Bramblewood
Bramblewood: deep old woods thick with bramble and berry bushes of every kind, a ring of mushrooms and a woodcutter's camp.
Grow crops through the seasons, raise animals, make friends in Thornbury, fish every lake and river, and fight your way down the old mine and the Catacombs under the Old Keep. Every picture in the game is drawn by code, and it plays in your browser, on a phone, or with a controller.
This wiki is made from the game itself: the monsters, items, numbers and pictures here are the real ones.
Your pack (E) opens a book with six tabs along the top: Pack, Crafting (K), Hero, People, Journal and Map (M). Hero has its own row of pages: Character (your attributes), Skills (and their talents), Spells (G) and, once you have one, Pet. So has the Journal: Collections (fish, dishes, the museum), Achievements, Secret notes and Monster goals. Crafting is sorted into lists down the side (Farm, Tools & gear, Supplies, Building, Lights, Garden, Furniture, Village, Statues) and Can make shows only what you have the makings of right now. Esc, or the x in a window's corner, closes it.
Every so often something happens overnight. Shooting stars fall, leaving smoking meteorites on your farm and round the valley: break them with a pickaxe for star shards, iron and gold. The travelling caravan stops in Thornbury's square for a day with rare things to sell. On days of high water the big fish bite, and the legendary ones are three times as likely. The morning news tells you which.
The Fishing Derby (summer 4): three minutes on Thornbury's stream, and the biggest fish wins (beat Ansel's 79 cm). The pumpkin weigh-in at the Harvest Fair: bring your best pumpkin (better quality grows them heavier). Hearth & Home (winter 3): Tomas and the judges look round your house and score its furniture, rugs, paintings and size.
At level 10 your pet becomes Grown: bigger, tougher, with a soft shimmer, and it learns Dig (once a day, out with you, it digs something up). At level 20 it's Legendary: bigger again, glowing gold, and it learns Rally (when you're badly hurt, it gives you a quarter of your health back).
Up to four can play together, in the browser or on Windows. One of you hosts: press Esc, then Friends, then Host a game, and you get a four-letter code. Your friends open Friends too, type the code and press Join. After a few seconds on a "Travelling to ...'s farm" screen, they come into your world as themselves, with their own farmer, pack, gold, gear and skills, and everything they find or earn there goes home with them. You see each other walking about and can talk (press T, type, then Enter). Anything one of you puts down, chops, digs or plants is there for everyone. The host's clock is everyone's clock, and the day ends when the host goes to bed: you all wake up together the next morning. Go down the mine or the Catacombs together and you fight the same monsters. They go for whoever is nearest, and if you helped bring one down you get its experience and your own loot from it. Press Go home (or the host Stop hosting) and you're back on your own farm.
Every shop works the same way: what they have for sale is laid out on the left like a pack (armour takes its own shape), your pack on the right. Click something of theirs and it's on your cursor, paid for: put it in your pack, or put it straight back and you get your money back. To sell, put something of yours on their side. Shift-click or double-click buys or sells in one go. Everyone buys everything, but things outside their trade fetch less: Brannoc pays well for armour and weapons but little for wood, which Tomas pays best for. What you sell stays on their side for a while, so you can buy it back for what you got. Tool upgrades, building work, animals and healing are on a shop's Services tab.
The valley is one joined-up world: walk off the edge of one place and you're straight into the next. Pick a place on the map to read about it.
Bramblewood: deep old woods thick with bramble and berry bushes of every kind, a ring of mushrooms and a woodcutter's camp.
The Wildflower Meadow: rolling grassland bright with flowers, blossom groves (the only place pink cherry trees grow), berry hedges and an old cairn.
Willowmere: a quiet lake ringed with weeping willows, a little wooded island and a jetty. Lake fish bite all year.
Stonefall Falls: a river tumbling over three cliffs into a deep pool under snowy peaks, with stairs up to a lookout. It runs on down onto your farm.
Your own land: till the soil, plant by the season, raise animals in coops and barns, and build your cottage up into a farmhouse. Sleep there to end the day and save.
Fenmire, the marsh: murky pools, reeds and lily pads, a boardwalk, weeping willows, fireflies, and the mouth of the old mine.
