Player's guide

Mytherra

A world of fifty mythologies. How to play, what every button does, and where the roads lead.

Play Mytherra

1

Getting started

Mytherra is a world of fifty mythologies. The World Tree is withering, and the realms' guardians hold the Seeds of Light that can save it. You explore on foot, fight creatures, meet the people of every realm, and grow from a wanderer into a hero.

Your first steps

  1. Create a hero. Pick a name, a race and a class (Knight, Shooter, Mage or Paladin) on the title screen. You can keep several heroes; each one remembers its level, gear and where you left it.
  2. Wake at the Crossroads. Every road leads to this plaza and its great Ceiba tree. Standing beneath the Ceiba heals you, and it is where you return if you fall.
  3. Talk to the Keeper. The Keeper beneath the tree starts your story. A short tutorial (you can skip it) shows you how to move, talk, fight, defend, cast, loot, equip and read your journal.
  4. Follow the golden arrow. An arrow at the edge of the screen points to your next goal.

Saving

The game saves on its own as you play, in this browser. Clearing the browser's site data deletes your heroes, and they don't follow you to another device yet.

To start over, delete the hero on the title screen (the × next to its name) and create a new one.

A good first hour

  • Hunt the training wolves near the Crossroads, then head into a realm whose creatures show their names in green or yellow. The world gets harder the farther you walk from the Crossroads, so the realms close to it are the gentlest.
  • Spend your attribute points (K) as soon as you level up.
  • Visit the realm's town: the elder has quests, and the merchant sells gear and potions. Shops close at night.
  • Keep a few health potions (H) for emergencies.
  • Learn your three blessings (keys 4, 5 and 6) and where the nearest temple is: praying (P) there fills your faith in seconds.
The Crossroads at 11:00: the Ceiba, the hub of every road.
The Crossroads at 11:00: the Ceiba, the hub of every road.
2

Controls

Mytherra plays with a keyboard and mouse, or with touch on phones and tablets held sideways.

Keyboard and mouse

Key or button What it does
Click the ground or the minimap Walk there
W A S D Walk (up always walks away from the camera)
Space Switch between walking and running
Shift Run while held
Click a creature Walk up to it and strike once
F Strike what is in front of you
Hold right click, or X Defend (raise your guard)
Right click on a mount Get down
1, 2, 3 Your class's three spells
4, 5, 6 Your three blessings (they cost faith)
P Pray: kneel to restore faith (you can't walk or guard while praying; P stands you up again)
H Drink a health potion
J Drink a mana potion
G Use: pick up, talk, board a boat, open a chest, mount
Y Return home to the Crossroads (once a day)
I Inventory
O Journal (your quests)
K Attributes
T Torch on or off
N Music on or off
U Sound effects on or off
M Hide or show the minimap
Shift + M Open or close the big map (wheel or pinch to zoom, drag to move, Esc to close)
Enter Chat
Left and right arrows, Q and E, or drag Turn the camera
Up and down arrows, + and −, or the mouse wheel Zoom (out to a third of the normal size, in to 2.5 times)
Esc Close a conversation or the shop
Enter or Delete on an inventory item Wear it, or drop it

Phones and tablets

Holding the device sideways is best. Held upright, a prompt asks you to rotate it, and Play upright anyway switches to a layout of its own, with the hero and map above the view and the stick and buttons below it. Use the joystick on the left to walk, or tap where you want to go. Tap a creature to attack it. Swipe with one finger to turn the camera and pinch to zoom. The buttons attack, defend, cast your spells and blessings, pray, drink potions, use things and take you home. The ☰ Menu button opens the rest, and a Chat button opens the chat. Every button is at least 44 px, so it is easy to hit.

The screen

The game view keeps its shape. Whatever room is left around it holds the panels: in a column beside it on a wide window, in a band above and below it on a tall one, and floating over it when there is no room.

  • Minimap: where you are, the time, and where the sun or moon is. Click it to walk there. Zoom it out to the whole world with its + and − buttons, the wheel or a pinch, or press the ⤢ button (Shift + M) for a big map you can zoom and drag. It also shows your route, your next goal, other heroes, the guardians you have found (coloured by danger) and the temples you have explored.
  • Your hero: the realm and your level, then four labelled bars: Health (red), Mana (blue), Faith (gold) and Stamina (yellow; orange when you are tired), and an Experience bar (with your points out of what the next level needs: fill it to level up). Below them: your states (wet, burnt, frozen, buried), the blessings that are active with the seconds left, "Blessed" when you stand on blessed ground, and your current quest. Tap the realm's name for more: the realm's mythology, the weather, your stats and how many guardians you have defeated.
  • Always in view (under the action buttons): Bag (inventory), Torch (with its fuel) and Run.
  • Menu: journal, attributes, two sliders for the music and the sound effects (0 to 100 percent, remembered; N and U still mute), help and log out. If the row does not fit, it folds behind the ☰ Menu button.
  • Character screen: a Wiki button (this guide) opens in a new tab.
  • Action buttons: one grid with Attack (F), Defend (X), your three spells (1 2 3) with their mana cost, the health potion (H), Use (G), Home (Y), the mana potion (J), your three blessings (4 5 6) with their faith cost, and Pray (P). A button fills like a clock while it cools down.
  • Chat, at the bottom.
  • Windows (inventory, journal, attributes, shop and conversations) open in the middle of the game view and always fit inside the window.
  • Names: heroes have their name and a health bar; villagers have a soft cyan name and no bar; creatures show their name in the colour of their danger.
3

