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
| Level | Skill | What it does | Inflicts |
|---|---|---|---|
| 1 | Power Strike | Bonus physical damage, single target. | — |
| 10 | Shield Bash | A heavy bash that staggers the foe. | Stun |
| 20 | Iron Vow's Wrath | Channels the Order's oath into a devastating blow. | — |
| 30 | Rampart Breaker | A shattering blow meant to break shields and bone alike. | — |
| 45 | Oathbound Fury | The Vow's fury lends strength to every swing. | — |
| 60 | Ravenguard's Resolve | Unshakeable resolve turns into raw striking power. | — |
| 80 | Sundering Blow | A finishing blow that splits armor clean through. | Bleed |
Paladin
| Level | Skill | What it does | Inflicts |
|---|---|---|---|
| 1 | Guardian's Light | Small self-heal + brief DEF buff. | — |
| 10 | Smite | Holy fire smites the target. | Burn |
| 20 | Sacred Bulwark | A greater blessing restores a large share of HP. | — |
| 30 | Zealous Charge | A charge empowered by unwavering faith. | — |
| 45 | Aegis of Embers | A warm blessing that mends deep wounds. | — |
| 60 | Wrath of the Choir | The Choir's hymn turned into holy fire. | Burn |
| 80 | Last Oath | The Order's final, most desperate vow made manifest. | — |
Ranger
| Level | Skill | What it does | Inflicts |
|---|---|---|---|
| 1 | Aimed Shot | Bonus damage, cannot miss. | — |
| 10 | Piercing Arrow | An arrow that punches through armor. | Bleed |
| 20 | Volley | A rapid volley of arrows. | — |
| 30 | Hunter's Mark | A marked foe takes a much heavier hit. | — |
| 45 | Serpent's Bite | A venom-tipped shot aimed at a vital point. | Poison |
| 60 | Windrunner's Barrage | A storm of arrows loosed in a single breath. | — |
| 80 | The Long Path's End | The Wardens' final, decisive shot. | — |
Rogue
| Level | Skill | What it does | Inflicts |
|---|---|---|---|
| 1 | Backstab | Bonus damage vs. a full-HP target. | — |
| 10 | Shadow Step | Strikes from the shadows before the foe can react. | — |
| 20 | Assassinate | A precise killing blow. | — |
| 30 | Twin Fangs | Two rapid strikes faster than the eye can follow. | Bleed |
| 45 | Nightfall Strike | A strike drawn from gathering shadow. | — |
| 60 | Hollow Hand's Grasp | The Hollow Hand's own killing technique. | — |
| 80 | Death's Whisper | A blow meant to end the fight before it's felt. | Poison |
Mage
| Level | Skill | What it does | Inflicts |
|---|---|---|---|
| 1 | Firebolt | Single-target fire damage. | Burn |
| 10 | Ice Lance | A shard of ice pierces the target. | Frostbite |
| 20 | Arcane Nova | A burst of raw arcane power. | — |
| 30 | Chain Lightning | A crackling bolt torn from a cracked sky. | — |
| 45 | Meteor Shard | A falling shard of pure Mythstone fire. | — |
| 60 | Voidfire | Fire that burns colder than any flame should. | Burn |
| 80 | Cracked Sky's Reckoning | The Circle's ultimate arcane invocation. | — |
Cleric
| Level | Skill | What it does | Inflicts |
|---|---|---|---|
| 1 | Mend | Heals self (or ally, once party content exists). | — |
| 10 | Radiant Heal | A greater restorative light. | — |
| 20 | Divine Judgment | Calls down holy judgment on the foe. | Curse |
| 30 | Ember's Grace | A deep, warming restoration of body and spirit. | — |
| 45 | Wrath of Embers | The Choir's gentler fire turned to judgment. | — |
| 60 | Choir's Chorus | A hymn of restoration sung over open wounds. | — |
| 80 | Final Rite | The 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.
| Ailment | Per turn | Lasts |
|---|---|---|
| ☠️ Poison | 6% of your max HP | 4 turns |
| 🩸 Bleed | 8% of your max HP | 4 turns |
| 🔥 Burn | 9% of your max HP | 4 turns |
| ❄️ Frostbite | 5% of your max HP | 4 turns |
| 💀 Curse | 7% of your max HP | 4 turns |
| 😱 Fear | 5% of your max HP | 4 turns |
| 💫 Stun | costs you the turn | 2 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.
| Quest | Gold | XP | Material |
|---|---|---|---|
| Common | 30 gold | 20 XP | 2x common ore |
| Uncommon | 80 gold | 50 XP | 4x common ore |
| Rare | 200 gold | 150 XP | 2x rare crystal |
| Epic | 450 gold | 350 XP | 2x 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 XP | Cap |
|---|---|
| 0 | 20 members |
| 500 | 30 members |
| 2000 | 40 members |
| 5000 | 50 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.