Your next life starts here. A player wiki for learning the controls, building a character and making your journey count.
Player guide · October 5, 2026
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FIELD GUIDE / 01
Your first 10 minutes
Start small. Learn to defend yourself, choose a path, then earn your first useful upgrade.
Look around your starting settlement. Speak to Way Of The Wand with E. The guide explains fighting, menus and learning magic.
Try the controls somewhere safe. Move with WASD, attack with left mouse, guard with F and dash with Q. Practice a short attack, then leave room to defend.
Open M → Magic. In Identity, choose your primary affinity and roll your initial talent for free. You remain undecided and can use weapons; these choices do not lock your path.
If you want the Mage path, earn your first spell. In Research, Focus Fire or Lightning until you reach 30 control. Each successful Focus needs six seconds without moving or being interrupted, followed by eight seconds before the next Focus.
Open Spells and press Discover. Learning Flame Burst or Thunder Burst chooses Mage. Learning a physical technique first chooses Weapon instead. Reaching a requirement does not automatically teach an ability.
Press Tab. Drag your learned skill into a hotbar slot, close the box, then use its number key. A normal new character starts undecided, with no spells.
Find a hunting board or explore nearby landmarks. Start with a Newcomer contract. Follow its actual objective; some targets must be rescued or captured alive.
Spend earned points in M → Characters. Every stat stops at 31. Check Cards when you reach a card milestone.
This guide covers the October 5 playtest build. Fire, Lightning, Plasma, Pure Fire and the Duelist weapon path form the current magic prototype. The game has more systems than you need on day one; use the search box whenever a new term appears.
Open/close learned-skill box above the ten-slot hotbar
1–0
Use the assigned hotbar skill; hold/release only for skills that use charging
Left mouse
Normal melee combo
R
Heavy attack
F
Guard/parry
Q
Dash
G
Earned Afterimage escape
Middle mouse
Launcher
Right mouse
Feint during eligible swing startup; cancel a dash while dashing; otherwise running attack
Double-tap W
Sprint
Left Control
Slide
Space
Jump; eligible second press performs double jump
P
Draw/sheath weapon; H remains an alias
V
Carry a downed target
B
Execute/grip a downed target
N
Mend, only with the Health Mend Hyper card
E
Nearby interaction; otherwise Flash Step when Agility breakthrough is owned
T
Rage when Physical breakthrough is owned
Y
Cleanser when Magic breakthrough is owned
While a menu, dialogue or the skill box is open, combat inputs are blocked. Finish typing and close the panel before attacking. A skill only uses hold-and-release input when that particular skill supports charging.
Guard details: hold F to guard. A well-timed tap can perfect-guard an incoming strike. F + left mouse requests a parry. These are timing tools, not a promise that every attack can be blocked from any direction.
Feints: start a light attack, then right-click during its allowed early window. You cannot cancel a swing after it has fully committed. Right-click can also cancel a dash; outside those situations it is used for a running attack when eligible.
M is your hub. Tab is your skill layout. K is your equipment.
The HUD shows your health, Mana, stamina and guard, along with combat state, cooldowns and earned escape charges. A cooldown is the time before you may use an action again. “In combat” can remain active after the last hit, so some peaceful actions stay locked for a while.
Page
Use it for
Characters
Your character view, level and direct stat allocation.
Magic & Journal
Route, affinity, talent, control, spell discovery, concepts and magic research.
Cards
Earned base-card and Hyper-card choices.
Inventory / K
Equipment, gear and supplies.
Squad
Create or manage a group.
Missions
Join the normal mission queue.
Adventures
Contracts, your current adventure, discoveries, rival trials and camp/story actions.
Life & Legacy
Your life story, long-term progress, relationships and lineage.
System
Controls and layout options.
Arrange skills in one place
Press Tab to open the searchable library of skills you can currently use.
Drag a library skill onto an empty or occupied hotbar slot.
Drag one hotbar slot onto another to swap them.
Drag a hotbar skill back into the library to remove it from the bar. You still own it.
Drop outside a valid target to cancel. Close the box when you are done.
There are ten slots, bound to 1–9 and 0. Replacing a slot does not delete the displaced skill. You cannot duplicate a skill into several slots. Normal saved characters keep their valid custom layout; temporary Studio sessions use a separate layout.
A library shows usable skills, not every skill in the game. Changing your active magic can make an older learned spell unavailable without deleting its saved ownership.
Use spacing, timing and recovery. A longer combo is not always the best choice.
The basic exchange
Face your opponent, step into range, attack, then watch what happens. Melee checks direction, height and walls. Standing behind a target can bypass a frontal guard, but attacks do not automatically snap you toward someone.
A light combo has four hits, and all four apply true stun when they connect. While stunned, you cannot start an ordinary block or parry; the second hit no longer gives you a special opening to defend. You can still block or parry before a hit connects, or once the stun ends. Earned special escapes such as Afterimage keep their own requirements.
The fourth hit is a finisher with extra recovery: missing it gives an opponent a chance to punish you. Keep your attacks in range and timed together; a combo does not automatically hit through distance, direction or walls.
Attacks slow your movement and use a short planted moment near contact. Some swings include a small forward step. You can press your next action near the end of recovery and have it execute when legal. This late-input allowance does not remove the recovery itself.
Defense and movement
Guard works mainly in front of you. Guard damage can break it and leave you open. A failed parry carries a cooldown; a successful parry gives you an opening. Ordinary weapon clashes are brief deflections, so exchanges can continue moving.