Heroes

Your hero is a race and a class. The race gives a head start, a blessing and a few lifelong traits; the class decides how you fight. Four races and four classes make sixteen heroes, and every combination plays differently.

Races

Race Starts with Blessing (key 4) Traits
Human +1 health, mana, strength and dexterity Resolve Balanced
Elf +2 dexterity, +2 mana Wind Step Slender and quick; carries 5 kg less
Orc +2 strength, +2 health Blood Fury Broad and strong; carries 10 kg more
Dwarf +3 health, +1 strength Stoneskin Carries 15 kg more and has more stamina. Barely slowed by hills and never slips. Quakes, falling rocks, lava, lightning and waves hurt a quarter less. The torch burns half again as long. A little slower on flat ground.

Classes

Class Fights with Strengths Spells (1 2 3) Blessings (5 6)
Knight Sword and shield The most health; carries the most Shield Bash, War Cry, Whirlwind Bulwark, Second Wind
Shooter Bows and crossbows Balanced, strikes from afar, plenty of stamina Piercing Shot, Volley, Snare Eagle Eye, Fleet Foot
Mage Staff and robe The most mana, the least health, carries little Fireball, Heal, Frost Nova Arcane Focus, Mana Tide
Paladin Sword and shield Great faith, good health and stamina Smite, Lay on Hands, Consecration Divine Shield, Blessing of Might

Every class starts with simple, worn gear. Better pieces come from guardians, chests, quests and the merchants.

The sixteen heroes

Race and class each add attribute points and carrying capacity, so every combination starts with different numbers. This is what a new level-1 hero has:

HeroHealthManaStaminaFaithCarry (kg)Speed
Human Knight145431004071+0 %
Elf Knight135521004060+0 %
Orc Knight155351004087+0 %
Dwarf Knight165351204086+0 %
Human Shooter108621104051+4 %
Elf Shooter100741104040+4 %
Orc Shooter116501104067+4 %
Dwarf Shooter124501304066+4 %
Human Mage861421004045+0 %
Elf Mage801601004034+0 %
Orc Mage931251004061+0 %
Dwarf Mage991251204060+0 %
Human Paladin122621159661+0 %
Elf Paladin113741159650+0 %
Orc Paladin130501159677+0 %
Dwarf Paladin139501359676+0 %

Levels and attributes

Defeating creatures and finishing quests gives experience. Each level makes you stronger and gives you 3 attribute points to spend in the Attributes panel (K):

Attribute What it improves
Health Maximum health (+8 % per point)
Mana Maximum mana, how fast it comes back, and the strength of your spells
Speed Walking and running speed
Strength How hard you hit, and how much you can carry (+6 kg per point)
Dexterity Fewer misses, more critical hits, and slightly faster blows
Religion Maximum faith (+10 per point) and how fast faith comes back (+10 % per point)

Reassign all points gives back the points you spent yourself. The points your race and class gave you stay where they are.

Stamina

Running and every blow use stamina. When it runs out you slow to a walk until it recovers. Stamina only comes back while you stand completely still, so pick your moment.

Carrying

Everything you carry has a weight. Your limit is 45 kg, plus your race and class bonus, plus what you gain with each level and 6 kg per Strength point. You can't pick up or buy anything that would take you over it ("Too heavy"); if you move points out of Strength and end up over the limit, you slow right down until you lighten your load. Gold weighs nothing.

4

Faith and blessings

Faith is a third bar next to health and mana. It powers your blessings, timed boosts on keys 4, 5 and 6. Everyone has three: one from your race and two from your class.

The faith bar

Your faith bar sits under mana in the hero panel. A hero of any class but the Paladin starts with 40 faith; a Paladin starts with 96. Each level adds a little, and the Religion attribute (K) adds 10 more maximum faith per point and makes faith come back 10 % faster per point.