Greyfell Highlands, up the north road: a cold lake full of trout, an open quarry where rock and ore turn up every morning, standing stones, a cairn on the fell, and Silas's Gamble, dug into the foot of the fell.
Thornbury, the village: the square with its fountain and notice board, the inn, Bram's forge, the shops, the museum and the Old Guildhall.
Whisperwood, south of the village: thick woods full of forage, a river and a pond to fish, great old hardwood stumps, Ansel's hut and Hilde's cottage.
Frostpeak: a snowbound mountain climbing in terraces to a ruined watchtower, with a frozen lake at its foot. Fish through the holes in the ice.
The Old Keep, east of Thornbury: a tumbled castle on a hill, the stair down into the Catacombs with the portal stone and the quest board beside it, and an old graveyard behind iron railings where Aldous the Enchanter walks in his violet cloak, day and night.
Saltmere Shore: dunes, a long sandy beach, tide pools and a fishing dock out into the sea. Shells wash up every morning.
Round the valley lie the Wilds: 96 more lands, ten times the size of the valley altogether, made up fresh for every world you start (yours won't look like anyone else's) but always the same in your own.
Roads run out of the valley through gaps in its edge (look where a path reaches the trees round the outside) and on through every land. Each land has a crossroads with a signpost: it names the lands each way and which way home lies. Walk on and the next land is there: no doors, no waiting.
Snowy fells and pine forests to the north, open downs and woods to the west, fens and bogs where it's wet and low, rocky hills with cliffs (stairs where a road climbs them), lakes in the hollows, rivers that run on from the valley's own streams and new ones that rise in the hills, and a long coast with sandy shores to the south-east, past Saltmere Shore.
Tall stones with a blue rune stand at many crossroads. Touch one and it remembers you: from then on you can travel to it from any waystone or portal stone (they all show on the map). Make a Home Waystone at the workbench (ancient stone, frost shards and amber) and put it down anywhere, valley or Wilds, as a waystone of your own.
About half the lands have a cave in a mound of rock. Inside, one big cavern with rock and ore to break, monsters, and a chest of loot the first time. The further from home, the deeper the cave is like: richer ore, tougher monsters, better chests.
Old walls and pillars with a cache in the middle, abandoned camps, rings of standing stones, and caches hidden in the woods. Each cache opens once, for gold, a piece of gear, potions and wild finds: the further out, the better.
Treasure maps turn up in the Wilds' caches and cave chests, now and then on a monster, and at the travelling caravan. Read one (use it from your hotbar) and it shows a land of the Wilds with an X on it. Go there and dig at the X with your shovel: up comes an old chest of gold and loot, and sometimes another map.
A sailboat waits at the end of Saltmere Shore's dock. Gull Isle is the first island you can sail to: pines, gulls and tide pools, and Old Pell the hermit by his fire, who sells rare things and tells you about the others. Wreck Reef has a great wreck whose strongroom fills up again every season, and oyster beds (pearls, now and then: 320g each). Once you've been twenty floors down the Catacombs, Pell tells you about Dragon Rock.
Old milestones stand beside the roads and tell you how far it is to Thornbury. Now and then there's a little wayside shrine with a candle still burning in it: stop and say a prayer (right-click it) and your health is restored and you get some energy back, once a day at each shrine. Carts that broke down on the way are left where they stopped, with something still under the sacking.
Each kind of country looks like itself. In the forests there are great ancient oaks (look in the hollow among their roots), hunters' camps with meat on the drying rack, fallen logs, mushrooms and ferns. The plains have tumbledown farmsteads with an old well, wild beehives in straw skeps (honey once a day, if the bees let you) and fields of corn stooks. The hills have drystone walls, rocky outcrops and ruined watchtowers: climb one and the lands round it go on your map. There are frost statues and crystals in the snow, boardwalks across the bog pools in the fens, and shipwrecks and boats on the coast.
Here and there in the woods and meadows you'll find a perfect ring of toadstools. By day it's only a pretty thing. Come back after dark and the fair folk may have left a gem in the grass for you, once in each land.