Action
Current baseline
Combat dash
Q; 2-second cooldown; 12 stamina.
Out-of-combat dash
1.3-second cooldown; 12 stamina.
Dash timing
Movement lasts about 0.35 seconds; the contact-dodge window is 0.15 seconds.
Air dash
One before touching the ground again.
Heavy
R; base 20 stamina and 8-second cooldown. Check the weapon’s actual display.
Launcher
Middle mouse; 25 stamina and 18-second cooldown.
Running attack
12 stamina; 10-second cooldown.
Double jump
8 stamina; 4-second cooldown.
Air slash
20 stamina; 16-second cooldown.
Manual parry
F + left mouse; 0.11-second (110 ms) contact window. A success stuns the attacker for 0.65 seconds.
Parry cooldown
3 seconds after a miss; 0.25 seconds after a success.
Perfect guard
0.10-second timing window; a success stuns the attacker for 0.40 seconds.
Guard break
Leaves the defender open for 1.1 seconds.
Fighting a group of enemies
Ordinary NPC enemies share a pressure limit against you: up to four contacts or about 3.4 seconds of pressure before backing off. Their recovery gives you at least 0.7 seconds after the actual stun or knockdown ends to react. Another NPC cannot skip that break simply by becoming the next attacker. This changes enemy behavior; your four-hit PvP combo still applies true stun.
One enemy leads the attack while nearby allies reposition or support from the flanks. Vanguards, Duelists and Skirmishers have different spacing and attack preferences; an enemy running low on stamina or guard may retreat. Use the break to defend, reposition or counterattack. The opening is not invulnerability, and hazards or other players can still be dangerous.
Heat and your earned escape
Build Heat through ten qualifying combo hits. Its base duration is 60 seconds and its base cooldown is ten minutes. Heat improves guard restoration from light hits and awards escape charges.
Afterimage on G is an earned combo escape. It needs three charges; you do not spawn with them. The base capacity is three and charges expire after eight minutes unless your build changes that. Use it to leave pressure, then reposition—walls still matter.
All balance numbers can change during testing. The current HUD and skill description show the state of your own character, including modifiers.
Your character level, stat points and magic mastery are different kinds of progress.
You start at level 1 and can reach level 21. Each level gained gives three stat points: 60 earned points across the full climb. The next level starts at 100 XP and costs 25 more XP for each later level. XP comes from qualifying gameplay rewards; standing nearby is not always enough.
Open M → Characters, type the amount beside a stat and press + or Enter. Allocation requires being ready and out of combat. Each category has a hard cap of 31 points; typing a larger number cannot bypass it.
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Stat
Main use
Breakthrough at 31
Defense
Increases maximum guard.
Adds one earned-escape capacity and 600 seconds to its stack duration.
Health
Increases maximum health.
+25 maximum health.
Agility
Improves movement.
Flash Step (E), 20-second cooldown.
Mana
Improves your Mana resource.
20% faster Mana recovery.
Physical
Improves physical damage.
Rage (T) resets cooldowns and activates Heat; its own cooldown is 480 seconds.
Magic
Improves magic damage.
Cleanser (Y) cleanses, restores 100 Mana and activates Heat; 480-second cooldown.
Stamina
Improves your stamina resource.
+20 maximum stamina and an extra 0.5% of maximum stamina restored per damaging light hit.
Each point gives a 0.5% bonus, with another 2.5% at 10, 20 and 30 points. That totals 23% at 31 points, before the breakthrough. Physical and Magic use the same curve. Agility uses 60% of that bonus, reaching 13.8% at 31.
Levels improve health and both damage types together, rising from the starting value to 25% more at level 21. Maximum Mana and stamina gain 20% over the same climb. Your level matters, while equally leveled opponents still have room to make different builds.
More health or more damage?
These examples use the default 175 starting health and exclude equipment, cards, talent and temporary effects. Both level-21 builds put their remaining 29 points into Stamina.
Example build
Health / physical damage compared with the unbuilt start
Level 1, no allocated points
175 HP / normal damage
Level 21, 31 Physical
About 219 HP / 54% more physical damage
Level 21, 31 Health
About 294 HP / 25% more physical damage
Limits on stacked player bonuses
Bonuses from levels, stats, gear, cards and other effects have shared limits. Default player health can reach about 394, while default Mana and stamina each cap at 225. Guard caps at 175% of the weapon’s starting guard. Final attack bonuses are limited to 185% of the move’s base damage, and combined damage reduction stops at 20%. These are ceilings, not stats every build receives. A normal paid action still costs at least 60% of its base cost after discounts. Boss and encounter difficulty uses separate rules.
Cards add choices to your build at levels 3, 6, 9, 12, 15, 18 and 21.
At each milestone, choose from an offer of three cards. An offer stays the same if you close and reopen it. A base card can reach two stars. After a base reaches two stars, its three-way Hyper choice is queued for your next card milestone. A Hyper choice uses a milestone too; you do not get an extra free choice.
