A world at dusk awaits.
One persistent world of quests, skilling, combat and sea voyages — shared with every adventurer online.
From the Devblog
All news →Duskmere has a new home. This weekend we moved the entire game — world, accounts, saves, everything — onto brand-new infrastructure built to carry it for years. What you'll notice is simple, better performance today, and a foundation big enough for everything we have planned.
Duskmere's first five-man dungeon waits under the Old Wood — queue as tank, healer, or blade and learn to step out of the square. Three new zones stretch the world to level 65, enchanting and alchemy join the skills, a magpie will carry your loot, and the whole realm got redrawn by a cartographer's hand.
Talents arrive — spend your points across Warrior, Mage, and Priest trees and cast real spells with cast bars, mana, and proper fireworks. Priests can now heal other players, monsters genuinely choose whom to fight, and a loom in Lightshire turns hides, silk, and wolf pelts into three full armour sets.