First Major Patch!


Well.... the day has finally come! The first major content overhaul, and nearly complete system rework! Most systems aren't like they were previously, but before we go over things that already existed I want to explain our NEW systems.


We now have non-combat skills. Basic skills right now, but they work with each other. Our first skill "Gathering" leads directly into our second skill "Botany". Gather herbs and so much more with Gathering, then turn those items you find foraging into helpful potions with Botany!

Our next two skills also go hand in hand, "Mining" and "Smithing".  Mining is sort of level locked as it stands, behind a quest. You get the quest from Rao in Ashvale, he will reward you with a pickaxe for your bravery. Somewhere in the forest another quest will lead you towards the first ore you are able to harvest "Targe". I bright blue, and magical ore that can be mined with the Mining skill! You can turn the Targe ore into strong early game weapons and armor for warriors with Smithing!

Both Smithing and Botany require stations to craft at. Smithing is done at two stations: A smelter, and an anvil.  Smelt your ores into ingots, and then turn those ingots into gear at an anvil! For botany, you will need to access a Botany Table. All three stations can be found in Ashvale and used there once you have the required ingredients. 


We have changed combat almost entirely. Combat now requires a target for abilities that target enemies. Abilities like blink will still work off of your cursor. Most spell skills now (Mages mostly) will now require a channel before you cast them. If you move, you cancel the channel. With the channel addition, the spells are in general a little stronger than they used to be, but your time to kill will be much higher than before. Warriors will still be spam off cooldown, unless in the future we add some skills that we deem needed to be channeled. Rangers will also follow suit, but we are still working on ranger skills.

We have also added a weapon skill feature. It replaces your hotkey 1 ability (previously LMB, LMB now reserved for moving/interacting, right click still moving), and gives you a weapon specific ability that is often much stronger than the class base ability. Through the skill page you can still apply the class specific 1 hotkey ability to another hotkey 1-4, this was to give us a scaffold for adding in other abilities easily, and will lead us to our next major update when we come out with branching class specializations. 


Another system we have added is BANKING. You can now store your items, currently just 48 slots of storage, but will in the future be upgradable. The Bank UI will be changed close in the future as well. 


We have fog of war in dungeons! You are now expected to travel dungeons, obviously they don't change from the first time, but the first dungeon should be a learning experience and feel dangerous. Fog of war was added for this purpose.


We have a plethora of new equipment, and new equipment will continue to be added. New map content is planned for the immediate future, but most content if safe should be completable by a solo player (unless you're a warrior?). The catacombs dungeon is significantly harder, but still capable of being completed if prepared with potions from Harold in Ashvale! 


Please report any bugs you find, and keep us in the know of anything you could possibly want added to Dreadholm! Sorry in advance that we had to wipe the server, too many mismatched things to not wipe. Your account still exists if you played previously, your characters are gone. To play just open the launcher like before and it will download the newest client/pak and launch!


Thanks for reading,

Dreadholm Dev Team

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