Base card
Benefit per star
Health
+15 maximum health
Mana
+15 maximum Mana
Stamina
+10 maximum stamina
Block
+15 guard
Afterimage / CounterShock
+1 earned-escape capacity
Heat
+10 seconds Heat duration
All Hyper choices
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Base
Hyper card
Effect
Health
Greater Health
+60 health
Health
Health Recovery
Double passive out-of-combat health recovery
Health
Mend
N: heal one nearby player within 20 studs for 25 HP; 30 Mana, 45s cooldown
Mana
Greater Mana
+60 Mana
Mana
Mana Recovery
+30 Mana per minute (+0.5 per second) before other recovery modifiers
Mana
Mana Efficiency
20% lower Mana costs
Stamina
Greater Stamina
+40 stamina
Stamina
Stamina Recovery
An extra 0.5% of maximum stamina restored per damaging light hit
Stamina
Stamina Efficiency
15% lower stamina costs
Block
Greater Guard
+60 guard
Block
Guard Recovery
Another 5% M1 guard restoration
Block
Guard Fortitude
15% less guard damage
Afterimage
Greater CounterShock
+1 capacity
Afterimage
Lasting CounterShock
+300 seconds
Afterimage
Heat Reserves
+1 stack from Heat
Heat
Lasting Heat
+30 seconds
Heat
Returning Heat
20% shorter cooldown
Heat
Restorative Heat
Another 5% Heat M1 guard restoration
Mana Efficiency reduces the applicable Mana cost by 20%, including learned Arcane spells and retained elemental magic. It also works when a valid spell input is queued near the end of an attack. Ownership and cooldown rules still apply.
Mend is on N when you own its Hyper card. V remains the carry key. Some older card names still say CounterShock; the current G escape is presented as Afterimage.
Use weapons while undecided. Learning your first spell chooses Mage.
Choose either Fire or Lightning in Magic → Identity. Selecting an affinity leaves your path undecided.
Roll your initial talent. This first roll is free.
Open Research and Focus your primary affinity. Stay still, unharmed and out of combat for six seconds.
After a completed Focus, wait eight seconds before starting again. Moving more than about one stud, being hit or entering another combat action interrupts it.
At 30 control, open Spells and Discover Flame Burst or Thunder Burst. This successful unlock chooses Mage for this life; normal Mage combat then uses fists.
Press Tab, place the learned spell in a numbered slot, close editing and use the key.
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Talent
Control per completed Focus
Focus sessions from 0 to your first spell
First Burst Mana cost before other modifiers
Untalented
8.5
4
20.7
Talented
12
3
15.3
Prodigy
10.5
3
17.1
Discovering the first spell does not charge Gold or consume a book. You must still be undecided or already a Mage, with the required current magic, control, research evidence and capacity. You still pay Mana when you cast in normal progression.
The Burst is a close-area spell. It is a practical starting tool, not a long-range projectile. Reach 50 control for projectile and zone research; beams require 80.
Your route is your overall style. Your affinity is the element you develop.
You begin Undecided and may equip and use weapons. Selecting an affinity, rolling talent and practicing control do not choose your path. Your first learned magical spell chooses Mage; your first learned physical technique chooses Weapon. Mage develops spells and uses fists in normal play. Weapon develops fighting styles, mastery and eventually Crimson abilities. That first ability commits the path for this life.
Testing exception: the enabled Studio test roster allows magic and weapons together. Trying temporary test skills does not choose or change the saved path. Returning to normal progression restores its restrictions.
Fire and Lightning are the two enabled starting affinities in this build. Old retained moves can have other elements, but that does not mean every full affinity progression is available.
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Talent
Roll chance
Magic mastery gain
Weapon mastery gain
Weapon damage
Mana cost
Untalented
40%
75% of normal
135% of normal
112% of normal
115% of normal
Talented
40%
135% of normal
80% of normal
Normal
85% of normal
Prodigy
20%
110% of normal
110% of normal
105% of normal
95% of normal
“Untalented” is the game’s name for a weapon-favored roll. It does not mean the character is useless. After the initial roll, rerolling talent consumes a Talent Spinner.
Changing an affinity
At 50 primary control, your initial secondary roll becomes available. It excludes your primary, so Fire receives Lightning and Lightning receives Fire in the current two-affinity pool.
Changing an existing primary requires an Affinity Reshape and cannot select your current secondary. Pure or Fusion commitment blocks that change. A secondary reroll needs a different available candidate. With only these two fundamentals enabled, another secondary reroll is rejected without consuming its Spinner.
Four shapes make each current magic kit: projectile, burst, zone and beam.
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Kit
Projectile
Burst
Zone
Beam
Fire
Fireball
Flame Burst
Flame Field
Flame Lance
Lightning
Spark Bolt
Thunder Burst
Static Field
Arc Lance
Plasma
Plasma Bolt
Plasma Burst
Plasma Field
Plasma Lance
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Shape
Control needed
Base Mana
Base cooldown
Base cast time
Projectile
50
14
4 sec
0.35 sec
Burst
30
18
6 sec
0.4 sec
Zone
50
24
10 sec
0.55 sec
Beam
80
26
10 sec
0.65 sec
A projectile travels forward. A burst affects a nearby area. A zone stays in an area and deals repeated effects. A beam applies its effect along a sustained line. Face and position yourself carefully; obstacles can stop contact.
The table shows the starting shape numbers. Talent, mastery, evolution, attached concepts and your build can change the result. Maximum Arcane capacity is 12; the active magic tier uses 2, 4, 6, 8 or 10 capacity as it rises from tier 1 to tier 5.
Mastery comes from use
Mastery is separate from control. Control comes from study and opens research. Mastery improves a learned spell or style through qualifying use. A qualifying damaging hit grants 2 mastery before talent and other modifiers. Casting without a qualifying hit does not award mastery in this build. Mastery caps at 1,000.