Statues of knights, stags and owls stand lost in the long grass, and the odd obelisk too. Read what's carved on them. The land's own things stay where they are: you can't carry off its statues, carts and walls.
Some things are only found out here: clay on the riverbanks, flint in the hills, ironwood trees deep in the far woods (amber in their sap), ancient stone and old coins in rubble, frost shards in the snowfields, and flax in the meadows. They grow back after a while. You need them for the grander things to craft.
Whatever you change out there stays changed: trees you fell, things you put down, crops you plant. Only the lands near you are built at once, so the game stays quick however far you roam.
Below Thornbury, the old dead keep their treasure. Every floor down is a little harder and a little richer. Here's how it works.
The Catacombs are cut from soft brown tuff, and the dead are everywhere. The walls are lined with burial niches, each with a skull, a shrouded body or a stack of bones in it, with runs of stacked skulls and the carved tablets of sealed tombs between. Grave slabs are set into the floor. The rooms hold stone coffins, some broken open, heaps of skulls, candles still burning and cobwebs in the corners. Smash the old burial urns (and the odd barrel or crate) for gold, potions and gear.
Right-click a stone coffin to push its lid aside: you might find grave goods (coins, and sometimes something wrapped in rotten cloth), or just dust and a bone, or whoever's inside might climb out after you. Hit a heap of skulls and it scatters, with a few old coins in it, but now and then the bones knit back together into a skeleton. One burial urn in eight has something cold in it instead of loot. Cobwebs slow you as you push through. Cut one down and its spider may drop on you. Right-click a carved tablet in the wall to read the epitaph. Some of the dead were buried with their purse behind it.
In the Old Keep's hall, beside the stair down, stands a great black gate with a red rune burning on it. Behind it, every week, waits a raid boss: Gorrum the Titan, the Kraken of the Deep Well, Vharax the Red or the Many-Headed Hydra, far stronger than anything on your floors (and stronger still for each friend with you). It slams the floor: a red ring spreads under it first, so get clear. As it weakens it calls up the dead to help. Beat it once a week for a heap of gold, three good pieces of gear and lots of fame. Bring friends!
The hourglass stone in the Old Keep's hall starts the Gauntlet: a race down ten floors of the Catacombs against the clock. Everyone in the world gets the same ten floors all week, so the times are fair, and the best go on the leaderboard (below, and at the stone). Nothing you open down there counts against the real Catacombs. Climb back up or fall, and the run's over.
Out past Wreck Reef, a dragon called Old Embermaw sleeps in the cave on Dragon Rock. Once a season it can be fought, and its hoard is a fortune: gold, gear and dragon scales (900g each in Thornbury).
From floor 4, about one floor in seven has a sealed tomb: a great coffin banded in gold, chained shut, with a rune glowing on its lid and four cold candles standing round it. Light all four (right-click each one) and the seal breaks. The Tomb Guardian rises, a champion far tougher than anything else on the floor. Beat it and the tomb's hoard is yours: a heap of gold, a magic piece of gear from a little deeper down, two more pieces of loot, and fame.
Take the stair at the Old Keep. It always brings you back to the floor you were last on, so you never lose your place.
Read a Town Portal book (ten readings) or a Town Scroll (one) to jump back to Thornbury. They only work down in the Catacombs. They bring you up to the Old Keep by the stair. The first time you read one down here, a portal stone appears in the old hall there: it takes you straight back to where you left off.
The quest board by the stair, outside the graveyard gate, posts three quests a day (slay so many of a monster, reach a floor, or bring something back) and one hunt. Take up to three; hand them in at the board for gold and experience. The board is an old cracked standing stone, and gold flags on your map (M) show where each quest sends you next: the stair down at the Old Keep, or the board when one is done to hand in. Notice-board requests are flagged too, at whoever asked.
