Beatdown Path

Changelog

Player-facing changes from the first prototype through the current build, newest first. Dates are commit dates. Internal refactors, verification work, and documentation updates are omitted. New areas and major features include a hint to help you get started.

Hint: Press Q at any totem to open the quartermaster and leave overflow in the ten-slot cart. Only backpack items are auto-sold or ignored, so check the backpack after an outing before assuming a cart item was handled by the Loot rules.

Hint: Before the throne, grind and max-empower the goblin armor from levels one and two — each maxed piece gives every party member +1 fire resistance. When the King raises his bubble, leave him alone and cut down the six reinforcements — they are already awake and will flank the party. Kill the sword ogres first, spread out against the fire priests' bolts, and save burst damage for the second wave at one-third health. The bubble ends on its own after ten seconds; the fight is not over until the last add falls.

Hint: Open the Field Guide on the quartermaster's third tab with Q, then choose the Field Guide tab. Fight a species once to record it; the next threshold is shown in its detail pane. Mastery reveals the whole entry, but adventure points take 1000 defeats for common and elite species and 100 for a boss, so treat normal species as a long-term hunting goal. Kills and rewards carry through death and reload.

Hint: Finish the Goblin Keep contract, then follow the southern trail from Riverbend's cobblestone square. Before the contract is settled you can still walk down to the broken bridge and see the gap.

Hint: Mauler is not with you yet. Follow the southern approach to Goblin Keep, free the trapped fox on the road, and pick her up into a free backpack slot, then bring a Minor Healing Potion to the sleeping kit beside the keep totem and feed her there. She needs a slot for the whole trip to the totem; a full backpack leaves her waiting on the road. The Party card only appears after she is fed; older saves without a rescued kit load with Mauler still waiting.

Hint: Hardiness needs level 7 and one point per rank. It is a root node in the Talents tab, so it can be taken alongside any level-1 or level-5 talent. Older characters keep their current health capped to the smaller maximum, so visit a totem after loading.

Hint: Press N to open the selected character's Talents tree and hover any node for its bonuses and lock reason. Rank 1 in a parent unlocks its children, and the level-9 actives stack with your level-5 choice. Left-click a toggled ability's HUD control to turn it on or off; it never consumes a cast. Respec costs 100 gold per spent point and refunds every point at once.

Hint: The level-11 path is permanent until you respec, so pick the weapon family you actually use: Hands-On trains melee, Target Practice trains bows, and Book Learning trains magic staffs and wands. Path XP doubling starts immediately, but the level-13 Fast Hands, Weak Points, and Splash Zone nodes only unlock for the matching path; once learned, they work with any weapon or attack. Guard Drills and Dig In are the shield branch and work with any path.

Hint: To reach the Goblin Keep, accept the Riverbend Mayor's contract and follow the southern approach with a Shaman's Rusty Key. After that, the keep appears in the Embark menu at its totem; choosing it resumes an active run or begins a fresh one.

Hint: Open the party screen with P and choose Upgrades beside Manage. Adventure points come from quest rewards and are shared by the whole party, so spend them on the comforts you use most. Road Movement only helps on roads you have already pacified by clearing their challenge. Quartermaster Storage stays locked until you unlock the quartermaster's services by protecting his cart on River Road, then adds five cart slots per rank.

Hint: Accept the road contract before you depart, then focus the challenge. You no longer need to return to claim the reward, but bringing healing and enough party support still helps you survive to that last kill.

Hint: Clear the outer halls and bone galleries first to open the level-3 down stairs. Bring a full party, healing, and fire resistance for the shaman flanks; the chest stays sealed until all five throne bosses are dead. After the clear, report to the Riverbend Mayor to complete the contract. Choose Distant in a character's party details if you want them to seek breathing room when enemies close in.

Hint: Goblin Keep is deliberately a wall. Clear the required halls before the down stairs open, bring healing and fire resistance for Fire Priests, and kill Martyrs at range. A chest only opens while no living dungeon enemy is nearby; clearing the bone galleries opens the level-3 throne vault.

Hint: Level 2 expects a full party and fire resistance. The required route runs through the vestibule, east and west wings, central gallery, and processional hall; the ossuary holds an extra pack but is not required to open the down stairs. Clear the level-1 outer halls first to unlock the descent.

Hint: Martyrs are solo ambushers: burst them before they reach the party, and remember their blast also damages other goblins. Fire Priests choose targets and punish clustered parties, so fire resistance and spreading out help. At the prison, clear the guards, walk to the cage, and stay for the three-second rescue; walking away interrupts it.

Hint: Reach the Keep through the Riverbend mayor quest and open the gate with the Iron Key dropped by Squeakwood camp shamans. Level 1 is intentionally harder than the roads: bring armor, bandages, and a full party, and clear the required wings before heading downstairs.