Getting faith back

  • Slowly, on its own: about ten minutes from empty to full.
  • On blessed ground: within a few steps of a temple, or of the World Tree at the Crossroads, faith comes back in about fifteen seconds. A "Blessed" chip appears in your hero panel while you stand there.
  • By praying: press P and your hero kneels. Praying alone fills the bar in about sixteen seconds; praying on blessed ground, in about five.

You can't walk or guard while you pray. P, an attack, a spell or a blessing key stands you up (and that press only stands you up). Praying isn't possible from a boat or a mount. Dying ends every blessing and any prayer; faith itself is saved with your hero.

Blessings

Press the key, pay the faith, and the boost lasts a few seconds before the blessing has to cool down. A ring of light spreads on the ground and a chime sounds in that blessing's own key. Blessings add up, but they are not saved: they end when you die or log out.

Key Blessing Given by Faith Lasts Cooldown What it does
4 Resolve Human 25 20 s 60 s +15 % damage and defence
4 Wind Step Elf 25 15 s 50 s +25 % speed, +20 % dexterity
4 Blood Fury Orc 25 15 s 60 s +30 % damage, −10 % defence
4 Stoneskin Dwarf 25 15 s 60 s +40 % defence; no slows or knockback
5 Bulwark Knight 30 20 s 45 s +35 % defence; guarding costs no stamina
6 Second Wind Knight 20 20 s 40 s Stamina full, and it recovers faster, even while moving
5 Eagle Eye Shooter 30 20 s 45 s +25 % dexterity and critical chance, +20 % reach with ranged weapons
6 Fleet Foot Shooter 20 15 s 40 s +30 % speed; running costs half the stamina
5 Arcane Focus Mage 30 20 s 45 s Spells cost 30 % less mana and hit 20 % harder
6 Mana Tide Mage 20 15 s 40 s Mana comes back three times as fast
5 Divine Shield Paladin 40 10 s 90 s Absorbs damage up to a quarter of your maximum health, then breaks
6 Blessing of Might Paladin 30 25 s 45 s +25 % damage, +15 % defence

Temples

Every one of the fifty towns has a house of worship in its own tradition, and it shows on the minimap once you have explored the place.

House of worshipTowns
ChapelThe Crossroads, Euskal Herria, Hayk, Sakartvelo, Aksum
Stave churchNorðrheim, Kalevala
Sacred cairnTír na nÓg, Sila, Sápmi, Makȟóčhe
Onion-domed churchForests of Rus
OvooSteppe of Tengri, Scythia, Evenkiya
TempleHellás, Latium, Hatti, Etruria
Ziggurat shrineSumer
Fire templeĒrān
MandirBhārata
Temple of the sunKemet
Sacred hutIfẹ̀, Land of the Nguni, Asante, Madagasikara, Bandiagara, Maa
PagodaKunlun
Temple hallJoseon
ShrineYamato, Ainu Mosir
Temple pyramidAnáhuac, Mayab
Sun templeTawantinsuyu
Carved shrineHawaiki, Amber Lands, Kapuluan, Yvy Marane’ỹ, Borikén, Wallmapu
GompaRoof of the World
MosqueArabia of the Thousand Nights, Tamazgha
Sacred stonesBillabong Country
Totem houseHaida Gwaii
Meeting houseAotearoa
PrasatKambuja
SynagogueCanaan

The Paladin

The Paladin is the class built around faith: a sword-and-shield fighter with more faith than anyone (and two spells that use it well). It starts with a worn longsword, chainmail, boots and a shield, and wears a white and gold surcoat with a blue cape.

Spell Mana Cooldown What it does
Smite 15 3 s A blow of light on the foe in front of you, about a third harder than a weapon strike
Lay on Hands 30 10 s Heals 40 % of your maximum health, even on a mount or a boat
Consecration 30 10 s Holy ground under your feet for 6 seconds that burns every creature standing on it
5

Combat and magic

Nothing attacks for you: every blow is your decision. Click a creature and your hero walks into reach and strikes once (F strikes whatever is in front of you). Each weapon has its own rhythm, and clicking faster doesn't swing faster.

Reading the danger

A creature's name colour tells you how dangerous it is for your level:

Colour Meaning
Green Easy
Yellow A fair fight
Orange Risky
Red Run

Weapons

Weapon Speed Power Reach
Sword Fast Normal Close
Axe Slow Heavy Close
Club Slow Heaviest; knocks foes back Close
Spear Fast Normal Longer
Staff Fast Light Longer
Bow Fast Light Far
Crossbow Slow Heavy Far
Boomerang Medium Light Far

Defending

Hold right click (or X, or the Defend button) to raise your guard. It only stops blows from the front. Raise it just before a blow lands for a perfect block: no damage, and the attacker is pushed back. Otherwise a shield lets a little through and a parry without one stops about half; either way the attacker staggers. You move at half speed while guarding, and you can't attack at the same time. Armour softens every hit.

