Brimir Update (v1232)
The demo is open, and the early guidance has been shored up. We also went through the places where a description said one thing and the game did another.
🧭 The first climb
- A level-up now says you can inscribe one more Rune. The Journey has a step for it too — the moment the four directions are done, you're told what just opened
- Steps you can only do in town no longer appear while you're in the Corpse-World. An instruction you can't act on isn't guidance
- Companions inscribe Runes on themselves. Press their name on the victory screen and it's inscribed right there — companions have had their own Rune slots from the moment they join, and we never said so
- Floor 3 now tells you the grade has changed. Grades 7, 8 and 9 share the same grey name colour, so without reading the number there was no way to tell them apart
- Floor 2 splits into four branches. The Journey now says that one branch alone won't make you strong enough, and to go back down and walk another
📐 Where the description didn't match the game
A description you haven't verified is worse than none at all. We went through Rune passives and skill text and made them match what actually happens.
- A passive written as "reduces dark damage" was in fact a reflect — it returns part of the damage you take to the attacker
- "Drains health equal to the damage dealt" is "part of the damage." It was never all of it
- "Grows fiercer the lower your health" had a threshold at half — it doesn't scale as you drop; it switches on below 50%
- Effects that land on a chance were written as certainties — "weakens the foe's defense" → "has a chance to"
- Skills that stated something other than what they do — cold damage written as physical, stagger listed where there is only knockback, a slow that was really damage over time
- Descriptions too vague to tell you what was happening — now they say under what condition what accumulates, and what it breaks down
🗼 Irminsul — the rules, and a way out
The Sky Spire plays by rules unlike any other floor. Nothing explained that difference — and worse, there was no way out. The gate opens only once every foe has fallen, so climbing into a chamber you couldn't beat meant the gate never opened at all. What remained was burning a Return Stone you can never obtain again, or waiting in place until the floor's time ran out.
- The circle now stands in every chamber. Retrace your steps down to Floor 3 at any time.
- The rules are stated on first entry — the gate at the centre opens only when every foe has fallen
- Stage 11 announces the Grade 6 band. Only stage 21 (Grade 5) had a notice; the first grade step had none
- Camps appear every 5 stages. The rule was written nowhere, so there was no way to know when the next rest would come
- The Gate of Wit warns you when its jump crosses a grade band. It said only "+8 stages" — nothing signalled that this carried you a grade higher
- Coming down from Floor 5 now resumes at the summit (stage 30).
⚔️ Combat
- Grade-based parry leak and its extra stamina cost are gone. A successful parry now holds cleanly
- When low stamina turns a parry into a block, we say why. That was the mystery behind timing it right and getting no counter
- Melee companions now finish a stance change in the same time, whoever they are. Falling back and re-engaging are ordered manoeuvres, yet they walked them at their usual pace. The farther a companion had to travel, the longer they spent defenceless — that gap was the real cause of "they die while switching stance." Rather than raising every speed, the pace is now derived from each one's distance
🐦⬛ Korbin
- Lena's spells are gone from Korbin's shop. Spells weren't isolated per caster, so another mage's exclusive spells were on sale. If you already bought one, it is reclaimed and refunded in full
🌊 Floor 6
- Two new offering rites that open Rifts
The pilgrimage to the Heart continues.