Repeated hits on the same target are limited, and training dummies do not count toward these mastery rewards. Spamming a cast or farming the same target endlessly will not provide unrestricted progress.
Earlier elemental skills and retained moves
Retained skills such as Cube Shift, Hellzone Grenade and the earlier elemental moves remain available for testing and valid existing ownership. They are not automatically given to every new production character.
Skill
Base Mana / cooldown
Ice Wall
20 Mana / 16 seconds
Water Vortex
30 Mana / 16 seconds
Ice Rain
26 Mana / 14 seconds
Water Pellet
14 Mana / 6 seconds
Fire Drop
26 Mana / 14 seconds
Fire Blaze
28 Mana / 14 seconds
Earth Shatter
24 Mana / 14 seconds
Cube Shift
30 Mana / 22 seconds
Hellzone Grenade
30 Mana / 16 seconds
These are normal-play base costs and cooldowns. Your build can change paid costs, and an enabled free-cast Studio test session skips ability costs and cooldowns. Testing does not make an unlearned spell part of a normal saved character.
Choose the direction you want this life to follow.
Fusion: Fire + Lightning → Plasma
An uncommitted mage with Fire and Lightning at 50 control each can fuse them into tier 2 Plasma. Your parent abilities stay saved but become inactive. Discover the Plasma kit separately; fusion does not put four new spells straight into your hotbar.
Pure Fire: deepen the same element
Pure Fire evolves the same four Fire spells instead of adding four more spells at every tier. The first evolution commits you to this path.
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Tier
Name
Requirement
1
Fire
Starting Fire affinity
2
Greater Flame
50 control
3
Inferno
80 control and 100 total learned-spell mastery
4
Imperial Flame
Pure Fire trial and 400 total learned-spell mastery
5
Flame Emperor
Flame Emperor trial and 800 total learned-spell mastery
For the tier 4 trial, be Pure Fire tier 3 with 400 total learned-spell mastery, then defeat the Storm Warden in the Flux Sanctum or its roaming challenge. For tier 5, be Pure Fire tier 4 with 800 total mastery and complete the roaming Fallen King challenge. After earning the evidence, use Evolve Pure; the reward does not press the button for you.
Magic → Research shows the source, requirement and completion state for these milestones. “Ready to pursue” means you qualify to attempt the reward, not that you have already completed it.
A concept changes how a spell behaves. Read the tradeoff before attaching it.
You can attach up to two compatible concepts to a spell. A successful attachment consumes the book. Replacing a concept normally destroys the old one. Using a Concept Extraction tool instead returns one book and consumes the tool.
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Concept
Compatible shapes
Main tradeoff
Compression
Projectile, Burst, Zone
15% more damage; radius becomes 75% of normal.
Expansion
Projectile, Burst, Zone
35% larger radius; 20% less damage and 10% higher Mana cost.
Rotation
Projectile, Beam
8% more damage; 15% longer cast time.
Acceleration
Projectile, Beam
30% higher travel-speed modifier; 20% higher Mana cost.
Concepts also cost stability. A modifier only helps a feature the spell actually uses—for example, extra projectile speed is useful for a traveling shot. Check your resolved spell description rather than assuming every modifier changes every effect.
Some combinations reveal a hidden synergy and record it in your journal. This guide leaves the recipe solution out so you can discover it yourself.
The missing cache, Missing hunters and Sunken Archive material bonuses are first-clear rewards for that life. Storm and Flux concept rewards can be earned again under their normal reward rules. You must contribute and satisfy the completion checks.
Build skill with a real weapon, then give an eligible sword its own magic.
The current authored style is Duelist, for Sword-class weapons. Visit its weapon trainer while undecided or already on the Weapon path. Learning Duelist unlocks Advance and chooses Weapon. You must be close enough and in clear view to learn the style.
Duelist technique
Style mastery required
Advance
0
Pommel
25
Assault
75
Qualifying weapon hits build weapon mastery. Equip an owned usable weapon from your inventory. Draw or sheath it with P; H also works.
Crimson progression
Learn Duelist and reach 100 Duelist mastery.
Have the supported Fire and Lightning affinities and an owned, unbroken Sword-class weapon.
Complete the roaming Fallen King challenge while eligible. This awards the Crimson trial evidence and one Crimson Crystal for that life.
Use Imbue on the eligible owned sword. This separate action consumes the required crystal and adds two different weapon abilities.
The current pool is Plasma Sever, Thunderflame Rush and Crimson Nova. Reforging consumes a Crimson Reforging material to replace one chosen slot. Imbuing does not automatically turn every sword you own into a Crimson weapon.
Crimson ability
Base Mana / cooldown
Plasma Sever
25 Mana / 12 seconds
Thunderflame Rush
22 Mana / 12 seconds
Crimson Nova
35 Mana / 16 seconds
Crimson effects depend on the specific item. Keep it usable and equipped when you want its benefits. A normal new character receives the legitimate starter equipment; the extra Studio weapon bundle is only a testing convenience.
Weapon technique costs and cooldowns
This is a reference for the available authored techniques, not a starter unlock list. You need valid ownership, the correct equipped weapon and an allowed character path. Values below are base stamina costs before discounts.
