Systems

The rules behind the content: Energy, skills, ailments, markets, guilds, and everything else that runs while you play.

Energy — the real speed limit

Energy is what you spend to act, and it is the only thing rationing your day. It refills on its own at 1 point every 12 minutes, whether the app is open or not.

  • A hunt costs 5. That is the whole cost of a fight — win or lose.
  • Resting costs 20 and restores your HP. Half price (10) when you are already close to full.
  • Training costs Energy on a curve: the base is 20 and it climbs by 8% for every point you have already trained in that attribute — per attribute, so a wide build and a tall build cost differently.
  • 30 Energy for logging in, once a day.
  • 3 free refills a day. After those, a refill costs 5 Gems, up to 10 a day. Gems buy time here, never power.

Training — the slow, permanent half of your power

Gear can be lost, sold or outgrown. Trained attributes never leave. Five attributes, five different jobs — the full table is in the New Player Guide. When you run out of Energy you can pay the remainder in gold, and gold can be replaced by Gems at a fixed rate; neither one raises what a point is worth.

The training bank. Because the price of the next point climbs per attribute, you are almost always left with an amount of Energy too small to train with and too awkward to hunt with. Bank it. The bank holds 100 ⚡ and is deliberately one way: banked Energy pays for training and for nothing else, so it can never turn into extra hunts, extra loot or extra XP. Training spends your bar first and takes only the shortfall from the bank. Space can be bought with Gems — room to park Energy you already earned, never Energy itself — and it is capped at three purchases in the life of a character, each one dearer than the last: 15 Gems for +100 ⚡, 50 Gems for +50 ⚡, 75 Gems for +50 ⚡. That is 300 ⚡ of space at the very most, and there is no fourth.

Skills — seven per Order, unlocked by level

Every Order starts with one skill at level 1 and earns six more as it grows, roughly one per new region. A skill has a 3-turn cooldown and scales with your level for 20 levels after it unlocks, so a skill you have had for a while hits near its ceiling rather than staying at its weakest roll.

Warrior

LevelSkillWhat it doesInflicts
1Power StrikeBonus physical damage, single target.
10Shield BashA heavy bash that staggers the foe.Stun
20Iron Vow's WrathChannels the Order's oath into a devastating blow.
30Rampart BreakerA shattering blow meant to break shields and bone alike.
45Oathbound FuryThe Vow's fury lends strength to every swing.
60Ravenguard's ResolveUnshakeable resolve turns into raw striking power.
80Sundering BlowA finishing blow that splits armor clean through.Bleed

Paladin

LevelSkillWhat it doesInflicts
1Guardian's LightSmall self-heal + brief DEF buff.
10SmiteHoly fire smites the target.Burn
20Sacred BulwarkA greater blessing restores a large share of HP.
30Zealous ChargeA charge empowered by unwavering faith.
45Aegis of EmbersA warm blessing that mends deep wounds.
60Wrath of the ChoirThe Choir's hymn turned into holy fire.Burn
80Last OathThe Order's final, most desperate vow made manifest.

Ranger

LevelSkillWhat it doesInflicts
1Aimed ShotBonus damage, cannot miss.
10Piercing ArrowAn arrow that punches through armor.Bleed
20VolleyA rapid volley of arrows.
30Hunter's MarkA marked foe takes a much heavier hit.
45Serpent's BiteA venom-tipped shot aimed at a vital point.Poison
60Windrunner's BarrageA storm of arrows loosed in a single breath.
80The Long Path's EndThe Wardens' final, decisive shot.

Rogue

LevelSkillWhat it doesInflicts
1BackstabBonus damage vs. a full-HP target.
10Shadow StepStrikes from the shadows before the foe can react.
20AssassinateA precise killing blow.
30Twin FangsTwo rapid strikes faster than the eye can follow.Bleed
45Nightfall StrikeA strike drawn from gathering shadow.
60Hollow Hand's GraspThe Hollow Hand's own killing technique.
80Death's WhisperA blow meant to end the fight before it's felt.Poison

Mage

LevelSkillWhat it doesInflicts
1FireboltSingle-target fire damage.Burn
10Ice LanceA shard of ice pierces the target.Frostbite
20Arcane NovaA burst of raw arcane power.
30Chain LightningA crackling bolt torn from a cracked sky.
45Meteor ShardA falling shard of pure Mythstone fire.
60VoidfireFire that burns colder than any flame should.Burn
80Cracked Sky's ReckoningThe Circle's ultimate arcane invocation.

Cleric

LevelSkillWhat it doesInflicts
1MendHeals self (or ally, once party content exists).
10Radiant HealA greater restorative light.
20Divine JudgmentCalls down holy judgment on the foe.Curse
30Ember's GraceA deep, warming restoration of body and spirit.
45Wrath of EmbersThe Choir's gentler fire turned to judgment.
60Choir's ChorusA hymn of restoration sung over open wounds.
80Final RiteThe last rite the Choir teaches — holy fire made absolute.Burn

Status ailments

Monsters have a 15% chance per hit to inflict an ailment, and which ones they can inflict depends on the biome you are standing in. Some of your own skills inflict them right back. Ailments tick every combat turn and fade on their own out of combat; potions cure them.