Brannoc sells any kind of loot: weapons, armour, boots, belts, shields, rings and amulets, rolled for the deepest floor you've reached and new every morning. Nearly half his magic pieces are unidentified (priced by how they look, so it's a gamble). About one piece in 30 is a rare with three enchantments, and about one in 150 is a unique you could already have found by now. Both are shown in their colour and cost a fortune. Hesper sells Town Portals, potions and spell tomes, and Aldous enchants your gear (find him in the Old Keep's graveyard). Silas the gambler sells mystery gear in his shop up in the highlands. Fennick the minstrel has no house: he wanders all over Thornbury, so find him to have your deeds sung for fame. Ansel, in his hut in Whisperwood, sells rods, bait, crab pots, the river pendant and fish for your pet, and pays best for your fish. Hesper's Remedies is out at the Old Keep, by the road in, for healing on your way to the Catacombs.
About one floor in seven, from floor 3, a golden slime is loose: the Gilded Runner. It never fights back, it only runs, and every blow knocks gold off it. Catch it inside thirty seconds and it bursts into a shower of gold; let it go and it slips away into the dark.
Kill every monster on a floor and, the first time, the Catacombs give up a little of their hoard: gold, a couple of pieces of loot and some fame. Every floor pays once.
Wear three pieces of armour of the same metal (boots count) for +10% attack and +5% fire, ice and lightning resistance. Five pieces make a full set: +25% attack, +12% to each resistance and +5% critical hits. Hover over a piece to see how many of its set you have on.
However much you stack, some things have a ceiling: critical hits 75%, life steal 20%, mana steal 15%, attack speed +150%, speed +100%, dodge 40%, resistances 75%, reflected damage 50%. Magic find keeps helping, but less and less the more you have. Each magic skill takes 20 points at most (+5% a point).
Read a tome to learn a spell: Firebolt, Heal, Haste, Light and Rain Call to start, Frost Nova and Recall a little deeper, and three big ones the witch on Merchants' Row sells for a lot of Magic: Chain Lightning (Magic 15) leaps between five monsters, Meteor (Magic 25) drops a burning rock where you aim, and Soul Siphon (Magic 20) drinks the life of everything close and mends you, wisps of it flying back to you. Eight more turn up as tomes on the casters down below (and the witch sells them too): Ice Lance (Magic 10) flies straight through a whole row of monsters, slowing them; Poison Cloud (12) leaves a cloud that sickens whatever stands in it; Whirling Blades (18) sets three spectral blades circling you for ten seconds; Thunderstorm (30) brings a storm overhead that strikes the monsters round you one after another; Arcane Ward (8) wraps you in a shimmering bubble that soaks up blows; Regrowth (6) mends you slowly for twenty seconds; Blink (10) steps you up to four paces on in a flash; and Dread (14) sends everything round you running in fear. Every spell is animated: fireballs trail embers and burst in rings of fire, frost novas throw shards and leave frost on the floor, meteors tumble out of the dark and shake the ground, lightning forks and flickers. A wizard staff makes every spell stronger, quicker and cheaper while you hold or wear it, and shoots its own bolt of magic; one from far down can make a spell several times as strong.
Monsters drop gold, potions, gems and gear. Magic gear is a mystery until you read a Scroll of Identify on it. Pieces can roll a grade (Superior to Legendary), sockets for gems, and up to three enchantments. Uniques are rare and named.
Gems work the way they do in Fate. There are fifteen kinds (amethyst, bloodstone, jade, lapis, obsidian, opal, peridot, ruby, sapphire, sunstone, tanzanite, topaz, tourmaline, turquoise, zircon) plus emerald and diamond, each chipped, plain, flawless or perfect: chipped ones anywhere, plain from floor 3, flawless from floor 10, perfect from floor 30. Any weapon, armour or jewellery can have sockets, as many as it is tall in your pack (a dagger two, a sword three, a belt one, rings and necklaces one); Aldous adds more. Drop a gem on the piece to set it. Most gems do the same anywhere (a bloodstone adds damage, jade attack speed, lapis quicker casting, sapphire mana back, tourmaline sends damage back at whatever hits you); a ruby, opal or turquoise adds fire, ice or lightning damage in a weapon but resistance to it in armour, and a sunstone hurts the undead from a weapon. Fire, ice and storm creatures (Surtr, Ymir, a thunderbird) hit with their element, so resistance matters deep down. Rarest are the named gems, one of a kind, mostly fished up once you've been to floor 6. Gems can't be joined together. Right-click a piece (or ask Tobin) to take its gems out; you keep both. Tobin in Thornbury also cracks geodes for 25 gold, sells stone and cobble paths, and buys stone, minerals and gems.
