Choose a recipe to cook over the fire.
Select a recipe to see its ingredients.
The fire is cold, but the ground is flat. Ten turns of quiet โ if the forest allows it.
Click a skill to focus it. Focused skills earn experience as you play, and each gain is shared across every focused skill. The fewer skills you focus, the bigger the gain for each.
Take one. The others go back to the hoard.
Vault is empty.
Pack is empty.
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 โ health, stamina, mana pool, attribute baselines, and natural aptitudes. Your profession layers training on top โ 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.
Three pools drive every adventurer.
Resting recovers stamina โ 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 โ 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.
You have three core stats โ Strength, Dexterity, and Intelligence โ 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 โ milestones are the only stat point you fully control.
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 โ 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 are special actions tied to your skills. As a skill rises, you unlock its abilities automatically โ 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 โ 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 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 โ choose with care.
A silenced ๐ caster โ player or creature โ 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 ๐ฎ and can fizzle, wasting part of it. A cast spell never misses and ignores armour, dodge and block โ 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.
Almost everything you do โ crossing a tile, swinging a weapon, drinking a potion, equipping armor โ costs time โณ. Time passes for everyone in the world while your action resolves, including the things that want you dead.
Some actions also cost stamina ๐ช 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 is turn-based but not strictly alternating โ each actor's next move resolves on its own time clock.
Untrained weapons hit weaker, cost more stamina, and take longer to swing. Practice (and the right skill) erases all three penalties over time.
Beyond raw damage, weapons can carry perks that trigger on a successful hit.
Some perks scale with strength or dexterity; all of them grow stronger as you level the matching weapon skill.
The world is full of things that can stick to you โ 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.
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:
Destroyed items are gone forever โ there's no undo. Stash anything you can't bear to lose in your Vault before the next risky descent.
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 ๐, 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 โ 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 โ no god hears a pledge while it is angry with you. The Piety screen
(P) shows your standing, your blessings and the way out.
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 โ nothing can be done at a camp while an enemy is in sight, and an attack will cut the rest short.
Choose wisely โ once the fire has served you, it will not serve again.
Sanctuaries are the safe places on the map โ villages, halls, hidden glades. While you stand in one:
Hostiles will not enter a sanctuary. You can step out whenever you choose to leave.
Every location is a field of tiles. Left-click a tile to walk there โ 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.
Chests, encounters, and townsfolk are reached the same way: click them and your adventurer walks over and opens the interaction. Nobody shares a tile โ a foe standing in your path has to be dealt with, or walked around.
Everything you do makes noise ๐. A step is quiet, a fight is loud, a spell louder, and an explosion louder still โ 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.
Short blades are the quiet weapons; the great sweeping strikes are the loud ones. Boars stomp, lynxes pad, and moths hear everything.
A creature that can see you does not always notice you. With the Stealth ๐ฅท skill, every creature in sight rolls each turn to spot you โ 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.
Your stealth value sits in the character screen under Speed & Senses.
Each location has exits along its edges โ 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 โ 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 โ 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 โ 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.
Sanctuary NPCs each have a role:
Speak to everyone. The Black Forest keeps its secrets, but its people seldom do.
Up to three companions can follow you โ 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:
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 โ and every order is forgotten when you travel. The mark on their tile shows the order they are still carrying out.
Out in the wild you will stumble on curiosities โ 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 โ nothing opens while a hostile lurks close by.
Open every chest. Approach every encounter. The handbook can't list every possibility โ that's what the journey is for.
Some choices in the world unlock new origins and professions for your account. Reach a remote sanctuary, finish an offer, defeat a particular foe โ 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.
When your health runs out, your adventurer's story ends. Their gold, their pack, their hard-earned equipment โ 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 โ it returns you to the welcome screen, where a new character awaits.