Technique
Base stamina / cooldown
Gut Breaker
20 stamina / 12 seconds
Overhead Swing
24 stamina / 14 seconds
Ram
22 stamina / 16 seconds
Spin Crush
22 stamina / 14 seconds
Heavy Halberd
26 stamina / 16 seconds
Whirlwind
28 stamina / 16 seconds
Head Splitter
24 stamina / 14 seconds
Reaping Slash
16 stamina / 8 seconds
Rending Slash
18 stamina / 10 seconds
Rising Cleave
18 stamina / 10 seconds
Pommel Crush
16 stamina / 10 seconds
Greatsword Tempest
30 stamina / 18 seconds
Striking Advance
16 stamina / 10 seconds
Hilt Pommel
14 stamina / 10 seconds
Blade Assault
22 stamina / 12 seconds
Disarming Slash
20 stamina / 12 seconds
Blade Focus
14 stamina / 12 seconds
Assassination
18 stamina / 12 seconds
Takedown
28 stamina / 18 seconds
Crimson Flurry
22 stamina / 12 seconds
Vampiric Slash
16 stamina / 10 seconds
Quick Slice
14 stamina / 8 seconds
Dagger Dance
20 stamina / 10 seconds
Piercing Flurry
22 stamina / 12 seconds
Riposte
20 stamina / 16 seconds
Fencer's Lunge
22 stamina / 12 seconds
Fleeting Thrust
14 stamina / 8 seconds
Impaling Thrust
22 stamina / 12 seconds
Chain Cleave
24 stamina / 14 seconds
Musket Shot
18 stamina / 10 seconds
Wood Splitter
20 stamina / 10 seconds
Musket Barrage
20 stamina / 12 seconds
Crossfire
22 stamina / 12 seconds
Rapid Volley
18 stamina / 10 seconds
Quick Draw
24 stamina / 16 seconds
Boot Strike
14 stamina / 8 seconds
Powder Blast
24 stamina / 14 seconds
Power Shot
20 stamina / 10 seconds
Some other weapon families use their own named three-technique set. Its first, second and third techniques use 22, 18 and 14 stamina, with 12-, 10- and 8-second cooldowns respectively. Your skill description identifies the technique you actually own.
Prepare before a long trip. Resources recover at different speeds.
K opens equipment and inventory. Gear has Weapons, Helmets and Armor categories, and the inventory limit is 160 items. A higher tier can carry more rolled passives. Read the item’s actual bonuses before replacing something you use.
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Tier
Rolled passives
Weapon / armor purchase
Helmet purchase
Sell
Reroll
Repair
1
0
100
75
25
0
20
2
1
300
225
90
100
50
3
2
900
675
300
300
100
Prices are Gold and are provisional playtest values. An equipped armor item can break on death. Broken armor remains yours, but provides no armor bonus until repaired.
Food and potions
Hunger starts with a maximum of 100 and normally drops by one per minute. Food costs 10 Gold and restores 35 hunger. At zero hunger, your recovery is reduced to a quarter of normal.
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Potion
Price
Restoration
Health
35
30% of the matching maximum resource
Stamina
25
30% of the matching maximum resource
Mana
30
30% of the matching maximum resource
Potions share a 20-second cooldown. Base passive health recovery is 4% of maximum health per second after the 90-second combat lockout, then modified by conditions and your build.
Mana and stamina recovery
Resource
Base recovery rules
Mana
3 per second in combat; 6 per second outside combat. Wait 0.8 seconds after spending Mana before recovery can start.
Stamina
8 per second in combat; 12 per second outside combat. Wait 1.25 seconds after spending stamina before recovery can start.
Stamina while guarding
25% of the usual base pace: 2 per second, before your recovery modifiers.
Mana and stamina recovery pauses while you attack, cast, are stunned, are grabbed, are knocked down or are locked in a clash. Recovery resumes once those actions and the resource’s spending delay have ended. It does not refill downed, dead or afterlife characters. Food, cards and breakthroughs can change the rates.
Light attacks cost no stamina. A light hit that actually damages health restores 1% of your maximum stamina; hitting a guard does not give that refund. The Stamina breakthrough and Stamina Recovery card each add another 0.5%, up to 2% per damaging hit together. Landing a combo helps your resources, but it does not pay for unlimited dashes and heavy attacks.
Titles
Earned titles belong to your account and can survive a new life. Only your equipped title gives its bonus. Switching titles has a six-hour cooldown, so choose one that fits what you plan to do.
You can create a squad and queue away from your home settlement.
A squad holds up to five players. The leader invites an exact Roblox username; invitations last 45 seconds. Create and manage the group while ready, out of combat and outside conflicting activities. The retired school requirement is not a gate in the current magic framework.
Normal matchmaking missions accept one to four players per party. The leader queues, and all members must be in the same level bracket. A five-person squad is useful for Adventures, but must reduce its party size for this queue.
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Bracket
Levels
Possible modes
Basic
1–11
Team Elimination, King of the Hill, Protect the VIP, Bandit Mission
Advanced
12–21
Artifact Retrieval, Assault/Defend, Hunt the Commander, Bounty Hunt, Moving King of the Hill
The server picks the objective. You are matched in solo, duo or three-to-four-player buckets. A queue can wait up to five minutes; a selected PvP mode needs opponents. A lone player is not guaranteed an immediate Bandit Mission. Once started, the normal mission time limit is six minutes.
Adventures use different limits
Most Adventures allow one to five players. The missing expedition requires two to five. Rival trials require exactly two. The leader starts, members must be within 60 studs, and everyone must be free of conflicting missions, events or sparring. Dungeon entry also requires being near the entrance.
Read the objective before you fight. “Capture alive” means the target must survive.
