Getting Started
The one page that walks you through it. Everything after this is tables.
The first ten minutes
You start outside a ruined town. Do these in the order they are listed.
- Free the town. Everything is down when you arrive. Raise the Smithy, the Inn and the Elder's Hall, in that order, and the town is yours. Then speak to the Elder: he gives you the main quest and opens the road out.
- Pick a path, once. Knight (holds the line), Assassin (ends fights), Archer (opens fights), Mage (raw power), Necromancer (commands an army), Priest (keeps others alive), Freeblade (every road at once). You pick at hero creation and cannot change it, so to play another you roll another hero. All 7 of them, side by side.
- Swing your own weapon. Proficiency climbs with the style you actually fight in, and proficiency is the only thing a weapon asks of you. Keep swinging a sword and you will be able to hold a better sword. What each style pays you for pushing it.
- Spend your 2 skill points a level. Your tree shows only the skills your path can buy, so everything you can see, you can buy. Who can learn what.
- Find the Dungeon Key. The Elder speaks of it. It opens the Sunken Dungeon once and the door stays open for that hero after that. What is down there.
The keys you will use
What a new hero starts with.
| What it does | Key | Notes |
|---|---|---|
| Move | [W] [A] [S] [D] | The arrow keys do the same. This is the one binding you cannot change. |
| Attack | [J] | A mouse click does it too. |
| Signature move | [Space] | [Z] still works. |
| Dodge roll | [Shift] | [L] still works. |
| Interact and talk | [E] | |
| Drink a potion | [1] | |
| Items | [I] | |
| Character | [N] | |
| Skills | [K] | |
| Menu | [Tab] | |
| Controls card | [H] |
Every key except movement can be changed in Settings.
Chat commands
Parties, whispers and friends are all typed into the chat box.
| Type | What happens |
|---|---|
| /p message | Say it to your party only. |
| /w name message | Whisper one player. /r message answers whoever whispered you last. |
| /invite name | Invite a player who is in the realm. They answer with /accept or /decline. /leave leaves. |
| /warp name | Appear beside a teammate. No wait between warps. You must both be above ground, or on the same floor of the same lair. |
| /add name | Add a friend. When they add you back, /friends shows when they are in the realm. /remove name takes them off. |
| /block name | Stop hearing a player, in chat, whispers and invites. /unblock name undoes it; /blocked lists them. |
A party shares experience: a kill splits its experience equally among the teammates within about a screen of it, the killer included. /help in the chat box prints this list.
What the numbers mean
| Stat | What it does |
|---|---|
| Attack | before any weapon |
| Defense | taken off every blow that lands on you |
| Health | the pool everything else protects |
| Mana | spells and signatures spend it |
| Vitality | health you get back over time, in a fight as much as out of one |
| Wisdom | mana you get back over time |
| Speed | how fast you cross the ground, and everyone is capped at 64 |
| Dexterity | levelling alone tops out at 81, and gear and skill points carry you past it |
| Crit | a crit deals double damage, and everyone is capped at 30% |
| Evasion | the chance a blow simply misses, and everyone is capped at 40% |
Every hero of every path carries all 10 of them. Where each path starts, and how fast each one climbs.
Your first door
One door in the ground near town, open from your first day, with no bottom. Floor 1 is a level 1 floor with a level 2 boss at the end of it, and every floor after that is deeper. A run belongs to whoever opened it: a friend who follows you in lands in your dungeon, not a copy of it. Every way down.
The three words for a boss
Three words turn up everywhere in this guide: a Lair Boss, a World Boss, a Pinnacle Boss, in that order, from the one guarding a dungeon floor to the one at the top of the realm. A tougher version of an ordinary foe is an Elite and is not a boss at all. Every named foe, and what it pays.
Where to go next
Everything after this page is tables. These are the ones a new hero opens first.