Hint: Drag backpack gear directly onto compatible slots; right-click still equips and unequips. Check tooltips when a piece does not seem to fit.

Hint: The Great Club is drop-only. It occupies both hands, so leave the shield at home when you equip it.

Hint: Healing pulls threat, so a focused healer can become the enemy's target. Use Interception to taunt an attacker or Vault to break away, then let damage dealers pull threat back.

Hint: Right-click an ability control for Auto On/Off and left-click to arm a single use. Barrier and Renew cast as soon as eligible; Interception and Vault wait for their trigger.

Hint: Talent points belong to the selected character, including reserves; the level-5 abilities are mutually exclusive. Quick Feet affects combat movement only, Constant Pressure allows movement while attacking, and Safety Margins extends attack range.

Hint: The Iron Key comes from actual shamans in the Squeakwood goblin camp and takes one backpack slot. The gate stays open once unlocked. Boar Leather feeds leather armor (10 for the body, 5 for the helmet), while mail and plate also need Iron from mining seams.

Hint: Save 1000 gold before expecting empowerment. Poison Fang bows apply damage over time, but repeated hits refresh the poison rather than stacking it. Check the River Road cart before pushing deeper into Riverbend.

Hint: Shift-P opens Party with the selected member's Sheet tab. Hover armor or a resistance to see its mitigation range, and hover a trait for its explanation.

Hint: Appearance is cosmetic: every combination starts with the same health and fist attack. Pick what you like, then press Play to save the recipe to that slot.

Hint: Use Ignore on junk you never want to collect and Sell on spare gear for passive gold. Camp chests only become available after the camp and its rescue are fully cleared.

Hint: Open Party with P, then Manage to add, remove, or reorder members; four can be active at once. Bandages and healing stock are shared, so a large party burns through supplies faster.

Hint: Defeat 25 enemies in the starting forest to discover the rescue camp, then 25 more to discover the cave. Defeating the final camp guard while alive recruits the companion once; leaving or dying first loses that chance for the run.

Hint: Use separate slots for experiments, and export a backup before importing or deleting. The progress log opens at the newest entry; scroll up for earlier events.

Hint: The village goblin camp is a repeatable raid; its shamans can drop the Goblin Keep Iron Key. Skull hits stun movement and attacks for one second, so keep moving. For the Sapphire Wand, bank five Sapphires and one Nice Stick before claiming the quest.

Hint: Repair the village bridge by completing Clear the Road before expecting River Road to open. Riverbend's board offers repeatable work; challenge quests temporarily change the world, so read the red Challenge quest label.

Hint: Spider riders share one health pool with their mount, and their bites poison. Webs root you but do not stop attacks; successive roots get shorter, followed by five seconds of immunity. Collect Spider Silk for crafting.

Hint: A wolf can end a fresh character quickly. Bring a club and wooden shield, train both skills, and keep a bandage ready. Every wolf drops a pelt worth 25 gold or a fur craft.

Hint: Play the browser build in a desktop browser; saves live in that site's local storage, so export a TOML backup before clearing browser data. Equipping a bow automatically stows incompatible gear.

Hint: Caves are fresh each entry, so do not expect the same route twice. Centipedes punish standing still; bring a ranged weapon or close quickly. Inside the shop, right-click backpack items to sell them.

Hint: Clear the Road only requires the ogre kill, but dying or leaving the road resets unfinished challenge progress. Finish it in one outing. Survivors stop fighting and scatter after the ogre falls.

Hint: The sawmill starts stopped. Complete Clear the Road to restore trade, then watch the waterwheel, saw, and log-tossing loop come alive.

Hint: Healing stock is limited per outing and refills when you rest at a totem. Save charges for emergencies rather than topping off after every fight.

Hint: Talk to Old Rowan in the square; he explains the road quest and points you to the board.

Hint: Follow Goblin Road for 300 steps, then complete Find Civilization from the J quest log. Bandages only heal outside combat; automatic use waits for the strict low-health threshold.

Hint: Weapons train when they land hits; shields train on successful blocks. Right-click a totem destination to enable automatic runs, and press T to cancel and return.

Hint: Crafting is locked until you complete Arm yourself in the J quest log. The Spear recipe is known from the start; combine three Nice Sticks with a Sharp Fang for a 5-damage Sharp Fang Spear. Rabbits flee, so craft a bow before hunting them.

Hint: Foxes can be fought with starting fists; rabbits are fast and need a bow. Sticks have a 5% chance to be a Nice Stick, so gather every one you can reach. Use T to return to the totem.

Hint: Targeting is automatic and sticky: the nearest eligible enemy stays selected until it dies, leaves range, or is obstructed. Goblins detect you within five tiles and charge faster than you walk.

Hint: This is the first prototype; there is no save format or progression yet.