Privacy Policy

Last updated: 2025 11 27

1. Data Controller

The data controller responsible for processing your personal data within the meaning of the EU General Data Protection Regulation (GDPR) is:

Registered Address: 72458 Albstadt, Germany
Email (privacy contact): sebastian@mythenschlag.com
Responsible Manager / Owner: Sebastian Osinski

If you have any questions regarding this Privacy Policy or the handling of your data, you may contact us at any time.

2. Data Protection Officer

Name: Sebastian Osinski
Email: sebastian@mythenschlag.com

3. Scope of This Privacy Policy

This Privacy Policy applies to the game Mythenschlag, including all features, related services, and account systems. It explains what personal data we collect, how we use it, and the rights you have under the GDPR.

4. Personal Data We Collect

We only collect the minimum amount of data required to operate Mythenschlag. Specifically, we collect:

Email Address
Used for account creation, authentication, and essential communication (password resets, account notifications).

Public Username
Displayed to other players where applicable. Usernames should not contain personal information.

Gameplay Progress & In-Game Data
Saved progress, character data, inventory status, and other in-game states necessary for maintaining your game experience.

Technical Data
To maintain server integrity, we may collect anonymised technical logs such as error logs, timestamps, and system events. These logs do not contain personal identifiers.

No tracking cookies and no analytics tools are used.
We do not profile users, and we do not use advertising trackers. The only third-party content on this site is the embedded intro video, which loads from YouTube solely after you actively start it (see section 8a).

5. Legal Basis for Processing

We process your personal data based on the following legal grounds under Art. 6 GDPR:

Art. 6(1)(b) – Performance of a Contract:
To create, maintain, and operate your game account and saved progress.

Art. 6(1)(c) – Legal Obligation:
To comply with regulatory or legal requirements (e.g., recordkeeping obligations).

Art. 6(1)(f) – Legitimate Interests:
To ensure the security and proper functioning of our servers and systems.

6. How We Use Your Data

Your data is used exclusively for the operation of Mythenschlag. This includes:

• Creating and managing your user account
• Saving and restoring your gameplay progress
• Ensuring server stability and preventing abuse
• Communicating essential service messages (e.g., password reset)

We do not sell, rent, or transfer your personal data to third parties.

7. Data Sharing & Third Parties

We do not share your personal data with any unrelated third parties. However, we may use secure service providers (data processors) for server hosting, email delivery, or game infrastructure. These providers will only process your data according to our instructions and under GDPR-compliant agreements (Art. 28 GDPR).

All servers are hosted in:
Hosting Location: EU
Hosting Provider: Ionos

8. Cookies and Tracking

No tracking cookies, analytics cookies, or third-party cookies are used – except when you actively start the embedded YouTube video (see section 8a).
Essential session cookies may be used only when strictly necessary for login security and server operation.

8a. Embedded YouTube Video

The home page contains an intro video hosted on YouTube, a service of Google Ireland Limited, Gordon House, Barrow Street, Dublin 4, Ireland ("Google").

The video is embedded using a two-click solution: when you open the page, only a preview image stored on our own server is shown, and no connection to Google is established. Only when you click the play button is the YouTube player loaded from Google's servers (in "privacy-enhanced mode", youtube-nocookie.com). From that moment on, Google receives your IP address and technical browser data, may set cookies or use local storage on your device, and may process this data for its own purposes – including a possible transfer to Google LLC in the USA, which is covered by the EU-US Data Privacy Framework.

Legal basis: your consent under Art. 6(1)(a) GDPR and § 25(1) TDDDG, which you give by clicking the play button. You can withdraw it at any time for the future by simply not starting the video; reloading the page returns to the preview image. If you do not click play, no data is transmitted to Google.

Further information can be found in Google's privacy policy: policies.google.com/privacy.

9. Data Retention

We store your personal data only as long as it is necessary for the purposes described above:

• Account data is retained for as long as your account remains active.
• Upon account deletion, all personal data (email, username, progress) is removed or anonymised within 10 days.
• Technical logs are retained for a limited period necessary for security (typically 30 days).

10. Your Rights Under the GDPR

You have the following rights with respect to your personal data:

• Right of access (Art. 15 GDPR)
• Right to rectification (Art. 16 GDPR)
• Right to erasure – "Right to be forgotten" (Art. 17 GDPR)
• Right to restriction of processing (Art. 18 GDPR)
• Right to data portability (Art. 20 GDPR)
• Right to object (Art. 21 GDPR)
• Right to lodge a complaint with a supervisory authority (Art. 77 GDPR)

To exercise any of these rights, contact us at:
sebastian@mythenschlag.com

11. Children's Privacy

Mythenschlag is not intended for children under the age of 16. We do not knowingly collect personal data from children. If we become aware that we have collected such information, we will delete it immediately.

12. Data Security

We implement appropriate technical and organisational measures to protect your personal data from loss, misuse, unauthorised access, alteration, or disclosure. Measures include encryption, access control, secure servers, and regular security reviews.

13. International Data Transfers

We do not transfer your personal data outside the EU/EEA unless absolutely necessary. If a transfer occurs, it will only be conducted under strict GDPR safeguards such as Standard Contractual Clauses (Art. 46 GDPR).

14. Changes to This Privacy Policy

We may update this Privacy Policy from time to time. The latest version will always be published on this page. Material changes will be communicated through in-game notifications.

15. Contact

If you have questions about this Privacy Policy or your personal data, please contact:
Email: sebastian@mythenschlag.com
Address: 72458 Albstadt, Germany.

Terms & Conditions

Last updated: 2025 11 27

1. Introduction

Welcome to Mythenschlag. These Terms and Conditions ("Terms") govern your access to and use of the game, website, and all related services provided by:

Name: Sebastian Osinski
Registered Address: 72458 Albstadt, Germany
Email: sebastian@mythenschlag.com

By creating an account or using Mythenschlag, you agree to be bound by these Terms. If you do not agree, you must not use the game.

2. Eligibility

You must be at least 16 years old to use Mythenschlag. If you are under the legal age of digital consent in your country, you may only use the game with consent from a parent or guardian.

3. Account Registration

To access certain features of Mythenschlag, you must create an account. You agree to:

• Provide accurate information (email & username)
• Keep your login credentials confidential
• Not impersonate other persons or use offensive usernames

You are responsible for all activities occurring under your account.

