The world · Known lands
A house where it should be. Everything else, somewhere else.
Beyond the door: a forest, a refuge with a fire lit, and nine regions rising from level 1 to level 120 and beyond. Each one keeps a guardian, a set of clues and a reason to come back.
Creature drops, regional treasures and exact chances →
The Vigil, rendered by the game engine · The refuge where every character starts
Residents
People who still ask your name.

MaraHerbalist of the Vigil
“If you are lost, start with something that still makes sense: someone needs help. Today it is the wounded, and my stock of leaves.”

ToméCartographer of the roads
“Every traveller asks for a map to get out of here. I start by asking where they came from. You are the first to point at that house.”

IvoRepairer at Amber Rest
“A broken wheel I can fix. This little box that lights up on its own, not yet. Bring me a whole part and maybe we will find out what it is for.”

The Hungry One of the MillFirst named hunt · Level 4 elite
“Dodge the marked charge and strike during its recovery. Check the level: it grows with every Eclipse.”
Settlements · Rendered by the game engine
A refuge in every region.

The Vigil · Refuge
Vigil QuarterBairro da Vigília
Timber inn and forge among the pines, a bread oven at the end of the lane and the campfire a few steps north.

Whispering Woods · Level 1–4
Rootbound Haven
Carved timber, leaf-shingle roofs and a shrine framed by living roots. Stone paths connect a forest lodge and an herbalist workshop.

Amber Valley · Level 4–8
Amber RestPouso Âmbar
Sandstone inn and workshop with striped awnings, a market stall and reeds along the water. Ivo repairs wheels here.

Ashlands · Level 8–14
Ashen Hold
Basalt shelters, riveted iron roofs and an ash kiln. Heavy buttresses and narrow amber windows line the charcoal-paved court.

Forest of Bells · Level 12–25
Bellringers' OutpostPosto dos Sineiros
A stone chapel, a bell tower and trees hung with bells. Each family leaves a different chime for each path.

Widow's Salt Flats · Level 25–45
Drylight Harbor
Chalk-white walls, faded blue roofs and a dry lighthouse. Salt-weathered lodgings stand beside a workshop built for a vanished coast.

Marsh of the Buried · Level 40–65
Still WatersÁguas Mansas
Weathered timber houses, short foundation piles and wooden boardwalks. A grounded skiff rests on the boatwright's landing.

Furnace Dominion · Level 60–90
Ironhearth
Firebrick halls, sawtooth roofs and iron smokestacks. A mechanical forge faces the brick court between the foundry lodge and workshop.

Crown of Winter · Level 85–125
Last DawnÚltima Aurora
A snowbound inn and smithy under the ice, a lit brazier and a bridge north toward the frozen windows.

The World Wound · Level 120+
Threshold
Faceted violet stone, silver inlays and an anchored armillary instrument. An observatory shelter and instrument workshop mark the edge of the World's Wound.
Regions
From the grove to the wound.
- 00

The VigilA Vigília
RefugeA lit fire, warm bread and people who still ask your name.
- 01

Whispering WoodsBosque dos Sussurros
Level 1–4The first voices still remember their names.
- 02

Amber ValleyVale Âmbar
Level 4–8Salt caravans once crossed these roads. Now only echoes pass.
- 03

AshlandsTerras de Cinza
Level 8–14Under the ash, doorless towers cast very straight shadows.
- 04

Forest of BellsFloresta dos Sinos
Level 12–25If you hear a bell among the trees, do not answer with your name.
- 05

Widow's Salt FlatsSalinas da Viúva
Level 25–45The sea withdrew. Beneath the salt, a city keeps breathing.
- 06

Marsh of the BuriedBrejo dos Sepultados
Level 40–65The dead here give back every footprint you leave.
- 07

Furnace DominionDomínio da Fornalha
Level 60–90The mountain works day and night. Nobody knows for whom.
- 08

Crown of WinterCoroa do Inverno
Level 85–125Under the ice there are windows. Thousands of them.
- 09

