The game

No one hands you a destiny.

Six ideas the whole game is built on, and what they look like in play.

The six pillars

You are what you wear

No classes. No levels. No stat points. Take up a sword and you fight like a swordsman; swap it for a staff and every ability changes with it. A helm, a chest piece and boots each add one more. A new character arrives with nothing in hand, and a bare hand stays a bare hand however long you have played.

Every blade is made by a player

No merchant sells a sword and no monster drops one. Monsters and chests give raw materials. Players fell the timber, dig the ore, refine it at the bench and forge everything anyone in the world will ever wear.

Fame opens the doors

The Destiny Board is a great tree of nearly two hundred nodes. You climb it by doing: fighting with a weapon, gathering a resource, crafting an item. Fame earned that way opens higher tiers of gear and new spells to choose. Everything behind every door is still an item.

A market run by its people

Each city keeps its own order book in silver. Post a sell offer, place a buy order and let it wait, or take what is on the stall. Prices are what players make them, and goods earned in a dangerous realm are worth more in a safe one.

Risk is a choice you make

Some realms are warded and nothing is lost there. Others are lawless, and what you carry in is what someone may carry out. The finest materials grow only where it is dangerous, so going deeper is a decision about reward.

Professions are lives

A woodcutter, a smith, a hauler running goods between cities and a sellsword are all real careers. None of them requires winning a fight, and every one of them feeds the others.

From root to blade

Everything begins in the ground.

Nothing in the world is sold by the game. Every piece of gear starts as a tree, a vein of ore or a hide.

  1. I

    Gather

    Fell trees, mine ore, quarry stone, reap fibre and skin hides, each trade with its own tool. A worked node runs dry and grows back.

  2. II

    Refine

    Logs become planks, ore becomes ingots, hides become leather. A tier VIII blade needs tier VIII ingots.

  3. III

    Craft

    Forge weapons, armour, tools, capes and bags at the bench. The finest pieces carry a history of who made them and whom they have fought.

  4. IV

    Trade

    Sell on the city's order book, haul goods to a richer market, or arm a guild. The economy is the players.

Hovering a tree shows what it yields
Hover a tree to see what it yields and which tool it needs.
Swinging a pickaxe at an ore rock
Every gathering trade has its own swing.

You are what you wear

Your kit is your character.

Equip a weapon and its abilities appear on your bar. Your helm, chest and boots each add one more.

  • Many weapon families: swords, bows, staves, warstaves and spears, each from a rough tier I piece to a worldroot tier VIII one.
  • Choose your spells for each weapon as the Destiny Board opens them.
  • Item power rises with tier and enchantment, and a finely made piece is worth more.
A hero in the gold Royal Sun hooded cloak raising a shield of light against the winged Ashen Acolyte
Royal Sun Cloak and Sunscar Spear, both tier VIII: every piece you wear brings its abilities with it.

Tier VIII armory

  • Frostbound Cloak, tier VIII

    Frostbound Cloak

  • Royal Sun Cloak, tier VIII

    Royal Sun Cloak

  • Moonveil Cloak, tier VIII

    Moonveil Cloak

  • Emberforge Spear, tier VIII

    Emberforge Spear

  • Sunscar Spear, tier VIII

    Sunscar Spear

  • Starfall Spear, tier VIII

    Starfall Spear

  • Serpent Tide Spear, tier VIII

    Serpent Tide Spear

  • Blackthorn Spear, tier VIII

    Blackthorn Spear

The Great Board, a circular tree of nodes
The Great Board: fame earned by doing opens the doors.

The Destiny Board

Fame opens the doors.

A great tree of nearly two hundred nodes, climbed by fighting, gathering and crafting.

Fight with a sword and the swordsman's branch grows. Fell trees and the woodcutter's grows. Each node you master lets you wear, gather or craft a higher tier, and opens new spells to choose. A new character starts at the root with nothing.

Combat

Read the ground. Step out of it.

Fights are fast and aimed. You choose where every spell lands.

  • Every enemy warns you. A special attack draws its exact area on the ground before it lands, with time to dodge.
  • Mana runs out, for you and for monsters: an enemy with an empty pool falls back on plain blows.
  • Crowd control and counterplay: roots, slows, silences, shields and stuns.
A hero in the Moonveil cloak, one on one with an Elderwood Guardian whose roots lash across the clearing
One on one with an Elderwood Guardian: its roots lash out across the ground it warned you of.

Fenwolves

They hunt as a pack and take turns: one lunges while the others circle.

The Ashen Acolyte

A winged caster in a grave-black robe. His hands burn black while he casts, and his curses mark the ground before they land.

The Elderwood Guardian

An old forest spirit that wakes when disturbed. It drags vines through the earth across the ground it has warned you of.

The Blind Lantern Guard

He stands at the gates like a statue, his sword turning in the air around him. He keeps the peace and does not need to see to do it.

A hero in the Royal Sun cloak casting at the winged Ashen Acolyte, its curses marked on the ground
One on one with the Ashen Acolyte. Its curses mark the ground before they land.
The Blind Lantern Guard at the west gate
The Blind Lantern Guard keeps the west gate.