  • While taunted, a monster deals 30% less damage to everyone else, and the taunt knocks one pip off its interrupt armor.
  • Vitality on your gear raises the threat you make (2% per point), so tanky gear holds monsters better.
  • Buying from vendors: Marra's window has a For sale shelf with a starter kit (Worn Shortsword 40, Padded Vest 40, Leather Cap 30, Cloth Trousers 30 copper). Every price is above what she pays, so buying and selling back never makes coin.
  • Your game now runs from the one main game folder; nothing changes in how you start it.
  • Cast bar: abilities with a cast time show a bar while you cast, and it flashes Interrupted if the cast breaks. Casts are short (Pulse 0.2 s, Slash 0.3 s), so the bar is a quick flick.
  • Focus: Burst costs 25 and Pulse 30 out of 100 focus, and it refills at 5 a second.
  • Threat and tanking: monsters fight whoever has the most threat, and a tank keeps them by out-threatening the rest.
  • A threat bar on the target frame and on nameplates shows where you stand.
  • Buffs and debuffs: a buff bar shows what is on you, with a sweep as each one runs out.
  • New debuff: Bleeding.
  • Bridge piers are whole stone walls under the deck, not two thin posts.
  • Dodging into a wall no longer carries you up it (server update, same client).
  • A login screen, then character select: pick, create or delete a character, then Enter World.
  • Esc menu has Character Select to switch characters.
  • Art checks now cover trees, rocks, grass and props (no change in game).
  • Dead creatures stay down instead of standing back up after their death animation.
  • Press M for the painted world map.
  • Minimap in the corner.
  • Both show your party, quest givers and the area for your current quest objective.
  • Trees have round trunks, there's a modelled stump, and meadow trees grow in wider clumps.
  • Behind-the-scenes version update for the new roofs.
  • Houses have real sloped roofs instead of stepped blocks.
  • The quest log button opens your quests instead of an empty window.
  • Landing on a roof after a jump no longer leaves you stuck in the air.
  • Lantern posts along the Larkhollow Priory walk and around Amberford.
  • Bug reports now include your last moves, and the correction count only covers the minute before the report.
  • The quest marker stands above the name plate.
  • New tree art: fuller clustered crowns, layered drooping pines, softer leaf lighting.
  • Houses, barns, the market and the tower sit flush on the ground, with no trench along the walls.
  • Priory stained glass is amber instead of purple.
  • Monster nameplates show what spell it is casting.
  • Minimap shows quest givers, shops, monsters, players and your party.
  • Barrels, hay, campfires, docks, porches and bridge ends sit on the ground.
  • Water now flows under the bridge.
  • Water ripples loop smoothly.
  • Cottages, wells, posts and the priory now get stone footings, so they no longer hang over the sloping ground beside them.
  • Stone walls now stand in the ground instead of floating over the grass beside the road and fields.
  • Boulders can be climbed. Running onto one no longer gets you pushed back, because the server now treats a boulder as the low stone you step onto and not a full block.
  • Walking trail and map routes: a sparkle trail shows the way to your objective, the maps draw the route, and the beacon and minimap marker hold to the screen edge when your target is off screen or behind you.
  • Buildings, floors and roofs use new painted tiles for brick, stone, plaster, planks, timber, slate and thatch, with trim at the corners and eaves.
  • There is a report button in the game, so you can send a note about what you see.
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