Walking and fighting
- Click the ground to walk there. The hero picks the way himself, round walls, trees and other people.
- Click a creature to attack it. Blows land by themselves on the weapon’s timer for as long as the target lives and is in reach. A click on the ground does not call the attack off: step back and the fight goes on as soon as the foe walks up. Take the attack off with the creature’s row in the battle list on the left.
- Click a person to talk: errands, trade, stories. A trader opens his counter when he has nothing to say to you.
- Click a loot bag to pick it up. Whatever is too heavy for you stays lying there.
- Bows, wands and throwing knives hit from afar. Underground a shot needs a clear line: you cannot hit through a wall.
Backpack, weight and food
- The hero has a carrying capacity: everything he carries and wears weighs something, in ounces. Over the limit, no new loot goes into the bag — drag what you do not need out of the backpack onto the ground.
- Hunger: health and mana come back only while the hero is fed. Food adds time.
- Potions restore health and mana. Put them, food and spells on the quick-use squares at the bottom of the screen — drag them from the backpack or from the spell list (the ✦ button). A right click clears a square.
- A torch burns for ten minutes in the ammunition slot; the Light spell does the same without one. The dungeons are dark at any hour.
Growing stronger
- Experience comes from victories and errands; see the experience table.
- Skills grow by use: a sword by striking with a sword, shielding by taking blows, magic level by the mana you spend.
- Spells open by themselves at their level — there is nothing to buy.
- Most weapons and armour carry a level requirement, and wands, staves, spellbooks and caster garb are for mages and druids only.
Death and saving
- On Kaldar death costs nothing: the hero wakes by the survivors’ fire.
- On the mainland death takes a tenth of the experience the current level needs (a level can be lost) and returns the hero to Riverhollow’s square, by Gerold’s counter.
- The game saves the hero every 30 seconds, on leaving, and when the app goes to the background.
- A creature does not come back while the hero is near (closer than eight cells): a camp you are clearing stays empty until you walk away.
On a phone
- A tap is a click, and it acts when the finger lifts. Dragging a finger in the view from behind the hero turns the camera; a drag never becomes a click.
- The joystick at the bottom of the screen, between the quick-use squares and the side panel, walks the hero with a thumb; it is a setting, on from the start on a phone. While one thumb is on the stick, the other can press quick-use squares and pick targets.
- The side panel tucks off the edge of the screen with the chevron tab — to see more of the world.
- The eye button beside “☰ MENU” switches the view: from above or from behind the hero.
- The Back button closes an open window, and in a game opens the menu (and pauses). Quit from the main menu.
- The interface size and the graphics are chosen for the screen by themselves; both can be changed in the settings.
Keyboard and mouse (Windows)
| LMB | Walk, attack, talk, pick up |
|---|---|
| Arrows | Walk. Behind the hero: up and down walk, left and right turn the view |
| V | Switch the view: from above / behind the hero |
| RMB + drag | Turn the camera (behind the hero) |
| I | Open or close the backpack |
| M | The spell list |
| Q | The quest log |
| 1 – 0 | Quick-use squares |
| F11 / Alt+Enter | Full screen / window |
| Esc | Game menu and pause; closes an open window |