Spells

Each class has three spells on keys 1, 2 and 3. Spells cost mana and have a cooldown; after casting one, all your spells wait a moment.

Class Spell Mana Cooldown What it does
Mage Fireball 20 1.6 s A ball of fire that lights the way
Mage Heal 30 6 s Restores a large part of your health
Mage Frost Nova 35 8 s Freezes and hurts creatures around you
Knight Shield Bash 15 3 s A heavy blow with the shield that stuns
Knight War Cry 25 12 s Heals a fifth of your health and toughens you for 8 s
Knight Whirlwind 30 8 s Hits everything around you
Shooter Piercing Shot 15 2.5 s An arrow through a line of foes
Shooter Volley 25 7 s A fan of five arrows
Shooter Snare 30 10 s Holds every creature in a small circle, then slows them
Paladin Smite 15 3 s A blow of light on the foe in front of you, about a third harder than a weapon strike
Paladin Lay on Hands 30 10 s Heals 40 % of your health
Paladin Consecration 30 10 s Holy ground under your feet for 6 seconds that burns every creature on it

Blessings

Keys 4, 5 and 6 are your blessings: timed boosts that cost faith instead of mana, one from your race and two from your class. They are explained on their own page, Faith and blessings. Pray (P) to get faith back; you can't move or guard while you kneel.

Weather and magic

Rain weakens fire: fireballs do half damage, and in any rain they can fizzle out. Snow weakens fireballs a little and makes Frost Nova stronger; sandstorms weaken frost. You can't fight from a boat or a mount, but Heal, War Cry and Lay on Hands still work.

Potions

Health potions (H) heal half your health. Mana potions (J) restore half your mana. Merchants sell both, and creatures sometimes drop them. Mana also comes back slowly on its own.

Falling and going home

If you fall, you wake beneath the Ceiba at the Crossroads with full health, and every blessing you had ends. Standing near the Ceiba heals you quickly, and its ground is blessed, so faith comes back there too.

Once a day you can return home on purpose: press Y (or the Home button) and stand completely still for 10 seconds while rings of light rise around you. Moving, fighting, taking damage, sailing or riding interrupts it.

6

Items, gold and shops

You wear six pieces of gear: a helmet, armour, legs, boots, a weapon and a shield. Better gear means more damage and more protection.

Finding gear

  • Guardians drop the best items; the stronger the guardian, the better the drop.
  • Chests on islands spill gold, gear and a potion when you open them (once per hero).
  • Merchants in every town sell gear that changes every 10 minutes. They sleep at night: the shop closes at about 19:20 (a sign at the door says so) and opens again at dawn.
  • The fence, one of the night folk, deals after dark and pays more for your spare gear (see Night in the towns).
  • Quests reward experience, gold, an item and a health potion.

Loot jumps out of a defeated creature and lands around it. Click an item to walk over and pick it up; walking over it does nothing. Items go to your bag: drag one onto its slot in the Inventory (I) to wear it, and drag it back to take it off. Every kind of weapon and armour has its own picture, in the bag, the shop, on the ground and on your hero: ten kinds of sword, an axe, a crossbow, spears, clubs, staffs, bows and a boomerang, and three kinds each of helmet, body armour, leg armour, boots and shield. Steel, plate and gold shine like metal.

Quality

Quality Colour Strength
Common Grey Normal
Rare Blue About a third stronger
Epic Violet Much stronger

Gold

Creatures and guardians drop gold, chests hold it, and quests and night jobs pay it. Spend it at the town merchant, who also buys your spare items back. Potions cost 8 gold plus the realm's level; during a drought they cost almost half as much again.

Mounts and boats

Horses, camels, reindeer and llamas wait in the wild. Click one to walk over and ride it; right click (or X) to get down. You travel much faster mounted, but you can't fight (Heal, War Cry and Lay on Hands still work).

Rowing boats wait on the shores, built of lapped planks with oars and a curled prow, in three paint jobs. Click one to board, sail anywhere on the water, and step onto land to leave it. The treasure chests on islands are planked and iron-banded, and the coins inside glow when the lid opens.

Sharing with friends

When you play together, loot on the ground is shared: whoever grabs it first keeps it. You can also drop items from your bag for a friend to pick up.

7

The world

Forty-nine realms, one for each mythology, surround the Crossroads, fifty places in all. Each has its own climate, trees, flowers, houses, music, town, people, house of worship and guardians. Stone roads link every town to the Crossroads; oceans, lakes, rivers and islands fill the rest, and mountains rise with snow on their peaks.