4. License to Use the Game

We grant you a limited, non-exclusive, non-transferable, revocable license to access and use Mythenschlag for personal entertainment purposes only.

You may not:
• Decompile, reverse engineer, or modify the game
• Exploit bugs or cheat systems
• Use third-party tools to automate gameplay
• Attempt to bypass server or security protections

All intellectual property rights remain with Sebastian Osinski.

5. Game Data and Progress

Your gameplay progress is stored on our servers. We strive to maintain uninterrupted service but cannot guarantee that game data will always be available. We reserve the right to modify game mechanics, balance, items, or progression at any time.

6. User Conduct

You agree not to engage in any behaviour that:

• Harasses, threatens, or abuses other players
• Violates applicable law
• Attempts to disrupt server stability
• Uses the platform for commercial or political messaging
• Infringes on the rights of others

We reserve the right to suspend or terminate accounts that violate these rules.

7. Privacy and Data Protection

Our processing of personal data is governed by our Privacy Policy. You must read and agree to it. The policy explains what data we collect, how it is used, and your rights under the GDPR.

8. Availability of the Service

We aim to provide Mythenschlag continuously but cannot guarantee uninterrupted access. Maintenance, updates, or unexpected technical issues may temporarily affect availability. We are not liable for data loss or downtime unless required by mandatory consumer law.

9. Limitation of Liability

To the maximum extent permitted under German and EU law:

• We are not liable for indirect or consequential damages
• We do not guarantee error-free operation or permanent availability
• Your use of the game is at your own risk

Nothing in these Terms removes liability for intent, gross negligence, or mandatory consumer rights under German law.

10. Termination of Accounts

We may suspend or terminate your account if you:

• Breach these Terms
• Attempt to hack, exploit, or attack the service
• Engage in illegal activity

You may delete your account at any time through in-game account settings or by email request.

11. Intellectual Property

All content, code, graphics, game mechanics, and trademarks of Mythenschlag are the intellectual property of Sebastian Osinski. You may not copy, reproduce, distribute, or modify the game without written permission.

12. Third-Party Services

If the game uses any third-party services (e.g., hosting, authentication, email service providers), they operate under their own terms. We are not responsible for third-party failures but ensure all processors comply with GDPR when handling personal data.

13. Changes to the Terms

We may update these Terms periodically to reflect new features, legal requirements, or improvements. The latest version will always be available on this page. If changes materially affect your rights, we will notify you through in-game notifications.

14. Governing Law and Jurisdiction

These Terms are governed by the laws of the Federal Republic of Germany. If you are an EU consumer, mandatory consumer protection laws of your country also apply.

Jurisdiction for disputes lies with the courts of Germany, unless mandatory law states otherwise.

15. Contact

If you have questions about these Terms or Mythenschlag, please contact us:
Email: sebastian@mythenschlag.com
Address: 72458 Albstadt, Germany
Name: Sebastian Osinski

Imprint / Legal Notice

This Imprint complies with the requirements of § 5 TMG and § 55 RStV (Germany).

Service Provider

Name: Sebastian Osinski
Address: 72458 Albstadt, Germany
Email: sebastian@mythenschlag.com

Responsible Person According to § 55 Abs. 2 RStV

Sebastian Osinski
72458 Albstadt, Germany

VAT Identification Number

Not applicable

Contact

For legal notices or inquiries, please contact:
Email: sebastian@mythenschlag.com

EU Online Dispute Resolution

The European Commission provides a platform for online dispute resolution (ODR):
https://ec.europa.eu/consumers/odr/

We are not obligated and not willing to participate in dispute resolution proceedings before a consumer arbitration board.

Liability for Content

As a service provider, we are responsible for our own content on these pages in accordance with § 7 Para. 1 TMG. Under §§ 8–10 TMG, we are not obligated to monitor transmitted or stored external information or to investigate circumstances indicating illegal activity.

Obligations to remove or block the use of information under general law remain unaffected. Liability is only possible from the point in time at which a concrete infringement becomes known. Upon becoming aware of such legal violations, we will remove the relevant content immediately.

Liability for External Links

Our service may contain links to external third-party websites. We have no influence over their content and therefore cannot assume liability for such external content. The respective provider or operator of the linked pages is always responsible.

Illegal content was not identifiable at the time of linking. Permanent monitoring of linked pages is unreasonable without concrete evidence of a violation. Should we become aware of infringements, such links will be removed promptly.

Intellectual Property

All content, graphics, and code associated with Mythenschlag are protected by copyright and other intellectual property laws. Any reproduction, distribution, or modification requires prior written permission from the rights holder.

Cookies and Tracking

No tracking cookies, analytics cookies, or third-party cookies are used.
Essential session cookies may be used only when strictly necessary for login security and server operation.

The one exception is the embedded intro video on the home page: it is loaded from YouTube (Google) only after you actively click its play button. Until then no connection to Google is made. See section 8a of our Privacy Policy for details.

Create Account

Join the adventure

Welcome Back

Log in to continue your journey

Forgot password?

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We'll send you a link to reset it

The link stays valid for 30 minutes. If the address belongs to an account, the email arrives within a few minutes — check your spam folder too.

Forge Your Hero

Stats
Skills

About Mythenschlag

Mythenschlag is a turn-based browser roguelike. Choose an origin and profession, journey through the Black Forest, meet the people who live there, recruit companions, and uncover what happened to Freiburg. Death is permanent.

Registered adventurers retain their progression, while guest accounts are temporary and expire after 48 hours of inactivity.


My name is Sebastian. I'm developing Mythenschlag independently in my free time, and it's very much a work in progress. There are no ads and no tracking.

If you have any questions or enquiries, feel free to contact me at sebastian@mythenschlag.com.

Because Mythenschlag is in active development, regular database resets will occur, which means progression will be wiped as new features and updates are introduced.