As in Fate, your pet sits at the top left of the screen: its picture, name and level, its health and experience, what it's doing (with you, staying, at home, off selling, or a wolf for 30 seconds more) and how full its bag is. Click the card and its inventory opens right there: what it wears, Follow, Stay, Home and Sell in town, and all of its bag, with your pack across on the right. Click to pick things up and put them down, or shift-click or double-click to send something straight across. Under the card are a little chest (its inventory again) and Heal, which uses the cheapest healing thing in your pack (food, a salve or a potion) to bring it back to full health. If it's knocked out in a fight it goes home and sleeps beside its water bowl: heal it from the card, or click it there. Otherwise it's fine by morning.
Right-click your pet to pat it (once a day it counts towards its hearts); what it does shows in a little bubble over it. Double-click it, or press the pet button on the bar, for its page. With a weapon out, or monsters close by, your pet stays out of the way: clicks go to whatever's under it, so it never stops a swing or a spell.
As in Fate, your pet can wear two rings and a necklace (on its page), and everything on them counts for it: their own powers, their magic and any gems in them. Health and Vitality give it more health; damage, the elements and Strength a harder bite; speed makes it quicker; armour makes it tougher; and mending, life stealing, critical hits and attack speed all work for it too. What it wears is never sold when it goes to town.
Every day the quest board posts one hunt as well: a named beast, like Skarn the Cruel or Dorion Bloodtooth, waiting on a floor a little deeper than you've been. It glows with a red halo so you know it's the one, and it's far tougher than the rest of its kind. Slay it, pick up the weapon it drops (a fine, enchanted one, shown on the board before you take the quest), and bring it back to the board: you're paid, and the weapon is yours to keep. Leave it lying and it'll be waiting by the ladder when you go back down.
Some down there fight with magic. Ash cultists from floor 12 throw fire, rime witches (floor 30) ice, storm seers (floor 60) lightning, and imps, floating eyes, liches and a few of the old tales' witches and dark gods cast too: they hang back out of reach, glow as they gather a spell, then let it fly. Resistance to fire, ice or lightning takes the sting out, and a raised shield blocks a bolt. Bone callers (floor 18), grave lords (floor 99), hollow priests (floor 180), liches and the likes of Koschei and Baba Yaga call up lesser monsters to help them, three at a time; what they call up is weaker and leaves nothing behind, so kill the caller first. The great ones cast too: Surtr, Muspel and the dragons throw fire, Ymir and the frost giants ice, Typhon lightning, Kronos and Crom Cruach darkness, and most of them call up help as well. Most hunted beasts have powers of their own (the warning when you arrive says which): they throw three bolts at once, cast quicker, and call up four helpers at a time. Casters are where wizard staffs and spell tomes come from if you want a particular one. Each kind carries its own line of staffs and drops the best of that line it can at your depth: ash cultists drop ember, then star, then dragonbone staffs and the Tome of Firebolt (Meteor once you're past floor 50); rime witches frost, tidesteel and aether staffs and Frost Nova; storm seers storm, runestone and titan staffs and Chain Lightning; bone callers bone, bloodiron and soulglass staffs, Heal and Soul Siphon; grave lords and hollow priests void, soulglass, abyssal and eternal staffs, Soul Siphon, Meteor and Recall. Imps, liches and the great beasts carry staffs and tomes of their own element now and then, and a hunted beast that casts always drops a staff. A tome you haven't learned yet turns up before one you have.
Every creature has its own pace (a troll lumbers, a harpy is on you before you know it) and a set distance it notices you from: a slime only sees a few steps, a bat or a spider further, a floating eye furthest of all, and casters, summoners and champions look further than most. Until one has seen you it wanders about; a red ! means it has, and it comes for you until you've got well clear. Hit one from afar and it knows where you are. Nothing walks or flies through walls, though fliers go over water and rocks.
Floors get busier the deeper you go, but never a swarm: a floor holds twenty monsters at most at once, however deep, counting the ones that split in two and the ones called up. Every tenth floor, and a floor with a hunted beast on it, can hold a few more (twenty-six).