RealmMythologyClimateHouse of worshipLegend
The CrossroadsEvery pantheontemperateChapelHere the roads of every myth cross. The World Tree has many names: Yggdrasil, Ceiba, Aśvattha, Fusang.
NorðrheimNorse mythologycoldStave churchThe runestones keep the names of those who sailed away.
Tír na nÓgCeltic mythologytemperateSacred cairnInside the stone circle, time runs differently.
KalevalaFinnish mythologycoldStave churchWhoever walks the stone labyrinth confuses the spirits of the sea.
SilaInuit mythologyarcticSacred cairnThe inuksuk says: someone was here, you are on the right path.
Forests of RusSlavic mythologycoldOnion-domed churchIf the hut turns on its chicken legs, Baba Yaga is home.
Steppe of TengriMongol and Turkic TengrismsteppeOvooWalk three times around the ovoo and leave a stone for the Eternal Sky.
HellásGreek mythologymediterraneanTempleOfferings to the Olympians burn in the marble temple.
SumerMesopotamian mythologydesertZiggurat shrineThey say the ziggurat of Enlil joins heaven and earth.
ĒrānPersian mythologydesertFire templeThe sacred fire of Ahura Mazda has not gone out in a thousand years.
BhārataHindu mythologytropicalMandirThe temple is Mount Meru made stone.
KemetEgyptian mythologydesertTemple of the sunRa crosses the sky; the pyramids point at the imperishable stars.
Ifẹ̀Yoruba mythologytropicalSacred hutHere, they say, Obatala came down a chain to shape the land.
KunlunChinese mythologytemperatePagodaThe immortals rest in the pagoda at the foot of Mount Kunlun.
JoseonKorean mythologytemperateTemple hallThe jangseung guard the entrance to the village.
YamatoJapanese mythology (Shinto)temperateShrinePast the torii begins the world of the kami.
AnáhuacMexica mythologyhighlandTemple pyramidHuitzilopochtli and Tlaloc share the summit of the Templo Mayor.
MayabMaya mythologytropicalTemple pyramidAt the equinox, Kukulkan descends the great stairway.
TawantinsuyuInca mythologyhighlandSun templeInti gilds the terraces every dawn.
HawaikiPolynesian mythologiestropicalCarved shrineLos moai miran tierra adentro, cuidando a su pueblo.
LatiumRoman mythologymediterraneanTempleThe legions of Mars marched beneath the triumphal arch.
Euskal HerriaBasque mythologytemperateChapelMari dwells in the mountain caves; the dolmen marks her path.
SápmiSámi mythologyarcticSacred cairnThe reindeer know the way of the aurora better than anyone.
Amber LandsBaltic mythologycoldCarved shrinePerkūnas strikes the sacred oak with his thunder, and the oak stands.
Roof of the WorldTibetan mythologyarcticGompaThe wind carries the prayers of the flags up to the peaks.
Arabia of the Thousand NightsArabian folklore (One Thousand and One Nights)desertMosqueThey say there are lamps in the desert that hold jinn.
KapuluanPhilippine mythologytropicalCarved shrineWhen the moon disappears, Bakunawa is trying to swallow it.
Billabong CountryFolclor aborigen australianosteppeSacred stonesKeep away from the billabong at night: the Bunyip watches the water.
Land of the NguniZulu mythologysteppeSacred hutInkanyamba lives in the waterfalls and brings the summer storms.
AsanteAkan mythologytropicalSacred hutThe drums speak; Anansi the spider keeps all the stories.
Yvy Marane’ỹGuaraní mythologytropicalCarved shrineTeju Jagua guards the caves and the treasures of the earth.
Haida GwaiiHaida mythologytemperateTotem houseRaven stole the light from a box and gave the world its sun.
BorikénTaíno mythologytropicalCarved shrineYúcahu guards the cassava; Guabancex brings the hurricane.
HattiHittite mythologyhighlandTempleThe storm god fought the serpent Illuyanka and won on the second try.
MadagasikaraMalagasy mythologytropicalSacred hutThe ancestors rest beneath the standing stones and are honored with song.
MakȟóčheLakota traditionsteppeSacred cairnThe stone circle marks the four directions across the open plains.
ScythiaScythian mythologysteppeOvooGriffins guard the gold of the northern steppe, or so Herodotus heard.
HaykArmenian mythologyhighlandChapelHayk the archer defeated Bel and gave the highland its name.
BandiagaraDogon mythologydesertSacred hutThe Nommo came from the stars and taught the first words.
EvenkiyaEvenki mythologyarcticOvooThe great elk Kheglen stole the sun, and a hunter brought it back.
WallmapuMapuche mythologytemperateCarved shrineTren Tren raised the mountains so the people could escape the flood of Kai Kai.
AotearoaMāori mythologytemperateMeeting houseMāui fished the North Island out of the sea with his grandmother's jawbone.
EtruriaEtruscan mythologymediterraneanTempleThe haruspex reads the will of the gods in the liver of a sheep.
Ainu MosirAinu mythologycoldShrineEverything has a kamuy within it, even the fire that warms the hut.
KambujaKhmer mythologytropicalPrasatThe naga princess Soma married Kaundinya, and the kingdom was born.
SakartveloGeorgian mythologyhighlandChapelAmirani, chained to the Caucasus, still pulls at his chains.
CanaanCanaanite mythologymediterraneanSynagogueBaal defeated the sea serpent Lotan and was given a palace of cedar.
TamazghaAmazigh folkloredesertMosqueIn the High Atlas, Tamza waits at the crossroads for careless travelers.
MaaMaasai mythologysteppeSacred hutEnkai sent the cattle down from the sky on a leather thong.
AksumEthiopian folklorehighlandChapelBefore the kings of Aksum, a serpent named Arwe ruled the land.