Changelog

Current version: 20261018

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version 20261018 — Oct 18 2026
All game sessions have been wiped.
It is recommended to hard refresh the page (CTRL + F5) if you played a previous version or encounter any visual issues.
- new game system: stealth
- new game system: piety and the first gods
- new companions
- reworked meal buff bonuses
- new locations
- balancing changes to various locations and monsters
- UI improvements
- bugfixes
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new companions Alerionh and Gruk (Ottilienwacht); the Ottilienquelle spring; every cooked meal now regenerates a vital per tick — Oct 18 2026
new gods Krönlein and Steinherz; Stone vital; devotion title in the identity line; Chronicle counts pledges — Oct 17 2026
new god Seekönig; new status effect Silenced; Seekönig's ladder reordered — Oct 15–16 2026
new game system: piety and gods; first god Schatzhauser with shrine, petitions and the Casket of Fortune; Piety overlay (P); Tame listed in the abilities overlay; firepotter corpses explode on a fuse — Oct 14 2026
new NPC Werner von Falkenstein and his toll; new offer types for item picks — Oct 13 2026
Falkenwacht vendors, hearth, Falcon Tower scenery and Waldmutter's tale; Tiefensteig now exits into Falkenwacht — Oct 11–12 2026
new locations Falkenwacht and Ottilienwacht; black forest and rotwood spawn tables reshuffled; new monster mycogrot; the bonechanter unlocks the Hexblade too — Oct 10–11 2026
new skill Stealth: sneak attacks, detection, the unaware pip; the Thief starts with it — Oct 09 2026

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version 20261007 — Oct 07 2026
All game sessions have been wiped.
It is recommended to hard refresh the page (CTRL + F5) if you played a previous version or encounter any visual issues.
- new game system: hearing and noise
- you can now issue commands to companions
- new skill "Taming"
- new "Hexes" magic school
- UI improvements
- bugfixes
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new status effect: Asleep (monsters may spawn sleeping, take double damage, wake on noise) — Oct 07 2026
Shout and Explore actions + Wayfaring HUD column; monsters raise the alarm on sight — Oct 06 2026
noise and hearing system: every action makes noise, idle monsters investigate it, noise indicator + Speed & Senses stats — Oct 04 2026
every tooltip stat line now names its stat — Oct 03 2026
spectator count on game sessions; styled error pages; softer encumbrance penalties — Oct 01 2026
companion commands Rally / Go to / Attack (R / G / F) + Companions HUD column — Sep 30 2026
new skill Taming + Beastcaller profession; companions level predictably — Sep 29 2026
Hexcraft magic school (Jinx, Lethargy, Blind, Withering, Doom Mark, Bewilder) + Hexblade profession — Sep 28 2026

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version 20260928 — Sep 28 2026
All game sessions have been wiped.
It is recommended to hard refresh the page (CTRL + F5) if you played a previous version or encounter any visual issues.
- two new locations
- new items and mechanics
- rebalancing pass on monsters
- UI improvements
- bugfixes
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the Tiefensteig descends ever deeper + Frost Mage unlocks on arrival there — Sep 28 2026
warhog & boar Charge — telegraphed lane, gore + knockback + the goblin firepotter's aimed flasks with impact telegraphs + Throwing Axe — Sep 27 2026
Tiefensteig monsters — warhog, harpy, goblin bonechanter, goblin firepotter and the boss Morgut Beastwhip + throwable Potion of Explosion + rotwood / rootways monster HP lift — Sep 26 2026
new location: the Tiefensteig — a winding mountain path below the Rosengarten + busy cursor while a turn resolves + Export Log button + mana potion rebalance — Sep 25 2026
self-hosted emoji font (fixes blank icons on Linux) + per-monster move speeds + speed & sight block in the character sheet + a second Tannenhall exit in the forest — Sep 24 2026
new location: the Rosengarten — a rose-hemmed sanctuary in the Rotwood with the Rose Hedge legend, a hearth and the Shrine of the Hollow Pine (offer weapons, armor or blooms) — Sep 23 2026

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version 20260920 — Sep 20 2026
All game sessions have been wiped. All accounts have been reset.
It is recommended to hard refresh the page (CTRL + F5) if you played a previous version or encounter any visual issues.
- the first magic schools
- new companions
- belt actions in the hud
- UI improvements
- bugfixes
------------------------------------------------------

landing page intro video (two-click YouTube embed) — Sep 20 2026
HUD item belt with digit hotkeys + every action always on the bar + every origin & profession now unlockable — Sep 19 2026
locked origins / professions previewable in the character creator + starting spells row + Hollow Hoot blink reaction — Sep 19 2026
Necromancy (tiers 1–6) — Gravecaller profession, Drain Life, Corpse Feast, Raise Servant, Blight, Vampiric Pact, Corpse Burst — Sep 18 2026
passive mana regeneration + mana pool rebalance + meditate refills mana + rest-for-mana — Sep 17 2026
Brandt & Skiv — companions for hire at Höllwacht (NPCs now cast real spells) + spawn rework balance pass — Sep 16 2026
Translocation (tiers 1–6) — Wayshifter profession, Blink, Trade Places, Far Step, Banish, Wild Warp, Warp Anchor + Teleport & Translocation scrolls — Sep 15 2026
Cryomancy (tiers 1–6) — Frost Mage profession, Chill / Frozen / Frostbite, Icicle lance, Hold Frozen, Ice Wall, Sheet Ice — Sep 13–14 2026
Pyromancy (tiers 1–6) — spellbooks, Attunement, Fire Mage profession, burns, fire hazards, Fireball, Flashfire, Wall of Flame — Sep 12–13 2026
resistances — six damage resistances on origins, monsters, the new Willpower skill and magic affixes — Sep 12 2026

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version 20260911 — Sep 11 2026
All game sessions have been wiped. All accounts have been reset.
It is recommended to hard refresh the page (CTRL + F5) if you played a previous version or encounter any visual issues.
- bugfixes and UI improvements
- ambience sounds
- new Hearth for cooking
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location ambience sounds + all sound files shipped as mp3 — Sep 11 2026
pick your cooking ingredient substitutes + guarded first step after a walk interrupt — Sep 11 2026
password reset via e-mail — request link, themed mail, forgot/reset overlays — Sep 10–11 2026
big engine performance pass — one database write per turn, game-time tick budget, sight-gated log lines + new logo — Sep 10 2026
public Hearth at Tannenhall — cook without spending a camp — Sep 09 2026
one-tick passive buffs (no more mid-fight buff log spam) + Pg Up / Pg Dn zoom + recipe & sanctuary touch-ups — Sep 09 2026

