How to Play

Everything you need to go from fresh off the boat to slaying dragons. Five minutes here will save you an hour out there.

Jump to:

Looking up something specific? The wiki has every monster, city, spell and weapon in the realm.

The basics

You start in Brightmeadow, the castle town in the middle of the realm. Everything works by tapping or clicking: tap the ground to walk there, tap a monster to attack it, tap a person to talk to them, tap a tree to chop it. Your character handles the rest.

Your health shows in the orb at the top left. Eat food to heal. If you die, you wake up back at the Brightmeadow chapel with everything you were carrying, so death costs you time, not your stuff.

The round map at the top right is your minimap. Tap anywhere on it to walk there. The button under it opens the full world map, and you can tap that to travel long distances too. Yellow dots are people, red dots are monsters.

You walk by default. Tap the boot button beside the minimap to toggle Run and cover ground faster — handy for long journeys, and your choice is remembered.

Your game saves on its own every 45 seconds, and you can save any time from the settings tab.

Brightmeadow market square
Early build Brightmeadow's market square — stalls, a well, a bank chest and people worth talking to.

Controls

ActionComputerPhone / tablet
Walk / attack / talk / gatherLeft clickTap
Turn the cameraA D or arrow keys, or hold the middle mouse button and dragDrag with one finger
Tilt the cameraW S or up / down arrowsDrag up / down
ZoomScroll wheelPinch
Walk / runBoot button beside the minimap
World mapM or the button button
Item options (drop, examine...)Right click the itemPress and hold the item
Close menusEsc✕ buttons

The buttons in the bottom right open your panels: combat settings, skills, inventory, equipment, quest journal, spellbook and settings.

Combat

Tap a monster to attack it. Your character walks over and fights automatically. There are no classes — you become a warrior, an archer or a mage simply by holding a sword, a bow or a staff. The combat panel offers different fighting styles depending on what is in your hand, so you never see a choice that does not make sense (no training Attack with a bow).

With a melee weapon

With a bow

With magic

Every fight also trains Vitality, which raises your maximum health, whatever style you use. Each weapon class remembers its own style choice.

Monsters have a name and level above their head. Green means it is weaker than you, yellow means an even match, red means run. Aggressive creatures like wolves and skeletons will attack you on sight, but only if you are around their strength. Once your combat level is more than double theirs, they leave you alone. Bosses attack no matter who you are.

Always carry food. Auto retaliate is on by default, so if something jumps you, you will fight back while you reach for the shrimp.

Skills and levels

There are twelve skills, and every one runs from level 1 to 99. Levels are not just numbers. The game treats them in bands, and you will feel each jump:

LevelsHow it feels
1 to 10Just starting out. Weak, but everything is an improvement.
11 to 30Finding your feet. You can handle the basics comfortably.
31 to 50A solid, capable adventurer. Most of the realm opens up.
51 to 80Genuinely strong. Low level content stops being a threat at all.
81 to 95Among the best in the realm. Bosses become a fair fight.
96 to 99The greatest. Very little in the world can stand up to you.

The gathering skills

The making skills

A skill needs the level the resource is rated for. A level 60 yew tree will not budge for a level 59 woodcutter. The same goes for tools: an arcanite axe needs Woodcutting 50 to swing.

Weapons and armour

Gear comes in tiers, and each tier needs the matching level in the right skill. Swords need Attack, armour needs Defence, bows need Ranged, staves and robes need Magic.

LevelMeleeRangedMagic
1BronzeShortbow, leatherStaff, novice robes
10IronOak bowElemental staves
20SteelWillow bow, studdedWizard robes
30CobaltMaple bowBattlestaff
40VerditeYew bow, wild hideMystic robes
50ArcaniteMagic bowMystic staff
60DragonElder bow, dragonhideEnchanter robes
70ShadowSpectral bowAncient staff
80AncientAncient bow, ancient hideArchmage robes
90Keeper'sKeeper's bowKeeper's staff

Shops sell gear up to around the middle tiers. Everything above that you earn: smith it yourself, or take it from the things that carry it. Shadow gear comes from shadow knights, dragon gear from the dragon, ancient gear from the guardians of the Old Keep, and keeper's gear from the Warden himself.

Armour and weapons look distinct enough that you can dress for style as well as stats — plate grows pauldrons and trim, hides get straps and quivers, robes get glowing mantles — and every piece keeps its own numbers, so mixing and matching is fair game.

Legendary weapons and the three Ultimates

The realm's bosses drop unique weapons that no shop will ever stock, each with its own look and a niche the tier ladder cannot fill — the fast Gnawer's Shiv, the crushing Golemfist Maul, the smouldering Emberfang, and more. They are rare. That is the point: they are worth farming for.

At the very top sit three Ultimate weapons, each needing level 99 in its skill and each solving the question "how do I fight forever":

All of these show up in the developer menu too, if you enable it in Settings and want to try them before you earn them.

Magic and the Ancient Rites

Spells need sigils, which you can buy from Eldric at the wizard's tower in Duskmoor. Open your spellbook, tap a combat spell to set it, then attack a monster to start casting. Elemental staves give you unlimited sigils of their element, which saves a lot of coin — and the ultimate Staff of Creation casts with no sigils at all.

The Elemental spellbook runs from Gale Dart at level 1 up to Flame Fury at level 95, with teleport spells to all ten cities along the way — plus a free Homeward teleport from level one, your way out of anywhere.