Hills and slopes

The land rolls: almost nothing is flat, and mountains and highlands are steep. Going uphill slows you and downhill speeds you up a little. On the steepest flanks you slide downhill when it rains, when you are wet, or on snow. Towns, camps and ruins stand on level ground, and the roads follow the gentler lay of the land.

Day and night

A day lasts 12 minutes. The sun is strongest at noon; at night the moon gives a cool, dim light and the world grows dark. Houses have windows on every side, and they glow after dark. Carry your torch (T): it burns for about three minutes and recharges when you put it out. Rain puts it out, and it won't light again until things dry. You can switch street lamps and fires on and off by walking up to them and clicking them.

Towns change with the hour: the merchant closes the shop, the villagers go home to sleep, and the night folk come out with dangerous work (see Night in the towns).

Arriving in a realm

When you cross into a realm, a card shows its name, its mythology, the creature levels it suits ("Recommended level 12–19") and its guardian.

The farther out, the harder

The world gets harder the farther you walk from the Crossroads. Levels follow the distance, the same for everyone:

Distance from the Crossroads (tiles) Level of the land
Up to 450 1
700 about 3
1,000 about 8
1,500 about 20
2,000 about 36
2,350 and beyond 49

A realm's guardian has the level of its own spot; its lesser creatures are two or three levels below that. Inside one realm, the side facing the Crossroads is gentler than the far side, so the recommended level on the card is a range. The Greater guardian is 4 levels above the realm's guardian and the Ancient guardian 8. Better loot and bigger rewards come with the level of the realm.

Towns and the land

Every town has its own houses, and no two houses in a town need be alike: each style comes in four looks, with different widths, roofs, chimneys, porches, lanterns and signs. Each realm has flowers of its own, from lupin and heather in the north to cherry blossom, marigolds and hibiscus in the warm lands. At the Crossroads the World Tree stands over the plaza with glowing runes on its bark and golden leaves, and other landmarks are real buildings and living things, like the sacred oak with its altar fire in the Amber Lands, the flooded rice terraces of Kapuluan and the stone labyrinth of Kalevala.

Weather

Weather belongs to a realm: the whole realm has the same sky, and it stops at the realm's border, so you can walk out of a shower into sunshine (the sky fades from one to the other over a few seconds). Most of the time it is clear. Rain, snow, fog and storms come now and then, one at a time, with long clear spells between them, and each realm gets the weather that suits its climate: snow in the cold lands, fog in the forests and the highlands, storms in the warm wet ones, only wind and the odd shower in the desert. Storms are rare and short. During a drought no rain falls at all.

Weather What it does to you
Rain Slows you a little; slippery ground; puts out open flames
Storm Slower still; strong wind pushes you
Thunderstorm Lightning strikes near you; it hurts and slows
Fog Hard to see far
Snow Slows you; drifts slow you more
Wind Pushes you and bends the trees

Blizzards and sandstorms are disasters, with a warning first (see Disasters). Puddles, snow drifts and sand build up where the weather lasts and slow you when you cross them. Steep ground is slippery in the rain and on snow. Roofs keep you dry. Out in a blizzard for too long you freeze and slow down; standing in fire burns you. Snow settles on roofs and rocks, and rain darkens and polishes everything it wets.

Fire

Lava, lightning and fireballs set grass on fire. A blaze burns for a while, lights the night, may spread to the grass beside it, and leaves black ground; rain puts it out, and fire that meets water or snow turns to steam. Roads, sand, snow and water don't burn. Standing in flames burns you. Trees hit by lightning or fire are charred and grow back over three days.

Rocks, lava, lightning and fire each land differently on water, grass, stone, sand, snow and roofs, with their own look and sound.