Every three floors from floor 5 all the way to floor 452 something new turns up: 150 beasts out of Greek myth and the northern tales (Norse, Celtic, Slavic and Finnish). Nisser and satyrs near the top, then draugar, harpies, trolls, gorgons, the Minotaur, frost giants and the Hydra; Surtr and Typhon around floor 150; below them banshees, the headless Dullahan, Baba Yaga's chicken-legged hut, Fafnir, Grendel, Koschei the Deathless and Balor of the Evil Eye; and at the very bottom Kronos and Ymir, the first giant of all. Each stays about for a stretch of floors, so the Catacombs keep changing as you go down. Below floor 150 the floors themselves stop toughening the monsters so fast, so it stays possible to keep going. Some charge at you, some fly over water and rocks (nothing goes through walls), some blink about, and the Hydra splits in two when cut down. They're the size the tales make them: a nisse comes up to your knee, while a cyclops, a fire giant or Surtr towers over you. The bestiary has them all.
If you're knocked out, someone carries you home and Hilde patches you up, for a little of your gold. In the Catacombs, your pack and gold stay behind in a bag where you fell: go back down and pick it up.
Wear a shield and hold F (the left trigger, or Guard on a phone) to raise it. You walk at half pace, but a blow from in front is mostly stopped. Each blocked blow costs a little energy.
The mine in Fenmire goes down 40 floors: 20 of caves with copper and iron, then the Deep, with gold, purple slimes, skeletons and wisps, and the Heart of the Mountain at the bottom. Everything that lives in the mine turns up in the Catacombs too (crabs from floor 6, red slimes from 12, purple slimes and wisps from 20), but the beasts out of the old tales stay in the Catacombs. The first 20 floors are still the old miners' workings: a line of minecart track runs across each one, curving round the corners and ending at a buffer, with lantern posts along it, timber props shoring up the rock, crates of ore, picks and pit props left lying, and an ore cart at the end of the line. Right-click a full cart to dig a few lumps of ore out of it. The Deep, below floor 20, is further down than the miners ever dug, so there's none of it there.
Every monster gets a little tougher with each floor down (4% a floor, and in the Catacombs 2% more health and 1.5% more damage on top). Some are champions, and past floor 8 some carry a twist, two at once past floor 30. Their name floats over their head so you know.
Every weapon and every piece of armour you can find, from rusty near the top of the Catacombs down through chaos (floor 57) and then the ten deep materials past it, bloodiron on floor 66 to eternal from floor 390, each doing something of its own on a hit (bleeding wounds, quakes, holy light, mana back, the abyss pulling them in, tidal waves, dragon fire, all the elements, and everything at once). The deeper you go the better the weapons, armour, rings and necklaces that drop. Every ring and necklace is its own design with a power of its own it always carries (a Signet adds strength, a Moon Crescent better loot, a Pectoral a lot of health). Each weapon down the Catacombs is a different design, not the last one in a new colour; any of them can turn up Magic, Rare, Elite or Legendary. Like Fate, every weapon hits for a range (each blow lands somewhere in it) and swings Fast, Normal, Slow or Slowest: a slow one hits that much harder, so they come out about even over a fight. Heavier designs ask for more Strength.
Every crop, fruit tree and fish in the valley. Every crop grows all year round, but each sells for a quarter more in its own season (and Elda at the inn pays well for one dish a day). Gold a day is what one plant earns you, in its season, for each day it stands in the ground over a whole 28-day season, after paying for the seed (regrowing crops keep giving).
Plant a sapling with clear ground all round it. Once grown it fruits every day, all year; the fruit gets better the longer the tree has stood.
Everything you can make: open the crafting window with K, cook at the fireplace or stove, and feed your harvest into machines on the farm to turn it into something worth more.
Seven skills, each trained by doing it, and your pet's own talents. Every level makes you better at it straight away, and every level of any skill earns one talent point. Spend those points on talents in the Skills page; each skill has three, opening at levels 3, 6 and 10.
Made from MidEvil's own data. Numbers are base values; floors, gear and talents change them in play.