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version 20260906 — Sep 06 2026
All game sessions have been wiped. Unlocks and vault items have been cleared. Registered players keep their accounts.
It is recommended to hard refresh the page (CTRL + F5) if you played a previous version or encounter any visual issues.
- bugfixes and UI improvements
- Mythenschlag now has music and sound effects
- renamed Tannenfall to Höllwacht
------------------------------------------------------

hit-fuelled unarmed Forms rework — every landed hit stacks the primed Form — Sep 06 2026
harvestable Berry Bushes + Mushroom Patches scattered over the wilderness — Sep 06 2026
location music (10 tracks) + monster idle ambience + music & sound options — Sep 06 2026
Tannenfall renamed to Höllwacht + stamina-gated action bar + King Coilgut summons again — Sep 06 2026
death experience rework — cause of death, run chronicle, One More Run + lifetime Chronicle on account & public profiles — Sep 05 2026
sound effects arrive — 200+ clips riding the event timeline + UI sounds + sound options — Sep 05 2026

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version 20260830 — Aug 30 2026
This release is a major rework of the core game systems: the game has been transformed into a 2D grid game.
All game sessions have been wiped. Unlocks and vault items have been cleared. Registered players keep their accounts.
It is recommended to hard refresh the page (CTRL + F5) if you played a previous version or encounter any visual issues.
- bugfixes
- the world is now a 2D tile grid. Walk real maps with fog of war, line of sight and pathfinding
- procedural level generators
- directional combat: weapon attack shapes, reach highlights, knockback & lunge displacement
- keyboard hotkeys
- skill-derived profession titles
- Hall of Legends
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the Hall of Legends (ranked highscores + player profiles + privacy toggle) + skill-derived profession titles — Aug 30 2026
knockback & lunge combat displacement + monster rebalance + spawn distance tiers + ally place-swapping — Aug 30 2026
camping revival at camp sites + range-gated experience sharing + automatic rest until full stamina — Aug 30 2026
Scroll of Revelation + first-run manual + companion travel range + faster turn pacing — Aug 30 2026
keyboard hotkeys (steps, rest, overlay toggles) + directional attack animations with actor facing — Aug 29 2026
hand-authored sanctuaries (Tannenhall + Höllwacht) + wilderness roads + transition tiles + flower accents — Aug 29 2026
level generator v2 (forest / tunnel / prefab terrain) + per-location tilesets + blocked terrain with sight occlusion — Aug 28 2026
grid UI redesign (tile-scale actor cards, character bar HUD, cursor hints) + walk-then-act intents + weapon reach highlight — Aug 28 2026

THE 2D GRID REWORK — Aug 26–27 2026
The game world was rebuilt from a one-dimensional stage line into a full 2D tile world. Transformed game systems:
- game engine & turn loop — time-cost ticks, actors resolve by smallest pending timer
- movement — 8-directional walking, A* pathfinding, server-stepped walks with interrupts
- vision — sight ranges, line of sight, fog of war and last-seen "ghost" memories
- combat — weapon attack shapes (adjacent, cleave arc, line, ranged with line of sight) and range gating
- NPC AI — roaming, chasing, target picking and spellcasting on the grid
- travel — locations connect through walkable exit tiles instead of a travel action
- level generation — procedurally generated grid maps on every location visit
- world rendering — new PixiJS canvas renderer with camera, zoom, pan and tile atlases
- event system — server-authoritative turn timeline playback for all animations
- scrolls, curiosities, NPCs & loot — all re-anchored to real tiles

welcome page redesign + origin/profession rebrand + handheld rendering improvements — Jun 21–22 2026

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version 20260620 — Jun 20 2026
All game sessions have been wiped. Registered players keep their unlocks and vault items.
It is recommended to hard refresh the page (CTRL + F5) if you played a previous version or encounter any visual issues.
- bugfixes
- new skill "Axes" with its own class and weapon(s)
- balancing changes (increased encumbrance penalties)
- 45 new combat abilities
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Rotheart Stump blood-altar shrine + Baton / Halberd / War Axe weapon alternatives — Jun 20 2026
Well of Rotbloom shrine + encumbrance penalties doubled to 10% per point — Jun 19 2026
lighter notice for ability unlocks + skill EXP meter in abilities overlay — Jun 18 2026
new items (Magic Hat, Composite Bow, Flail, Rondel Dagger, Saber) + Potion of Purification + throwing-buff stack-on-hit — Jun 17 2026
bows + throwing + axes ability kits + redesigned abilities overlay — Jun 15 2026
unarmed + maces & flails + polearms + staves ability kits — Jun 14 2026
long-blades ability kit — Momentum, Duelist/Sentinel stances, Lunge/Remise/Execute — Jun 13 2026
short-blades ability system (frontend + backend) + Vanish/Hamstring tuning — Jun 12 2026
new Axes skill + Axe weapon + Barbarian class + local DEV tools overlay — Jun 11 2026
Cleave weapon perk (replaces Disturb on the spear) — Jun 10 2026
weapon damage rebalance (multiplicative scaling, ~12x late) + dedicated Skills overlay + attack-time / hit-chance encumbrance penalties — Jun 09 2026
fix repeat-resolve exploit on shrine encounters — Jun 08 2026

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version 20260607 — Jun 07 2026
All game sessions have been wiped. Registered players keep their unlocks and vault items.
It is recommended to hard refresh the page (CTRL + F5) if you played a previous version or encounter any visual issues.
- bugfixes
- new location Rotwood
- new curiosities
- new consumables
- new weapon perks
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Shrine of the First Light + new trade items + Hollowed Dryad self-buff & potion loot — Jun 07 2026
Rage + Corrosion + Vampirism potions & effects + Höllental scenery overlay + studded leather armor — Jun 06 2026
Rotwood combat content (5 rot-infested monsters) + humanized travel log — Jun 05 2026
new level-gen placements+fill budget model — Jun 04 2026
new cloth armor variant — Jun 03 2026

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version 20260601 — Jun 01 2026
All game sessions have been wiped. Registered players keep their unlocks and vault items.
It is recommended to hard refresh the page (CTRL + F5) if you played a previous version or encounter any visual issues.
- bugfixes
- added cooking and meals
- new location "Rootways", including a boss
------------------------------------------------------