Hunting boards rotate their selection about every 15 minutes. A contract can involve combat, travel, escort, recovery, capture or a choice with consequences. The Current adventure page tracks what your group still needs to do.
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Contract
Life stage
Time limit
Gold / XP
Special note
Missing hunters
Newcomer
15.0 min
30 / 55
The long road home
Newcomer
15.0 min
35 / 50
The scholar's missing cache
Newcomer
11.7 min
25 / 50
A quiet passage
Newcomer
11.7 min
40 / 55
Criminal route
The forbidden ledger
Newcomer
15.0 min
40 / 60
Criminal route
Answers from the ringleader
Adventurer
15.0 min
45 / 75
Capture alive
Smoke on the ridge
Adventurer
15.0 min
50 / 85
An unpaid debt
Adventurer
15.0 min
65 / 90
Criminal route
Cut the supply line
Adventurer
15.0 min
60 / 90
Criminal route
A rival's mercy
Adventurer
15.0 min
60 / 95
The wanted witness
Veteran
20.0 min
85 / 135
Criminal route
These are configured base rewards. Valid participation, completion and repeat-reward rules still apply. A repeat reward normally has a ten-minute cooldown. Being in the group without helping is not an automatic claim.
Criminal work can change honor, faction standing and future reactions. A bigger payout can come with lasting consequences.
Prepare your supplies and know how many allies the activity expects.
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Dungeon
Players
Tier
Boss
Gold / XP
The Ashen Ruins
1–5
2
Ashen Guardian
70 / 150
The missing expedition
2–5
2
Ashen Guardian
90 / 175
The Flux Sanctum
1–5
3
Storm Warden
90 / 190
The Sunken Archive
1–5
3
Mountain Keeper
90 / 190
Normal dungeon runs have a 40-minute time limit. They use authored combat, shrine and puzzle rooms. Some runs can add Swift Foes, No Passive Healing or Cursed Darkness. Read the modifier before entering; your usual recovery plan may not work.
The Deep Vault
This longer tier 2 expedition allows one to five players, up to 50 floors and a two-hour limit. Each floor has three rooms, with a boss every ten floors and an extraction opportunity every five. Death or disconnect loses unsecured loot, so decide when to leave with what you have earned.
Extraction awards 15 Gold per reached floor up to 600, 30 XP per floor up to 2,500, and one Ancient Fragment per five floors. Pushing deeper increases the potential reward and the amount at risk.
The world between dungeons
World events are considered about every seven minutes. The current event set includes Bandit raid, Merchant caravan, A gathering storm and A light beyond the trees. An event’s availability and outcome depend on the live world.
Rival trials include The paired hunt and The twin seals. Treasure hunts include The waystone’s shadow and Where stars remember. Follow the clues you earn; this guide does not spoil the hidden locations or puzzle answers.
Survive, contribute and finish the actual objectives to qualify for rewards. Leaving, dying, changing activities or failing an objective can affect eligibility.
Ancient, Corrupted and Enraged variants can change the encounter. Do not assume a familiar boss will always be equally safe. Storm Warden and the roaming Fallen King also provide specific Pure Fire and Crimson milestones when you meet their requirements before completing the challenge.
Boss marks
You can equip one boss mark at a time. The current marks offer small bonuses rather than replacing your whole build.
Mark
Benefit
Storm Warden
6% less lightning damage taken
Ashen Guardian
6% less fire damage taken
Pale Beast
3% faster walk speed
Fallen King
3% increased maximum guard
Mountain Keeper
3% less physical damage taken
Limited artifacts
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Artifact
Stock rule
Ownership rule
Eye of the First Mage
World limit: 1
Can drop and transfer.
Crown of the Fallen King
Server limit: 1
Can drop and transfer.
Heart of the Mountain
World limit: 3
Bound to the life; cannot drop or transfer.
Stock limits are shared limits, not personal guaranteed rewards. Contribution, availability and the activity’s reward checks still apply.
People remember what you do. Your reputation is more than a single score.
Honor and Infamy are separate records. Helping and defending others builds Honor. Harmful choices and crimes build Infamy. You can have both: doing one good deed does not erase your crimes, and one crime does not erase every person you helped. See Life & Legacy → Standing for both scores.
Honor 250 opens the existing honorable opportunities and a 10% lawful-shop discount. Infamy 250 opens the existing criminal opportunities and a 15% criminal-shop discount. Other story and life-stage requirements still apply. These are separate from each faction’s opinion of you.
Record
What it means
Honor
Recognition for helpful choices and qualifying defense, mercy and bounty work.
Infamy
A record of harmful choices, betrayal and crimes.
Bounty
The price placed on your current character. Claiming it does not erase Infamy.
The factions are Settlement Council, Road Wardens, Arcanist Circle, Merchant League, Hunters’ Lodge and Ashen Hand. Their standing ranges from Hostile through Neutral to Exalted.
The regional story
Meet Warden Mara in Noctis, Sable, the broker, in Isho, and Archivist Ilyra in Seigan. The story follows The wounded courier, A broker’s ledger and The broken seal. Resolve the courier’s testimony and the ledger’s fate to reach the broken seal choice.
Your choices can alter trust, respect or fear, trigger delayed consequences and create personal enemies. Resolving a quest means choosing an outcome, not always choosing the kindest outcome. Read dialogue carefully before confirming a major choice.
Discover different kinds of places and clues, not just the same landmark repeatedly.
