
Hirelings are new kinds of allies we have recently added to the game. They are in effect companions but can only be hired for a limited time - for a steep price. They have no story of their own because they are only meant to represent nameless mercenaries, rounding out the abilities of your companions or making up for something you are missing in your comitatus. You always hire these henchmen from certain Factions.


Should the darkness cruelly whisper,
Call upon a kindly sister
Sister, sister, blood drops glister
Revoke now your cruel dark whisper
- From an Imperial children's rhyme
Kindly Sisters are members of the Nosferatis Sisterhood, a coven of mystics and sorceresses who delve into the deepest, darkest arcane secrets one can think of. The organization is one of the Pillars of the Empire, a religious order that serves the realms in an important capacity, although in the case of the Nosferatis, most Imperials have no idea what this service entails - except that it is most ominous. The wise seem to believe that it involves espionage, magical warfare, and arcane research. Members of the coven worship Bal-Ur-Kaal the Demon Prince and Ahskul, King of the Underworld, which is quite telling in and of itself.


The vagrus's ability to change the type of beasts their comitatus uses has been planned to be added to the game from the beginning but it had to wait until now for a couple of reasons. The first being that there were a number of other, more important, things to be added before and also because changing between two types only would have been a bit lackluster, but the third type was locked behind content that we got around to just now (and will be available with the addition of Larnak).


Hey Folks,
this patch is a beast in all sense. So many new features and changes have been added that if you ever considered starting a new play-through, this might be the perfect time for it. A shedload of tweaks has been applied to make the early game a little more forgiving (without making the late game easier), and we look forward to your feedback on the direction of these changes.


Hey everyone,
and first of all, Happy New Year! We made it to 2021 at last.
We hope you all had the chance to relax during the holidays. 2020 has been a challenging year for us at Lost Pilgrims as much as for anyone else but it also brought a number of things that we really appreciate.


Hey everyone,
first of all, Happy New Year. We made it to 2021 at last.
It's been a while since we posted a devlog entry and we figured that this would be a great time to do so. Today's topic, Dynamic pricing, has been on our minds for a long-long time, and finally, we've decided to pull the trigger on implementing it. To provide a little background on why we need it, let's review what happens in the current build of the game when you go trading.


Opening an indie game dev studio and developing a 100+ hour long, complex game right away comes with a lot of important lessons. One of which has been that we like to dream big and thanks to the abundant positive feedback from our amazing players, we like to make these visions even bigger. Thus we have felt since the end of 2019 that if we ever wanted to realize all the potential Vagrus has, we have to raise our core team's size.


The Assassin enemy in Vagrus is a version of the Handjari Assassins of Tark, sharing skills and a general appearance of a masked, sneaky killer. Yet their looks are less culturally specific than their Tarkian brethren and this was the goal with their character art so that they can fit easier into the many combat encounters where mercenaries or henchmen are found, complementing their combat effectiveness with their deadly toys.


and first of all let us thank all of you who shared their views regarding our planned priorities. We took that to heart and worked tirelessly to implement Companion Progression, which includes raising the Prowess cap from two to five, introducing Companion-specific traits that increase stats, and much more.


'We may have lost the Krawags but by then the sun was high up in the desert sky and scorched the survivors relentlessly. My comrades fell one by one and we were so weak and thirsty that we just left them behind to die on the scalding sands. Only a handful of us reached those accursed ruins. One of the men recalled having seen the stone walls and broken arches on our march towards Dragmolac. We dragged ourselves atop another dune and there they were below us, like a jumble of rotten teeth sticking out of sick gums. But we still rejoiced upon seeing them because they had cover and shade; and that shade proved to be our undoing.