The World WoundA Ferida do Mundo
Level 120+Distances shift. Maps disagree. Your steps arrive before you do.
Level ranges are the intended hunting bands. The frontier beyond them reaches level 600 through fixed hunts, and the Endless Rift keeps rising past that.
Guardians
Twelve names the residents say quietly.
Level 4The Thorn King
O Rei dos Espinhos · Whispering Woods
Level 7Valley Sentinel
Sentinela do Vale · Amber Valley
Level 11The Ember Devourer
O Devorador de Brasas · Ashlands
Level 20The Faceless Bellringer
O Sineiro Sem Rosto · Forest of Bells
Level 38The Salt Widow
A Viúva de Sal · Widow's Salt Flats
Level 45The Nameless
O Sem-Nome · Widow's Salt Flats
Level 55The Root Mother
A Mãe das Raízes · Marsh of the Buried
Level 78Marshal of Chains
Marechal das Correntes · Furnace Dominion
Level 95The World Devourer
O Devorador de Mundos · Furnace Dominion
Level 110The White Hunger
A Fome Branca · Crown of Winter
Level 145The Wound Herald
O Arauto da Ferida · The World Wound
Level 165The Ageless Watcher
O Vigia Imemorial · The World Wound
Guardians respawn and can be fought again. Their reward tables, including sets, uniques and gems, are shown inside the game with real probabilities. Titans are rarer and slower to return.
Bestiary · 54 creatures
The first ones you will meet.
- Rust slime (Gosma ferruginosa)
- Ruins bat (Morcego das ruínas)
- Venomous spider (Aranha peçonhenta)
- Gray wolf (Lobo cinzento)
- Raider (Saqueador)
- Woodland bear (Urso do bosque)
- Valley scout (Batedor do vale)
- Iron orc (Orc de ferro)
- Rot shaman (Xamã da podridão)
- Wandering skeleton (Esqueleto errante)
- Stone beetle (Escaravelho de pedra)
- Caravan cyclops (Ciclope das caravanas)
- Eclipse wraith (Espectro do eclipse)
- Ash golem (Golem de cinzas)
- Ember demon (Demônio da brasa)
- Sepulchral lich (Liche do sepulcro)
- Ash hound (Cão de cinzas)
- Ember crab (Caranguejo de brasa)
Systems
Progress with more than one shape.
Level and training
Two kinds of growth
Experience raises the character level. Training raises melee, ranged, magic, defense and summoning separately, in every refuge, and keeps going while you are away. Attributes, talents and a grimoire of techniques round out a build.
Quests and contracts
208 fixed quests, infinite contracts
The journal holds 208 fixed quests across creatures, regions, guardians and dungeons, with search and filters. Procedural contracts continue after the journal ends.
Equipment
Sets, uniques, gems and the workshop
Ten body slots, class restrictions, one- and two-handed weapons. Reinforce with a visible chance and no destruction on failure, socket gems, craft, recycle or sell in batches. Sets reward 2, 4 and 6 pieces.
The Endless Rift
No last floor
Free entry from level 20 at any refuge. Each floor is a rectangular arena with a staircase: clear its creatures before climbing. A larger guardian appears every fifth floor. Layout, encounters and rewards follow a seed, and the highest cleared floor has its own ranking.
Automatic hunting and AFK
The hunt continues while the tab is open
Enable automatic mode in a hunting ground and the character fights, loots and retreats by your rules. Time away is resolved as summarised encounters when you come back, with the same risks and rewards.
Rankings
Compete through records, not duels
Player-versus-player combat is disabled. Rankings compare level, training, rift depth and level by class among characters that opted in. Combat is local; saves and rankings are online.
What the residents say
Ten things nobody can explain yet.
The Vigil
A house out of place
Ena says the house had been empty for years. You slept there last night. For now she offers water, work and a bed near the fire. Orin says mysteries make you hungry and tells you to eat first.
Whispering Woods
What grows between the roots
Hunters find plates no tree could split. Some use them to patch roofs. Ena keeps the ones with letters, hoping a traveller will manage to read them.
Amber Valley
Roads nobody built
Merchants follow dark bands under the soil. The caravans call it luck: where the bands appear, the wheels sink less. No mason in the Vale knows that material.
Ashlands
Towers without doors
Workers pull bars and plates from the ruins. There is a whole floor nobody can reach. At night, a small red light still blinks up there.
Forest of Bells
A bell for every traveller
In the forest, bells announce that someone has arrived. Families leave a different chime for each path. Lately, an abandoned trail answers without anyone passing.
Widow's Salt Flats
The square under the salt
Diggers found benches lined up before a black wall. It was a hall, they say. When it rains, coloured shapes appear for an instant under the surface.
Marsh of the Buried
The weight of the buried
The roots return everything buried in the Bog. Residents raise their houses on stilts and hang keepsakes of the dead from the porches. Not every step beneath the floorboards belongs to people.
Furnace Dominion
The iron that works
Orin recognises the marks of living smiths. On the pieces brought down from the mountain, the numbers are always identical, as if the same hand had made thousands without resting.
Crown of Winter
A city in the ice
Explorers call the frozen windows eyes. They count more than a hundred on a single wall. At night, the White Hunger circles the building like something looking for a familiar entrance.
The World Wound
After the next expedition
Hunters call the changes that make old trails dangerous again Eclipses. They come back with unknown creatures, corrected maps and more questions. Defeating a guardian opens a passage; it does not explain what lies beyond.