Coilmind hand-in quest + King Coilgut once-per-session gating + revamped class starting items — Jun 01 2026
cooking + 12 meals + meal buffs + King Coilgut boss with summon mechanic + Cure & Vial of Venom potions — May 31 2026
7 root-dwelling monsters + Poison & Vampiric weapon perks + rootways balance pass — May 30 2026
expanded magic affixes + rootways magic generators + per-item sell prices + per-stack stack identity — May 29 2026
added Rootways location + fog backdrop effect + spawn tweaks — May 28 2026
Quillroot the scribe joins Tannenhall — May 27 2026

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version 20260526 — May 26 2026
All game sessions have been wiped. Registered players keep their unlocks and vault items.
It is recommended to hard refresh the page (CTRL + F5) if you played a previous version or encounter any visual issues.
- bugfixes
- shields, bows and throwing knives
- rings and necklaces
- magic items and scrolls
- new monsters and effects
- many minor changes, visual improvements and balancing tweaks
- goats have more hp!
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slain adventurer curiosities + blind now reduces dodge + forest length & balance tweaks — May 26 2026
readable scrolls + hardened/shielded buffs + 2H/offhand weapon rules + shop ledger summary — May 25 2026
block mechanic + skill_offhand + magic affixes on weapons and armor — May 24 2026
bows & throwing skills + pierce/quickdraw perks + projectile animations — May 23 2026
monster spell casting + Blind status effect + polearm STR scaling — May 22 2026
map polish (centered lines + sector titles) + vendor stock preservation + icon upgrades — May 21 2026

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version 20260520 — May 20 2026
Initial playtest release:
- total graphical overhaul
- 2 sectors and a sanctuary
- NPCs, quests and companions
- 2 races, 6 classes, weapons, armor, consumables and more.
- character system is still incomplete
------------------------------------------------------

player scaling rework + bleed balance + warrior unlock fix — May 20 2026
Höllwacht sanctuary (as Tannenfall) + McGrath companion + extended unlock triggers — May 19 2026
account vault (banker) + encounter nodes + death popup — May 18 2026
huntress offer mechanic + account overlay + black forest zone + 6 monsters — May 17 2026
Tannenhall sanctuary + vendor shops + arrival cinematic — May 16 2026
character creator wizard + curiosity (chest) nodes + per-actor attack pill — May 15 2026
weapon perks pipeline + crit damage + bleed on dagger — May 14 2026
added short blades, polearms, staves skills + new weapons — May 13 2026
status effects tick loop + per-actor effect icons — May 12 2026
stackable starting items + actionbar polish — May 11 2026
milestone stat allocation + redesigned action bar + new art assets — May 10 2026
skills.json extraction + welcome screen redesign + character creation rewrite — May 9 2026
migrated codebase off Tailwind to hand-written CSS — May 8 2026
added RandomService + characterization tests + decomposed GameEngine into services — May 7 2026
added project guidelines + fixed framework divergences — May 6 2026

refined effect definitions — Dec 09 2025

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version 20251209 — Dec 09 2025
Added spectating. Registering accounts is disabled.
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moved item handling to dedicated class + effect (buff/debuff) propagation WIP — Dec 08 2025
actor render for spectating overview + auto updates for spectators — Dec 07 2025
added GameSessionPolicy + public spectating list — Dec 06 2025
visual update to stage & backdrops — Dec 05 2025
actor box scaling + exit game button + refined animations — Dec 04 2025
unified actor overlays styling — Dec 03 2025
variable monster/corpse rendering + findable counter for scavenge events + minor layout changes — Dec 02 2025

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version 20251130 — Nov 30 2025
Initial DEV release version. Registering accounts is disabled.
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physical damage calculation for armor & armor penetration + backdrop effects + reworked log layout + added mace — Nov 30 2025
encumbrance penalties — Nov 29 2025
welcome screen fixes + about + changelog — Nov 28 2025
legal overlays + rework welcome screen — Nov 27 2025
reworked character selection — Nov 26 2025
reworked inventory and equipment UI — Nov 25 2025
action_scavenge + skill_survival — Nov 24 2025
actions repose & meditate — Nov 23 2025
added camping action bar — Nov 22 2025
added leather armor — Nov 21 2025
added skillbased stamina regen to rest action + icons — Nov 20 2025
stat focusing — Nov 14 2025
more event messages — Nov 12 2025
map tooltips + event propagation & animations — Nov 12 2025
map icons — Nov 11 2025
reworked map generator — Nov 10 2025
map lines — Nov 9 2025
added cloth armor + equipment render field — Nov 6 2025
armor/encumbrance(base) + equipment render styles in config — Nov 5 2025
complex health/stamina/mana — Nov 5 2025
dodging — Nov 4 2025
tooltips — Nov 3 2025
fixed stamina cost and to_hit + tooltip actor field — Nov 1 2025
public method (fix) — Oct 31 2025
complex damage/stamina/hitchance for action_attack with level scaling — Oct 31 2025
minor stats UI work — Oct 30 2025
stats screen + skill exp enable/disable — Oct 28 2025
leveling — Oct 27 2025
basic experience — Oct 26 2025
player/complex/player action stat propagation — Oct 24 2025
npc action propagation — Oct 23 2025
color coding for log — Oct 21 2025
visual equipment on actor — Oct 20 2025
equipment incl. actions — Oct 19 2025
reworked travel to player_action + removed character name + added use… — Oct 17 2025
action use with target + grouped item action handling + temp tooltips… — Oct 16 2025
action_consume inkl. effect appliance — Oct 15 2025
minor fixes + destroy item action + consume action WIP — Oct 14 2025
icon-buttons + fixed looting + action_rest and dummy endurance costs … — Oct 13 2025
looting - WIP — Oct 11 2025
frontend player_action propagation + ui action validation/effects/fix… — Oct 10 2025
replaced bulk turn handling with single turn call — Oct 9 2025
monster loot spawning — Oct 8 2025
attack timers + items and inventory WIP — Oct 7 2025
new location travel + node backgrops/stages — Oct 6 2025
fixed turn handling + death handler — Oct 5 2025
reworked actors + player action and turn processing — Oct 5 2025
health bars + player action and target selection — Oct 4 2025
configs + monster spawning WIP — Oct 3 2025
actors bar WIP — Oct 2 2025
project files — Oct 1 2025
initial commit — Oct 1 2025