Discoveries contribute to regional exploration and can record knowledge in your journal. Higher exploration tiers need both enough discoveries and enough different categories.
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Regional tier
Discoveries
Different categories
Unknown
0
0
Familiar
3
0
Experienced
6
3
Expert
10
4
Mastered
15
5
Your magic journal records learned spells, concepts, interactions, recipes, memories and discoveries. Your life journal records that character’s journey, choices and achievements. These are related records, but remembering something does not automatically grant the spell or item in a new life.
Use Life & Legacy to check your life stage and lineage. Use Magic → Research to see the source and requirement for an Arcane milestone. The Adventures tracker tells you what the current run still needs.
Grow through real shared play. Repeating a fake encounter does not count as a journey.
A mentor can have up to two students, and a student can have one mentor. Relationship invitations last 45 seconds. Valid mentor/student play can give a 5% mastery bonus. A qualifying rivalry can add 3%, with the combined bonus capped at 8%.
Natural rivalry needs three qualifying encounters. A single attack on a stranger is not enough to make a lasting rival. Shared adventures and recorded encounters matter.
Rewarded sparring requires at least 20 seconds and real reciprocal fighting, including 30 damage from each side under its rules. Practice is useful even when a reward limit stops further gains. Do not treat willing players as an unlimited XP or mastery source.
Your fights build a character history. The opponent, your contribution and your choices all matter.
Open M → Life & Legacy → Standing to see your Renown rank, Honor, Infamy, Bounty, earned titles, Nemeses and recent combat history. Use People for Combat Bonds and student rivalry records. The new controls use the same illustrated journal style.
Earn a name through meaningful fights
Renown measures the current character’s PvP reputation. A normal qualifying victory starts from 35 Renown before adjustments. Beating a stronger or more renowned opponent, surviving real pressure while injured, defending someone, fighting outnumbered or winning a valid faction war can increase the reward. Credit follows your meaningful contribution; landing a tiny final hit does not steal the whole victory.
Renown
Rank
0
Unknown
100
Scrapper
350
Duelist
900
Veteran
2000
Feared
4000
Champion
7500
Warlord
12000
Living Legend
These ranks do not increase damage or other combat stats. Higher ranks earn recognition and titles; Veteran-level Renown opens elite bounty contracts. Renown belongs to this life and resets with a new character. Its completed history remains in your lineage and archive.
Why a fight may earn little or nothing
Both sides must really fight. Very weak targets, recently spawned players, inactive targets, tiny contributions, ordinary attacks on party members and arranged kill trading do not qualify normally. Attacking with an overwhelming group or attacking your own faction outside a real war reduces rewards.
Repeated victories against the same account within 30 minutes scale down to 100%, 50%, 20%, then zero. The normal Renown limit is 500 per hour. Real agreed sparring gives reduced recognition without treating it as criminal murder. Standing next to a fight is not participation.
Wanted characters and bounty hunting
Unjustified executions, betrayal, protected-NPC aggression and supported criminal story choices can add Bounty and Infamy. Serious Bounty can make lawful guards hostile. The board shows Wanted characters in your current server; it is not a list of every player across Roblox.
Bounty
Wanted tier
250
Wanted
1000
Dangerous
3000
Notorious
7500
Most Wanted
Open Standing and refresh the bounty board.
Choose a Wanted target and accept the contract before fighting. You can hold three contracts, each lasting 30 minutes.
For a target with at least 3,000 Bounty, first reach 900 Renown.
Find and fairly defeat that character while making a real contribution. Board sightings show a region delayed by at least 90 seconds, never a live location.
Earn the eligible share of Gold, Honor and Renown. Multiple qualifying hunters split one reward pool.
The reward starts from 35% of the target’s Bounty, with capped recognition bonuses and a maximum pool of 750 Gold. Fight quality and contribution can reduce your share. The PvP Gold limit is 1,500 per hour. You cannot repeatedly claim the same account within 24 hours, or claim on current/recent squad partners or mentor partners. Claims settle the Bounty; they do not erase the character’s criminal history.
Mercy and capture
After your qualifying victory, Standing can show a nearby downed opponent. Spare lets them recover and can earn mercy recognition. Capture is available for a qualifying contracted Wanted target. Stay nearby for the three-second binding; moving away, taking damage or losing access to the target interrupts it.
Capture returns the target to their settlement without executing them. A spared or captured target has a short ten-second retreat protection, which ends if they attack. Knocking someone down and then executing them does not give a second victory reward. An unjustified execution can instead add criminal consequences.
Nemeses and vengeance
A Nemesis is a specific character with a reason to matter to your life. Repeated meaningful hunting, the qualifying murder of a mentor or student, and an inherited killer from a previous life can create this relationship. An ordinary single defeat does not automatically make a Nemesis.
The journal records rematches, victories and defeats. Your first qualifying victory over that Nemesis can earn the Vengeance Fulfilled title and a one-time 30 Renown bonus, subject to the normal reward limits. Two qualifying victories, or a qualifying execution, can resolve the rivalry. When a life permanently ends, the relationship becomes history rather than attaching itself to an unrelated new character.
Fight alongside a mentor or student
The existing limit stays the same: one mentor per student and up to two students per mentor. Fight nearby in the same squad and contribute meaningfully to earn a Combat Bond. Actual protection of a threatened partner can count; idling nearby does not.
