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: a campfire, the guardian Ena, the smith Orin and cottages among the trees

The Vigil, rendered by the game engine · The refuge where every character starts

Residents

People who still ask your name.

  • Mara, Herbalist of the Vigil

    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.”

  • Tomé, Cartographer of the roads

    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.”

  • Ivo, Repairer at Amber Rest

    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 Mill, First named hunt · Level 4 elite

    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.

  • Vigil Quarter (Bairro da Vigília), settlement in The Vigil

    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.

  • Rootbound Haven, settlement in Whispering Woods

    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 Rest (Pouso Âmbar), settlement in Amber Valley

    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.

  • Ashen Hold, settlement in Ashlands

    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.

  • Bellringers' Outpost (Posto dos Sineiros), settlement in Forest of Bells

    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.

  • Drylight Harbor, settlement in Widow's Salt Flats

    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.

  • Still Waters (Águas Mansas), settlement in Marsh of the Buried

    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.

  • Ironhearth, settlement in Furnace Dominion

    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.

  • Last Dawn (Última Aurora), settlement in Crown of Winter

    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.

  • Threshold, settlement in The World Wound

    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.

  1. 00Vigil Quarter, settlement in The Vigil

    The VigilA Vigília

    Refuge

    A lit fire, warm bread and people who still ask your name.

  2. 01Rootbound Haven, settlement in Whispering Woods

    Whispering WoodsBosque dos Sussurros

    Level 1–4

    The first voices still remember their names.

  3. 02Amber Rest, settlement in Amber Valley

    Amber ValleyVale Âmbar

    Level 4–8

    Salt caravans once crossed these roads. Now only echoes pass.

  4. 03Ashen Hold, settlement in Ashlands

    AshlandsTerras de Cinza

    Level 8–14

    Under the ash, doorless towers cast very straight shadows.

  5. 04Bellringers' Outpost, settlement in Forest of Bells

    Forest of BellsFloresta dos Sinos

    Level 12–25

    If you hear a bell among the trees, do not answer with your name.

  6. 05Drylight Harbor, settlement in Widow's Salt Flats

    Widow's Salt FlatsSalinas da Viúva

    Level 25–45

    The sea withdrew. Beneath the salt, a city keeps breathing.

  7. 06Still Waters, settlement in Marsh of the Buried

    Marsh of the BuriedBrejo dos Sepultados

    Level 40–65

    The dead here give back every footprint you leave.

  8. 07Ironhearth, settlement in Furnace Dominion

    Furnace DominionDomínio da Fornalha

    Level 60–90

    The mountain works day and night. Nobody knows for whom.

  9. 08Last Dawn, settlement in Crown of Winter

    Crown of WinterCoroa do Inverno

    Level 85–125

    Under the ice there are windows. Thousands of them.

  10. 09Threshold, settlement in The World Wound

    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 4

    The Thorn King

    O Rei dos Espinhos · Whispering Woods

  • Level 7

    Valley Sentinel

    Sentinela do Vale · Amber Valley

  • Level 11

    The Ember Devourer

    O Devorador de Brasas · Ashlands

  • Level 20

    The Faceless Bellringer

    O Sineiro Sem Rosto · Forest of Bells

  • Level 38

    The Salt Widow

    A Viúva de Sal · Widow's Salt Flats

  • Level 45

    The Nameless

    O Sem-Nome · Widow's Salt Flats

  • Level 55

    The Root Mother

    A Mãe das Raízes · Marsh of the Buried

  • Level 78

    Marshal of Chains

    Marechal das Correntes · Furnace Dominion

  • Level 95

    The World Devourer

    O Devorador de Mundos · Furnace Dominion

  • Level 110

    The White Hunger

    A Fome Branca · Crown of Winter

  • Level 145

    The Wound Herald

    O Arauto da Ferida · The World Wound

  • Level 165

    The 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.

Guardians and regions

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.

Ready

The road starts at the door.

A snowbound frontier settlement with a white bear at the edge