Lore & Help
Play now โGetting Started
You're a nobody who chose to fight back. Explore the Greenworld, clear its dungeons, grow stronger, and rebuild Cindervale from the cinders. Your active quest always points to what's next.
Touch controls
Move
Drag the joystick to move and steer.
Attack
Strike the enemy right in front of you. The button appears wherever there's something to fight.
Jump
Leap over gaps and obstacles.
Dodge
Roll forward, briefly untouchable. Double-tap the joystick to roll any direction.
Active skills
Cast your two equipped active skills.
Drink a potion
Drink a potion from your belt to heal on the spot, then wait out a short cooldown before the next.
By default the camera holds still and your champion turns to face wherever you move. Prefer the camera locked behind you as you move? Turn on Fixed camera view in your Profile.
Drag anywhere on screen (off the joystick) to swing your view around; pinch to zoom in and out.
Double-tap the screen (anywhere but the joystick) to swing the camera back behind you - handy when you turn to flee.
Left-handed? Turn on Mirrored layout in your Profile to swap the joystick and the action buttons.
Keyboard controls
By default the camera holds still and your champion turns to face wherever you move. Prefer the camera locked behind you as you move? Turn on Fixed camera view in your Profile.
Hold Q or E - or hold the mouse button and drag - to swing your view around; the scroll wheel zooms in and out. In Fixed camera view, A and D turn the camera instead, and Q and E side-step.
Press L, or double-click anywhere, to swing the camera back behind you.
Getting Around
- Portals link the overworld to towns, dungeons, and other worlds. Step into a glowing gate to travel; world gates ๐ carry you between the Greenworld's regions.
- An arrow on screen points to your current objective, with the distance beside it. When the way runs through a gate or stairs first, it points you there.
- When your objective lies through a gate or stairs, a travel button appears beside your controls: tap it to see where it leads, then tap again to go there. It stays hidden while you're in a fight.
- Dungeons run several floors deep, chained by stairs - clear your way down to the boss at the bottom. Every new floor also saves your progress, so a defeat only costs the floor you're on.
- Landmarks dot the map - the first time you reach one it's recorded as discovered, and every visit, first or not, also saves your progress.
- The minimap in the corner marks nearby portals and points of interest to help you find your way.
Combat
- Tap Attack to swing. Each weapon fights differently but deals about the same damage over time: light blades strike fast for less per swing, two-handers land slow, heavy blows with longer reach, and bows and staves reach across the field - pick the rhythm that suits you.
- A two-handed weapon's heavy blow staggers most foes - a landed hit cancels their wind-up and interrupts the attack. Bosses and minibosses are too tough to stagger.
- Dodge (the ยป button, K, or a double-tap of the joystick) to roll clear of an incoming attack. Good timing beats trading blows.
- Carry a shield in your off-hand and you'll sometimes block an incoming hit, taking only part of its damage - sturdier shields block more often. It's the trade for a two-hander: reach and power in both hands, or a shield to weather the blows.
- Equip two active skills to your slots in the Skill Tree. Some deal elemental damage, and enemies can be weak or resistant to a given element - match the element to the foe. A Scholar's spells and a Healer's mending scale with Wits, not Might.
- Potions live on your belt: drink one any time to heal (โค๏ธ on touch, or press 3), then wait out a short cooldown before the next dose.
- Any hit can land a critical for a burst of extra damage - higher Agility makes crits more frequent, and your weapon shapes them too: fast blades crit often for small spikes, while two-handers crit rarely but land huge. Killing blows always hit with extra weight.
- Some places bite back: frozen passes drain your health with cold, and the Depths sear you with infernal heat. Gear imprinted with the opposing element wards it off - celestial against infernal, infernal against cold - so pack the right protection before you press in.
- A skill's absorb barrier, like Arcane Barrier, blocks attacks, not the elements - a hazard's cold or heat still drains your health straight through it.
- Some foes fling elemental bolts. Wearing armor or a trinket of that same element softens the hit.
- Find potions in barrels and crates, more often deep in a dungeon - or buy more from traders and the Market once Cindervale's College is built. Back in a hamlet or village, its plaza is a safe haven where your health steadily refills once you're clear of combat.
Companions
- You lead one champion and can bring a single companion into the field to fight at your side.
- Recruit new companions - and unlock other classes to play - by completing their story quests.
- XP from a kill is shared across your party, so your companion levels up alongside you.
- If your fielded companion falls in battle, they're wounded and benched until treated. Pay for care at an Infirmary, or let a Healer's revival magic save them mid-fight.
Quests
- You work on one quest at a time, and your active quest always points to what's next. Story quests start on their own as the tale unfolds.
- Want extra work? Side jobs are posted under Available in the Quest Journal ๐ - take one on to start it.
- Taking on a job while another quest is under way sets that quest aside. Your progress is kept, and you can pick it back up anytime from Available.
- Track everything in the Quest Journal ๐: your main story, side jobs, deliveries and wild events, grouped by what's in progress, what's available and what's done, with your Current Standing up top.
Appearance
Give your champion a look of their own: pick from a set of face variations on the Appearance screen. Your choice shows in every scene.