------------------------------------------------------
early concept & engine groundwork — mid 2025
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Adventurer's Handbook

A field manual for Mythenschlag

Keyboard

Step & rest
QWE
ASD
ZXC
Each outer key steps one tile in its direction (into a foe: attack). S rests. The numpad 1–9 does the same, 5 rests.
Actions
1…0Action slots in bar order — 1 is Attack, then abilities, then spells
Shift+1…0Belt slots — potions, bandage, scrolls, meals
0 is the tenth slot. Each slot shows its number in the corner; numbers shift as abilities unlock, spells are memorized or items come and go.
Companions & wayfaring
RRally — to your side
GGo to — pick a spot
FAttack — pick a foe
VShout — lure what cannot see you
OExplore — walk into the unknown until something turns up
Orders take half a turn and go to every companion at once. They hold until fulfilled — a companion under orders ignores what is around it. A shout takes half a turn too. Explore stops the moment you spot anything — or when nothing you can reach is left to see.
Screens
IInventory
UEquipment
YCharacter
HSkills
JAbilities
KSpells
PPiety
MMap
Mouse
LMBon a free tile: walk there
LMBon an enemy: attack (or the armed ability / spell)
LMBon a chest, exit or townsfolk: walk over and interact
RMBon any character: open their character sheet
Camera
Shift+QZoom out
Shift+EZoom in
Pg DnZoom out
Pg UpZoom in
WheelZoom
RMBHold to look around
⚔️Hit chance
❤️Health
💪Stamina
🔮Mana
🦾Strength
🏹Dexterity
🧠Intelligence
⏳Action time
👁️Sight range (tiles)
🥾Move speed (tiles per turn)
👂Hearing (tiles)
🔊Noise (how loud you are)
🤸Dodge chance
🪨Block chance
🛡️Armor
🎒Encumbrance
💥Critical strike
🛡️↘️Armor penetration
⏳↗️Disturb (delays target)
🪓Cleave (strikes extra foes)
💨Knockback (shoves a tile)
⏩Lunge (bounds through you)
💪↘️Stamina drain
🩸Bleed
🧪Poison
🫧Corrosion (erodes armor & damage)
✨Resistance (magic · cold · fire · bleed · poison · necrotic)
🛡️↘️Sunder (armor & damage broken)
🎯↘️Pierce (bypasses dodge)
⏳↘️Quickdraw (faster next strike)
🧛Vampiric (heals on hit)
💢Rage (more damage, no defense)
💀Harmful effect

Your Adventurer

Each adventurer is the sum of two choices: an origin (the body and bloodline you're born into) and a profession (the training and trade you bring with you). Your origin sets your starting body — health, stamina, mana pool, attribute baselines, and natural aptitudes. Your profession layers training on top — stat modifiers, starting items, and a set of initial skill ranks.

Some origins come in several appearances; the one you see is the one others will see.

Health, Stamina & Mana

Three pools drive every adventurer.

  • Health ❤️ — your life. Reach zero and your story ends.
  • Stamina 💪 — fuel for attacks and heavy actions. Empty stamina doesn't kill you, but it slows you to a crawl.
  • Mana 🔮 — required to cast spells. Replenishes more slowly than stamina.

Resting recovers stamina — and, once stamina is full and nothing is in sight, mana. Mana also trickles back on its own, in and out of combat. Sanctuaries refill health and mana in full — out in the wild, potions, a night at a camp, and the odd curiosity are what keep you standing. Run stamina low and you become Exhausted: below half stamina your stride shortens, and at empty you crawl at a fifth of your speed.

Stats

You have three core stats — Strength, Dexterity, and Intelligence — which influence damage, hit chance, dodging, mana, and many weapon perks.

Most level-ups raise a random stat. Every third character level is a milestone: you choose which stat to raise yourself. Pick deliberately — milestones are the only stat point you fully control.

Skills

Skills cover combat (one per weapon family, plus Unarmed), defence (Dodging, Armor, Vitality, Endurance), magic (Spellcasting), and the wild (Survival, Stealth).

Each skill has two states: active and idle. Only active skills earn experience when you use them. When several skills are active at once, the experience from each turn is split between all of them — so focusing fewer skills levels them faster.

Focusing a single skill in the character screen is the simplest way to drive one skill hard. Your origin and profession also give some skills natural aptitudes that quietly speed up their levelling.

Abilities

Abilities are special actions tied to your skills. As a skill rises, you unlock its abilities automatically — a notice marks each one you learn.

Every ability keeps growing stronger as its skill levels, up to its own mastery level, after which it stops improving. Abilities trade raw power for control, setup, or other effects rather than simply being a stronger version of what you already do — pick the one the moment calls for.

Open the Abilities screen to see every ability for your skills, unlocked or not, with each one's unlock and mastery levels and your progress toward them.

Spells

Spells belong to schools. You learn a spell by reading a spellbook (six turns, the book crumbles) or from your starting profession.

Knowing a spell is not enough: you must memorize it in the Spells screen. Every spell costs Attunement equal to its tier; your Attunement grows with Intelligence and Spellcasting. Memorizing is permanent — choose with care.

A silenced 🔇 caster — player or creature — can neither cast nor read a scroll, summon or shout until the voice returns; a thrown flask, a charge and every weapon ability still work.

Casting costs mana 🔮 and can fizzle, wasting part of it. A cast spell never misses and ignores armour, dodge and block — only the target's resistance stands against it. A spell's power rises with its school, Intelligence and Spellcasting until the spell is fully mastered.

Actions & Time

Almost everything you do — crossing a tile, swinging a weapon, drinking a potion, equipping armor — costs time ⏳. Time passes for everyone in the world while your action resolves, including the things that want you dead.

Some actions also cost stamina 💪 on top of time. Attacks always do; consuming an item usually doesn't.

Quick, light actions cost little time and resolve fast. Heavy actions take longer and leave you vulnerable while they finish.

Combat Basics

Combat is turn-based but not strictly alternating — each actor's next move resolves on its own time clock.

