

Player knowledge Changes to previously known terrain outside the player's field of view (doors opening, etc) are no longer immediately known by the player Most wands, staffs and rods are identified on first use, the main exceptions being when they affect monsters and are tested in the absence of monstersĮgo item names become known once all the relevant runes are known The only forms of magical identify are scrolls and the mage spell, both of which identify a single unknown runeĪll scrolls, potions, mushrooms are identified on their first use Identify ID is now "rune-based" once an object property is recognised once, it will always be recognised on all future items Traps are placed almost exclusively at corridor intersections or other chokepoints Many new traps have been introduced, and old ones amended Traps are either physical or magical, and there is a corresponding split in the player disarming skill Magical trap detection has been removed, except as a spell for magesĬharacters have one chance to detect a trap, on seeing the grid it is on this chance is dependent on searching skill Traps The general philosophy is that all players will hit traps at some time Version 4.1.0 was released on Sunday the 25th of June 2017. The new changes were discussed in detail as they were implemented, and playtested extensively, so that by the time of release there was a reasonable consensus that the game was moving in the right direction. For more information, head here.The plan for 4.1.0 was to reform some areas of the game which desperately needed it. In September, Wardruna will make their American live debut at the Stella Natura Festival, an ambient/folk/black/doom-centered event to be held at Shinnyboo Creek Resort in California's Tahoe National Forest. You can purchase tickets to the festival, which takes place from March 14th - 16th, here. Live video footage of their majestic and enticing performance can be seen below:Īdditonally, the band have also been confirmed to perform at this years Inferno Metal Festival in Switzerland alongside acts such as ANAAL NATHRAKH, PRIMORDIAL, DARK FUNERAL, MY DYING BRIDE and label mates AURA NOIR. A concert with Wardruna is in my view two-way communication, and meeting our audience has been both overwhelming and very inspiring for us." We have been lucky enough to be able to perform at some really special places and interesting festivals. Wardruna recently performed at the medieval/fantasy festival Castlefest in the Netherlands, about which Selvik commented: "A lot has happened since the release of our debut album in 2009. We are all very satisfied with the result so far, and we are looking forward to presenting this new piece of old-rooted culture!" It is also worth noting that this time I’ve been working more closely with Lindy and Gaahl during the creative process. Although the instruments are more or less the same as on ‘gap var Ginnunga,' the nature of the set of runes featured on ‘Yggdrasil’ have naturally made it a very different album.

"Like our previous album, it is partly recorded outdoors and in places or situations relevant to the given song. The creative process has been time-consuming and demanding, but I am very happy. Last year in November, I began recording Yggdrasil, the second part of the Runaljod trilogy. More information about the release will be revealed in the coming weeks.Ībout the new album, Kvitrafn commented, "It has taken me quite a while to find the necessary calmness and time needed in order to create the way I do.

Yggdrasil is the follow-up to 2009's Gap var Ginnunga, and is the second album in the group's planned Runaljod trilogy, based on the interpretation of the runes of the elder futhark. Norway-based Viking folk music constellation WARDRUNA - which features multi-instrumentalist Einar "Kvitrafn" Selvik, Gaahl (ex-GORGOROTH, GOD SEED), and vocalist Lindy Fay Hella - will release their second album, Yggdrasil, in North America on April 2nd, via Indie Recordings.