The Ancient Rites are a second spellbook, locked behind a quest for the wizard Eldric. Its spells hit harder and carry a sting:

Each comes in four strengths: Curse, Hex, Siege and Cataclysm. Ice Cataclysm at level 94 is, quite simply, the scariest thing in the realm that is not a dragon. Mystic Zara in Zahara sells the rare sigils you will need, once you have earned her trust.

Quests

Quests are marked in your journal panel: red means not started, yellow means underway, green means done. Talk to the quest giver to begin.

QuestStarts withDifficulty
A Cook's ErrandCook Bertram, castle kitchen, BrightmeadowNovice
Goblin MenaceCaptain Roderick, Brightmeadow squareNovice
The Missing ShipmentDockmaster Bran, Valeport docksIntermediate
Across the Sunfall SeaShipwright Orla, EastmereIntermediate
The Ancient TomeWizard Eldric, Duskmoor towerIntermediate
The Rot BelowSteward Anselm, Coronmar plazaExperienced
Heart of StoneEmir Kassim, Zahara palaceExperienced
The Failing LightArchmage Vell, HighspireExperienced
Dragon of FrostpeakDuke Alaric, Ancients KeepMaster
Embers of WarMarshal Kael, ThornwallMaster
The Golden TitheMagistrate Corvina, Auremont (Meridia)Master
Echoes of the AncientsElder Maren, OakhurstGrandmaster
A Crown of CindersChancellor Elara, AureliaGrandmaster
The Hollow CrownChronicler Vance, Aurent Palace (Meridia)Grandmaster

Do the two Novice quests first. They teach you the ropes and the rewards give you a real head start. Collection quests now steer you home the moment your pack holds everything a step needs — watch for the message and follow the quest marker back to the giver.

See every quest, its rewards and where it leads in the wiki →

Buildings and the underground

Buildings are real places, not scenery. Walk through the door and the roof lifts away so you can see inside. Shops have shelves, the chapel has its altar, and the castle keeps a throne room.

Inns have an upstairs. Click the staircase to climb up, and click it again to come back down. Up there you will find beds, and sleeping in a bed restores all of your health for free. Every village inn has one, and so do the houses of generous folk.

The caves

Four cave systems run beneath the realm. Each has a marked entrance on the surface: a dark hole ringed with rocks. Click it to climb down, and use the lit exit inside to climb back out. It is dark down there, so stay near the torches until your nerves settle.

CaveEntranceWhat is down there
Meadow MineBy the farmlands mineCopper, tin and iron, rats, bats and goblins. A gentle first dungeon.
Duskmoor CryptBeside the wizard's towerGold ore, skeletons, ghouls and mummies.
The Deep MineAbove FrosthollowCobalt and verdite, guarded by cave crawlers.
Vault of the AncientsInside the Old KeepArcanite, deep shades and ancient guardians. Endgame only.
The Coronmar SewersGrates in the Crown City's streetsA three-tier dungeon: rats up top, sewer lurkers and ghouls below, and the Sewer King in the deep dark. Deeper is deadlier — and richer.

Every cave hides a treasure chest in its deepest room. Chests refill after a few minutes, and the deeper you go, the better the haul.

Where to go

The great cities and the far frontier

Beyond the old lands, the map opens into a frontier of great cities and one place you should fear:

Across the Sunfall Sea: Meridia, the Gilded Continent

Sailing a skiff on the Sunfall Sea
Early build Underway on the Sunfall Sea. Click open water to sail; the dark deeps are a hard wall.

East of the mainland lies the open ocean — and beyond it a second continent. Shipwright Orla in Eastmere (the little boatworks village on the east coast) will build you a coastal skiff (a short quest: bring her oak logs), and once it is folded on your back you can click any open water to sail: along the coasts, out to Gullwing Isle, Corsair's Hold, Mirrormere and the Wreck of the Meridian, and across to the port of Goldstrand. Stay on the bright water — the dark deeps at the edge of the world sink skiffs. High-level mages can skip the voyage entirely with the Goldstrand (80) and Auremont (85) teleports.

Meridia is the richest land in the game: the gilded capital Auremont, the mining town Vessa with gold and runite in its hills, terraced gold country full of level 90+ Gilded Husks and Hoard Golems — and the Hollowvale, a grey vale in the north-east that every local will tell you to stay out of. The Hollow King (level 122) waits at its barrow with the game's best head-slot drop. Listen to the locals until you're ready. Then don't.

The Hollowvale, with the Hollow King in the distance
Early build The Hollowvale. The locals say don't. The loot says do.

Ten tips for new players

  1. Do A Cook's Errand first. It walks you through fishing and cooking and pays for your first upgrades.
  2. Buy an axe and a tinderbox before you leave town. Cooked food from your own fire is free healing forever.
  3. Match your gear to your level. A new sword every 10 levels makes a bigger difference than you think.
  4. Check a monster's colour before you swing. Red names hit back harder than you expect.
  5. Wolves stop chasing you once you outgrow them. If somewhere feels too dangerous, come back 20 levels later and stroll through.
  6. Keep sigils for one teleport spell with you. Walking home is scenic exactly once.
  7. Sell your spare pelts, logs and fish to shops. Coins buy arrows, sigils and better tools.
  8. Train Fishing and Cooking together. Catch a load, cook the lot, eat the evidence.
  9. Before a boss, fill your whole pack with the best food you can cook. Every hero who died skipped this step.
  10. Sleeping in a bed heals you completely, for free. Every inn has beds upstairs.
  11. Talk to everyone. The people of this realm point the way to every secret in it.