8

Night in the towns

After dark a town changes. The merchant closes the shop, the villagers go home to sleep behind their lit windows, and strangers come out with work that pays well and bites back. At dawn everything turns back.

The night, hour by hour

Time What happens
About 18:30 – 19:15 Villagers walk to their doors and go in (the merchant first). The Elders stay out and keep watch all night
About 19:20 The shop shuts. The sign at the merchant's door says "CLOSED until dawn" and the merchant's coin goes grey
About 19:54 – 20:30 The night folk arrive, walking in from out of sight. Two to four of the four kinds come each night
About 04:36 – 05:12 The night folk leave
05:30 Dawn: the shop opens, and any night job you haven't finished fails
About 05:30 – 06:06 The villagers come back out

The night folk

Every town has all four kinds, and each has a nickname (Whisper, Old Salt, Widow Coin, Brother Ash...) written above them in cyan. Each offers one job per night. Their creatures are a few levels above the realm's usual ones, and they are placed where you can't see them.

Who The job Pays
The thief (cutpurse) The Strongbox: a watch post keeps a strongbox and three night imps keep the post. Bring the box back Gold, experience, a good item
The smuggler Contraband Run: collect a crate guarded by spiders and skeletons, carry it to a drop, then tell the smuggler Gold, experience, a good item
The fence Grave Goods: put down five risen dead on a burial cache Gold, experience, a good item and a potion
The cultist Break the Rite: three imps, two risen dead and the alpha that leads them The most gold and experience, a better item and a potion

The gold is a multiple of the realm's level, so the same job pays more in a harder realm. You can hold two night jobs at once. The Journal shows how long until dawn and tallies the jobs you have done and failed, and the golden arrow points to the next spot.

The fence's counter

The fence deals only after dark. It sells four pieces of gear, a little cheaper than the merchant, and buys anything from your bag for more than the merchant pays, no questions asked. By day the merchant is the one to visit.

9

Disasters

The world has fourteen kinds of disaster. They come on the world's clock, so everyone playing sees the same ones in the same places.

Rare, one at a time, and only where they belong

Most disasters give you a warning in three stages: a sign (a sound, animals behaving oddly, the sky changing colour), then a banner across the top of the screen, then, for the ones that hit a spot or a path, a ring or path on the ground that tightens where it will strike. Nothing hits without warning except lightning, which has a flash and a ring of its own.

Under a roof (or right against a house wall) you are much safer. Dwarves take a quarter less from all of them. The Divine Shield takes the first hit. Disasters leave scars on the ground and walls for three days.

Earthquakes, rockfalls, tornadoes, avalanches and meteorites are over in seconds or a minute or two; eruptions, cyclones, blizzards and sandstorms last a few minutes; heat waves and cold waves last a good part of an hour, and a drought can last more than an hour.

Disaster Where Warning What to do
Earthquake Anywhere Birds fly up, a rumble, a ring The ground shakes and slows you. Near a volcano rocks fall: keep out of the rings
Rockfall Steep slopes in mountain realms and around volcanoes Pebbles trickle down the slope, a rumble, a banner, a ring on the slope Rocks fall one after another inside the ring, each with its own warning. Keep off the steep slope and away from its foot
Volcano eruption Around volcanoes Rumble, smoke, a ring around the cone Lava bombs fall around the cone. Stay out of the rings; being wet halves the burn
Tsunami Coasts near the edge of the world A roar, a banner, a path on the ground A great wave sweeps inland. Get off its path or onto high ground
Tropical cyclone A few warm coasts with a named storm: Borikén (Hurricane Guabancex), Kunlun, Joseon, Yamato and Kapuluan (typhoons), Hawaiki and Billabong Country (cyclones) Ten minutes of a long swell and a copper sky, seabirds flying inland, then a banner naming the storm Get under a roof and away from the sea. The wind circles the eye, and the eye itself is calm for a moment. Planks and branches fall; boats crawl
Tornado The plains: Makȟóčhe, Scythia, Steppe of Tengri A green sky, hail, a banner, then a sudden calm Run across its path, or get under a roof. Caught in the funnel you are thrown and badly hurt
Heat wave Hot realms (desert, Mediterranean, tropical, savanna) A hot dry wind, then a banner Keep to the shade and near water. Stamina drains faster and heavy armour weighs on you
Drought Dry realms "Day after day, no rain", then a banner No rain will come. Lakes shrink, dust devils wander the plain and potions cost more
Cold wave Cold, arctic and highland realms, and rarely the temperate ones A deep, clear blue sky and frost at dusk Stay near a fire or under a roof: without one you freeze. Lakes freeze hard enough to walk on
Blizzard Cold, arctic and highland realms Snow streaming off the peaks, a flat white sky A whiteout slows you and gusts shove you. Find shelter and a fire
Sandstorm Deserts and dry plains Animals run from the horizon, a banner A wall of sand rolls across the land and then the whole realm is inside it. Get under a roof: inside it hurts and you can't shoot far
Avalanche Steep, snowy slopes in the cold realms A crack across the snow, small slides, a banner, a path Step aside from its path and off the slope. If it buries you, move to dig out
Meteorite Anywhere, and very rare A new light in the night sky for a day, a banner, a rising whistle, a ring Stay out of the ring. The crater leaves Meteoric Iron gear
Wildfire Dry realms with grass, and forests after a dry spell Smoke on the horizon, falling ash, a banner Keep away from the dry grass and the smoke. It runs with the wind and throws embers ahead of it