  • An attack rolls ⚔️ against the target's 🤸 — higher hit chance and lower target dodge mean cleaner hits.
  • 🛡️ Armor reduces damage dealt to the wearer. Some weapon perks cut through armor.
  • 🎒 Encumbrance — heavy equipment slows your swings (⏳, +7.5% attack time per point), throws off your aim (🎯, −5% hit chance per point), drains more stamina per attack (💪, +10% per point), erodes your dodge (🤸, −7.5% per point) and makes your spells fizzle more often (🔮, −10% cast success per point). Train Armor to soften the penalty.
  • 🪨 Block — equipped shields and bucklers give a flat chance to block an incoming hit cleanly. Block is rolled before dodge. Train Offhand to push your block chance toward each shield's cap and to shrug off shield weight.
  • Hitting costs stamina. The less skilled you are with a weapon, the more it costs.
  • 💨 Knockback — some blows shove a creature one tile away, cancelling any walk in progress (a readied swing is kept). Pinned against a tree, wall or another body, it takes +50% damage instead. ⏩ Lunge carries the attacker straight through its target, trading places when there is no room.
  • ✨ Resistances — magic ✨, cold ❄️, fire 🔥, bleed 🩸, poison 🧪 and necrotic 💀. The higher your resistance (and level) against the caster's, the more of a spell's duration, a bleed's or poison's bite, or a life drain you shrug off. Below zero, those effects lean toward their worst roll. Some creatures are outright immune. Willpower trains magic resistance; Survival adds a sliver of bleed and poison resistance. Only what another creature does to you can be resisted.

Untrained weapons hit weaker, cost more stamina, and take longer to swing. Practice (and the right skill) erases all three penalties over time.

Weapon Perks

Beyond raw damage, weapons can carry perks that trigger on a successful hit.

  • Critical 💥 — a chance for a strike to land for extra damage.
  • Armor penetration 🛡️↘️ — ignores part of the target's armor.
  • Disturb ⏳↗️ — adds time to the target's next action, breaking their rhythm.
  • Cleave 🪓 — chance to sweep through and strike extra nearby foes with a free swing.
  • Stamina drain 💪↘️ — saps stamina from the target on hit.
  • Bleed 🩸 — opens a wound that drains health over several turns. Stops at sanctuaries (or with a bandage).
  • Poison 🧪 — venom that gnaws at health over several turns, much like a bleed. Cleansed at sanctuaries.
  • Corrosion 🫧 — acid that eats away armor and weakens the strength of every blow.
  • Pierce 🎯↘️ — ignores part of the target's chance to dodge. Always-on.
  • Quickdraw ⏳↘️ — on hit, a chance to gain a short burst of speed where your strikes ready faster.
  • Vampiric 🧛 — on hit, a chance to drain the life you deal and heal yourself for part of it.
  • Knockback 💨 — on hit, a chance to shove the target one tile away. Pinned against a tree, wall or another body, it takes +50% damage instead.
  • Lunge ⏩ — on hit, a chance for the attacker to bound straight through you to your far side — or trade places when there is no room.

Some perks scale with strength or dexterity; all of them grow stronger as you level the matching weapon skill.

Status Effects

The world is full of things that can stick to you — good and bad. A blessing might quicken your travel; a bleed might drain you while you fight; spoiled food might cramp you for many turns.

Effects tick at their own pace. Each tick can wound, heal, or buff you, and after a fixed number of ticks the effect fades. Some effects refresh if reapplied. Others stack up, piling on more punishment the more they hit.

Sanctuaries cleanse most negative effects. Some items, like a bandage, cleanse specific ailments on demand.

Inventory & Equipment

Your pack holds items you can carry. Each item lives in a slot; stackable items share a single slot when their kind matches.

Items in the pack can be:

  • Consumed — eaten or drunk, gone after one use.
  • Used — pointed at a target (a bandage on a wounded ally, a potion on yourself).
  • Equipped — moved to an equipment slot (mainhand, offhand, head, torso, hands, feet). Equipped items apply their stats and stay there until you unequip them in the equipment screen.

Destroyed items are gone forever — there's no undo. Stash anything you can't bear to lose in your Vault before the next risky descent.

Gods & Piety

The old spirits of the forest keep shrines. Kneel at one and you may pledge yourself to its god. Only one god will have you at a time; pledging to another forsakes the first.

A god measures you in piety 🙏, earned slowly with experience. Piety climbs through ranks, each with a title and a blessing: passives work quietly on their own, actives sit on your character bar and spend piety — fall below a rank and its blessing waits until the piety returns.

Gods have conducts: do what yours dislikes and piety drops. Abandon a god, or offend it below nothing, and its wrath follows you for a long while — no god hears a pledge while it is angry with you. The Piety screen (P) shows your standing, your blessings and the way out.

Camping

Old fire pits lie scattered through the wilds. Walk up to one to make camp. Each camp serves you once, takes a good while, and leaves you open — nothing can be done at a camp while an enemy is in sight, and an attack will cut the rest short.

  • Repose — a long rest that restores health and stamina. Companions at your side rest with you.
  • Meditate — quiets the mind, refilling mana in full and restoring a little health, and the calm lingers as a slow mana trickle. Companions meditate alongside you.
  • Scavenge — search the surroundings for food, sticks, stones, and the occasional rarity.
  • Cook — turn firewood and raw ingredients into a meal. A cooked meal grants a lasting benefit; only one meal works at a time. Tannenhall's public hearth cooks too — as often as your pack allows, no camp needed.

Choose wisely — once the fire has served you, it will not serve again.

Sanctuaries

Sanctuaries are the safe places on the map — villages, halls, hidden glades. While you stand in one:

  • Your health and mana refill in full, and most negative effects are cleansed.
  • Vendors trade goods (food, weapons, armor, the occasional rarity) and buy from your pack at a fraction of value.
  • Bankers safeguard your Vault — items you deposit there survive your death.
  • A public hearth lets you cook meal after meal without spending a camp.
  • NPCs sometimes have offers, bulletins, or companions willing to join you. Read every notice; help every soul who asks.

Hostiles will not enter a sanctuary. You can step out whenever you choose to leave.

Movement & the World

Every location is a field of tiles. Left-click a tile to walk there — your adventurer finds the path and follows it step by step, stopping at once if something hostile comes into view. Walking costs time but no stamina, and every step moves the world along with you.