AilmentPer turnLasts
☠️ Poison6% of your max HP4 turns
🩸 Bleed8% of your max HP4 turns
🔥 Burn9% of your max HP4 turns
❄️ Frostbite5% of your max HP4 turns
💀 Curse7% of your max HP4 turns
😱 Fear5% of your max HP4 turns
💫 Stuncosts you the turn2 turns

Offline Hunt — the game plays while you do not

Send your character out and collect what they killed when you come back. 1 hour per run, or 4 hours with VIP. It kills about 6 monsters an hour at 60% of the rewards you would earn fighting them yourself — it is a floor under a day you could not play, not a replacement for playing. Rewards stop accumulating after 72 hours, so collect it.

Quests

They pay you for what you were already doing: gold, XP and crafting materials land the moment the objective is met, with no button to press. Dailies reset every day; progression quests follow your level. A finished quest may also open one optional purchase — that is a shop offer the quest unlocked, not the reward.

QuestGoldXPMaterial
Common30 gold20 XP2x common ore
Uncommon80 gold50 XP4x common ore
Rare200 gold150 XP2x rare crystal
Epic450 gold350 XP2x epic essence

Guilds

Founding one needs level 20+, active VIP and 500 gold. VIP is checked at that moment only: if it runs out later, the guild and everyone in it carry on exactly as before — you stay its leader, and nothing is taken away. Joining needs nothing — Browse Guilds lists every guild with room, and tapping one joins it. Guild leaders also have an invite link they can forward: it opens the bot and drops the newcomer straight into the guild.

Every kill by a member earns the guild XP, and guild XP raises the member cap. The Guild Market sells supplies at 15% off.

Guild XPCap
020 members
50030 members
200040 members
500050 members

Guild Barter — item for item

Guild members can swap gear directly, without the Auction House. Pick your item, pick the member, pick theirs: the offer waits 24 hours for an answer, and nothing leaves either inventory until it is accepted.

The price rule is the point. A barter is not a way to hand gear over for nothing — both items have to be within 25% of each other in value, counting the shop value plus every gold the enhancements cost. Whoever brings the cheaper item pays the exact difference in gold, never more. Both sides pay a 5% commission on their own item (at least 10 gold).

The values are checked again when the offer is accepted, so enhancing an item after offering it cancels the trade instead of slipping it through. Equipped items cannot be offered, both players must have been in the guild for 24h, and accounts linked to each other by an invite cannot barter — the same rule the Market uses. 3 offers a day are free; after that each one costs 10 Gems.

Markets — three of them, and they are not the same

  • Shop — the game selling to you. Starter gear and supplies, priced in gold. Stackables can be bought x5, x10 or x20 at once.
  • Auction House — players selling to players, in gold. Listing costs 5 gold, a sale takes 7%, and a listing expires in 48 hours (10 Gems buys 24 more). Tapping a listing opens the full item sheet — rarity, tier, slot, stats, affixes, which Order can hold it, who is selling — and buying is a separate, deliberate press. Sort by cheapest, rarity, tier or name.
  • Unique Market — the same board, for named Unique items only, priced in Fragments. It starts empty and fills only when a player lists one.

Market rules. The board is for trading, not for handing items between accounts:

  • Minimum price. An Auction House listing can't go below what the shop pays for the item (for a stack, that value times the quantity) — anything lower would only be a way to give it away. An enhanced item also carries the gold its enhancements cost: a +12 can't be listed for less than the shop value plus 3120 gold. On the Unique Market the floor is a third of the item's Fragment price in the shop, never less than 10 Fragments per item, plus 10 Fragments per enhancement level. The bot and the browser both tell you the floor if you type less.
  • New listings wait 10 minutes before another player can buy them, so everyone gets to see a bargain. You can cancel your own listing at any time.
  • No trading with an invite link. If you invited a player, or they invited you, you can't buy each other's listings — this covers every character on both accounts.
  • Your own characters can still trade with each other freely, with no wait.

Achievements and titles

30 achievements, each unlocking once and staying forever. They are milestones, not a to-do list — you will trip over most of them by playing.

Bringing people in

Your invite link pays 10 Gems and 500 gold when someone you invited reaches level 10, and pays them 5 Gems for arriving. The link only counts for a brand-new player, and the bot now tells them whether it was recorded. Payment is automatic but waits until the friend is at least a day old: it lands the first time they gain XP after that, and the Invite Friends screen shows every friend whose reward is still on the way. Up to 3 payouts a day and 300 Gems in total, counted across all the characters on your account — enough to be worth doing, not enough to be a business. If 3 or more of your invites create their accounts within 60 minutes of each other, those invites pay you nothing and don't count toward milestones (the friends still get their welcome bonus). Players linked by an invite can't buy from each other on the Auction House or the Unique Market.

More than one character

Character slots and 💎 Gems belong to the account, not to a character: every character spends from the same Gem balance, and retiring a character never takes Gems with it. Every character has its own Energy, level, gold and gear. Deleting one retires it rather than erasing it, and a replacement does not collect the newcomer bonuses again.

Playing in a browser

Send /play to the bot for a link to the full browser client — the same character, the same world, on a screen with room for tables. Everything below the Character tab (Skills, Train, Forge, Achievements) lives in the menu drawer at the top left.