Lightning

In thunderstorms (and inside cyclones and tornadoes) a ring on the ground flashes just before a bolt strikes. Move. A strike hurts, burns and slows you, and it hurts more if you are wet. It scorches the ground, cracks stone, burns trees and can set grass on fire.

Wildfire and burnt ground

A wildfire is the grass fire grown into a moving front. It spreads with the wind, jumps ahead in embers, chars trees, and is stopped by roads and bare ground. Smoke near it slows your stamina recovery and wears you down. A heat wave or a drought just before it makes it run faster. What it has burnt stays black for three days.

10

Creatures and guardians

Every realm has packs of lesser creatures and three guardians drawn from its own mythology.

Lesser creatures

Wolves, boars, bats, snakes, scorpions, giant spiders, imps and skeletons roam in packs of two or three, each realm with its own kinds. They rest near their den, chase you if you come close, and give up if you lead them too far away. Defeated creatures return later, but never where anyone can see them appear. They give experience and sometimes gold or potions. Their level depends on where they live: the farther from the Crossroads, the higher (see The world).

Guardians

Guardian How to face it
The realm's guardian You can defeat it alone. Once the Keeper has asked you, each one gives a Seed of Light; any five are enough.
The Greater guardian Warded: with fewer than 2 heroes fighting it, it takes only a tenth of your damage.
The Ancient guardian Warded the same way until 3 heroes fight it together.

Guardians are far stronger than lesser creatures and drop the best gear (one, two or three items by rank) and plenty of gold. Once you defeat one, it stays defeated for you. Creatures you leave alone heal over time, and a guardian recovers fully if nobody hits it for 40 seconds.

Staying safe

11

Story and quests

The World Tree, known by many names across the realms (Yggdrasil, Ceiba, Aśvattha, Fusang), is withering.

The story

  1. Prologue. Beneath the Ceiba at the Crossroads, the Keeper tells you what is happening to the tree.
  2. The Withering Tree. Defeat realm guardians to win five Seeds of Light (any five), then plant them with the Keeper. That is the ending.
  3. Epilogue: the World Serpent. Jörmungandr stirs on the northern shore. Bring at least two friends.

After the ending you keep playing: levelling, exploring and collecting. Defeat every guardian in the world and the realms are at peace.

Elder quests

Every realm's elder offers up to five quests, one after another:

  1. A hunt: defeat six of the realm's first kind of creature.
  2. A second hunt: eight of the second kind.
  3. A guardian: defeat the realm's guardian.
  4. A group quest: defeat the Greater guardian, which needs two heroes.
  5. A group quest: defeat the Ancient guardian, which needs three.

Quests pay experience, gold (three times as much for group quests), an item and a health potion. Your Journal (O) lists what you are doing, and the golden arrow points to the next goal.

Night work

After dark the night folk of each town offer jobs that are more dangerous than an Elder's and pay better. They end at dawn, and you can hold two at once. See Night in the towns.

Talking to people

Walk up to a villager and click them (or press G) to talk. Every town has an elder with quests and a merchant with a gold mark over their head. Every villager has a name written above them in soft cyan (with no health bar, so you can tell them from heroes and creatures), and the names sound like the people of that realm. The night folk show theirs too.

12

Tips and questions

Tips

Questions

Can I play with friends? Yes. On this site everyone shares one world: you see other heroes, fight guardians together, share loot on the ground and chat with Enter. The Greater and Ancient guardians need two and three heroes.

Is the world there when I am not? The world keeps its own clock, even when nobody is playing: the hour, the weather and the disasters are the same for everybody, and when you enter the world (with a new hero too) it is at the hour the world has reached. The health of creatures and the loot on the ground are not kept while everyone is away.

Where are my heroes saved? In this browser. Another browser or device starts fresh.

How do I start over? Delete your hero on the title screen with the × next to its name, then create a new one.

Does it work on my phone? Yes: hold it sideways. The joystick, tap to walk, and on-screen buttons cover everything.