  • Sight 👁️ — how far you can see. Tiles you have never seen stay black; tiles you saw once but can't see now fade to grey, and creatures last spotted there linger as faint shadows until you look again.
  • Move 🥾 — tiles per turn. Diagonal steps cost a little more. Low stamina makes you Exhausted and slows every step.
  • Camera — the view follows you. Scroll the wheel or press Shift+Q / Shift+E (or Pg Dn / Pg Up next to the numpad) to zoom; hold the right mouse button to look around, release to snap back.
  • Right-click a creature to inspect it. Left-click a hostile within reach to attack it — or arm an ability first and then pick the target.

Chests, encounters, and townsfolk are reached the same way: click them and your adventurer walks over and opens the interaction. Nobody shares a tile — a foe standing in your path has to be dealt with, or walked around.

Noise & Hearing

Everything you do makes noise 🔊. A step is quiet, a fight is loud, a spell louder, and an explosion louder still — while a potion or a scroll is barely a whisper. Sound crosses open ground a tile at a time; a lone tree or a chest muffles it, and a wall nearly stops it.

  • Hearing 👂 — how many tiles away you hear a fight in the open. Keen ears reach further than eyes do; quieter sounds carry less far, louder ones further.
  • Investigation — a creature that hears you but cannot see you walks over to find out what made the sound. Fight behind a tree line and the forest comes to have a look.
  • What you hear — a sound beyond your sight shows as a ripple on the map and a line in the log, naming the direction and how loud it was. Both last until your next action.
  • Shouting 🔊 — the Shout button in your character bar raises your voice on purpose. It is as loud as a summoning call: anything within earshot that cannot see you comes to find out what made the sound. Use it to pull a pack out of its lair one curious head at a time — or to call the whole forest down on you.
  • Sleepers 💤 — some creatures are found asleep, a stream of z's over their heads. A sleeper takes double damage and neither dodges nor blocks — but any noise you make nearby wakes it, a footstep within sight range included, and so does any hit. Strike first and strike hard.

Short blades are the quiet weapons; the great sweeping strikes are the loud ones. Boars stomp, lynxes pad, and moths hear everything.

Stealth

A creature that can see you does not always notice you. With the Stealth 🥷 skill, every creature in sight rolls each turn to spot you — the closer it stands and the higher its level over yours, the likelier. One that has not noticed you yet wears a small ? on its tile; it goes about its business and leaves you alone. The moment one does, the whole pack in sight knows.

  • Sneak attack — your first melee strike on an unaware creature lands for double damage, like a hit on a sleeper; a dagger does more still. Then you are seen.
  • What gives you away — any swing, hit or miss, any spell, a thrown flask and a shout reveal you to everything in sight. Noise you make draws creatures that hear it, and they come to look — then roll to notice you like any other.
  • Armour and rage — every point of encumbrance costs half a point of stealth and makes you louder; a raging character has no stealth at all. Stealth also hushes your noise 🔊, a little per level.

Your stealth value sits in the character screen under Speed & Senses.

Travel & the Map

Each location has exits along its edges — marked, labeled tiles that lead to a neighboring place. Click one as your destination to travel. Merely walking across an exit, or ending up on it mid-walk or after a shove, does not trigger it — step off and click it again. A new location is laid out fresh every time you enter, and whatever was chasing you stays behind; only companions close at your side come along.

Fleeing is always allowed, but the road out is part of the fight — anything within reach keeps swinging while you run for the edge.

Explore (O) in your character bar walks you toward the nearest ground you have not yet seen and keeps going, leg after leg, until something turns up: a creature comes into view, you spot a chest, an exit or someone, you are attacked — or nothing you can reach is left to see. It never sets out while a foe is already in sight, and it ignores ground you cannot get to. It is an ordinary walk, so companions follow and the way is picked around fire.

The map shows the places you have visited and the paths between them. The further from Tannenhall you roam, the harder the wilds become.

NPCs & the Vault

Sanctuary NPCs each have a role:

  • Vendors — buy and sell. Each one accepts only certain wares; check what they're after.
  • Bankers — keep your Vault , an account-bound stash that survives death. Buy more vault slots as your fortunes grow.
  • Quest-givers — offer trades and tasks. Some require a specific item or companion; others unlock the moment you arrive.
  • Bulletin boards — short notices about the world, the people, and the things lurking just off the path.

Speak to everyone. The Black Forest keeps its secrets, but its people seldom do.

Companions

Up to three companions can follow you — hired hands, tamed beasts, raised servants. They wear a small green mark on their tile so you can pick them out of a crowd, and while any follow you, a Companions column appears in your character bar: the count, one portrait per companion (click it to look their way), and three orders:

  • Rally — everyone breaks off and comes to your side, then carries on as usual.
  • Go to — pick a spot you could walk to; they head there.
  • Attack — pick a foe in sight; they hunt it until each has struck once.

An order costs you half a turn and is absolute: a companion under orders walks past whatever is snapping at it. It gives up only when the way is barred, the foe is gone, or the chase runs too long — and every order is forgotten when you travel. The mark on their tile shows the order they are still carrying out.

Curiosities

Out in the wild you will stumble on curiosities — a chest in the moss, a tethered animal, a body slumped against a tree. Most curiosities reward investigation, but some demand the area first be safe — nothing opens while a hostile lurks close by.

Open every chest. Approach every encounter. The handbook can't list every possibility — that's what the journey is for.

Permanent Unlocks

Some choices in the world unlock new origins and professions for your account. Reach a remote sanctuary, finish an offer, defeat a particular foe — and a new option appears in your character creation forever, even after you die.

You start with the Human origin and the Beggar profession. Every other origin and profession waits to be discovered.

Death

When your health runs out, your adventurer's story ends. Their gold, their pack, their hard-earned equipment — all left behind in the dark.

Your Vault survives. Items you deposited with a banker are still yours when you build your next adventurer. Plan for the worst; the forest will deliver it eventually.

When the death screen appears, the only path forward is the Abandon button — it returns you to the welcome screen, where a new character awaits.

Hall of Legends

The greatest runs of v20261018 recorded in the Black Forest.

# Character Origin · Profession Lv Location Score Date
1 ⚔️ Dark Elf, Caster 7 Falkenwacht 12,028 —
2 🏳️ Dark Elf, Fire Mage 1 Forest 143 Oct 18, 2026
3 🏳️ Dark Elf, Waldflinger 1 Forest 100 Oct 18, 2026
Forest backdrop

v20261018 · released Oct 18, 2026

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