A qualifying shared victory starts from 12 Bond XP. Protection, bounty work and fighting outnumbered can add more, up to 40 for one encounter and 120 per hour for that relationship. Bond levels use 0, 60, 180, 400, 800 and 1,400 XP. Leveling a bond records a milestone and awards Battlebound recognition, without adding new combat-stat bonuses.
Two students of the same mentor can build their existing rivalry’s cooperation record by fighting together. Agreed sparring builds its competition record for both participants; it does not award Combat Bond XP or encourage attacking your own allies outside a duel.
Travel is easier when you recover before the next fight.
Rest while ready, grounded and out of combat, without a conflicting cast or activity. Moving more than four studs or entering combat interrupts rest. A rest can last up to three minutes. At least one minute at a settlement or camp can cure injuries marked as rest-curable.
Make a camp
Camp building uses one Camp Supplies item. Find a solid, level clearing in a known region, at least 70 studs from a settlement, while ready and outside an activity. Nearby squad members within 60 studs join the expedition membership.
One active camp is allowed for that expedition membership. A camp lasts ten minutes; stay within 18 studs for its nearby-rest benefit. Wilderness rest can bring a visitor or an ambush, especially when threat or night makes the area dangerous.
Injuries
Serious encounters can leave scars, a damaged eye, a Mana scar, a cursed wound or a temporary broken-body condition. You can have up to four injuries. Read the injury entry for its effect and cure: not every injury disappears from a short rest.
An injury, a missing heart and low health are different problems. Healing health does not restore a lost heart, and reducing wound risk does not erase every injury.
Being knocked down is dangerous, but it is not the same as losing your whole character.
When someone falls
A knocked traveler normally recovers after 30 seconds with 25% health. Use V within six studs to carry someone, or B to execute a downed target. Carrying slows movement. An execution takes about three seconds and can turn a recoverable knockdown into a recorded death.
How five hearts work
A normal character starts with five hearts and 5% wound risk. A recorded normal death rolls that risk. If it does not cause a wound, the risk rises by five percentage points. If it does cause a wound, you lose one heart and the risk returns to 5%.
For example, a death at 5% risk may leave all your hearts intact but raise the next roll to 10%. Losing one heart resets the risk. Risk can reach 100%, where the next eligible roll wounds you.
One hour of qualifying active play reduces wound risk by five percentage points, down to a minimum of 5%. It does not restore a heart. Idle time and stationary attack loops do not provide unrestricted recovery credit.
Other death costs and protections
A PvP execution removes 15% of your current-level XP, rounded down; it does not reduce your level or remove allocated stat points. The current provisional armor-break rule breaks equipped armor on the relevant death path. Repair restores its usefulness.
A validated assassination execution can remove a heart directly. The death policy protects hearts in designated Colosseum contexts and from a level 12+ attacker’s PvP grip against a level 1–8 victim. Heart protection does not automatically waive XP loss or armor damage, and it does not mean an event is currently scheduled.
Your final heart
The completed life is frozen, archived and moved to the afterlife. It cannot be revived with an old credit. Unused credits remain on the account, and paid revival is not configured in this build. Starting again waits until the completed life’s archive is saved.
Your life stage measures a varied journey, not just your level.
You must meet every requirement in the row. Boss, quest, dungeon and discovery counts use distinct recorded completions; repeating one easy objective is not a substitute for exploring more of the world.
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Stage
Level
Bosses
Quests
Dungeons
Discoveries
Time alive
Newcomer
1
0
0
0
0
0
Adventurer
4
0
2
0
3
10 min
Veteran
10
1
4
1
8
60 min
Renowned
16
3
7
3
14
180 min
Legend
21
5
10
5
20
360 min
These stages unlock later contracts and story opportunities. Reaching level 21 alone does not make you a Legend.
You lose the current build, but your family story can continue.
What resets
A new life resets level and XP, allocated stats, cards, the current-life build, most current gear, active affinities, control and learned spell ownership. A remembered spell is not the same as an owned spell you can cast.
What can remain
Account titles and unlocks, unused revival credits, lineage history, remembered knowledge, unlocked lineage traits, retired ancestors and the retained magic journal can carry forward. Existing saved origin and race/passive identity are preserved by the current migration rules.
Choose one inheritance before finalization
Choice
What it carries
Currency
10% of current Gold, rounded down, up to 100 Gold.
Item
One eligible owned, unbroken, transferable item.
Knowledge
Remembered knowledge; the default selection.
An inherited item copy is bound to the receiving life and cannot be passed down again. Retirement follows the ancestor/heirloom route instead of also granting ordinary item or currency inheritance.
Lineage traits
You can equip up to two Chronicle lineage traits. Their bonuses are small advantages, not a replacement for earning this character’s build.
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Trait
Unlock
Benefit
Arcane heritage
800 magic mastery
2% increased mastery gain
Survivor's blood
SURVIVOR achievement
2% less physical damage taken
Warden's line
Storm Warden defeated
2% increased stamina regeneration
The magic system also keeps separate reincarnation/legacy records. Its internal three-legacy limit does not increase the two equipped lineage-trait limit.
Retirement is an earned ending for a completed life.
The personal final quest requires level 21, Legend life stage and the completed regional story. It is a solo challenge with a 40-minute limit. Its theme is chosen from your life: an active personal enemy takes priority, then qualifying hero, outlaw, mage, hunter, faction or warrior paths.
After the objectives, return to Mara, Sable or Ilyra and choose an ending. Finishing the fight without resolving the ending is not the same as completing the final quest.
Retirement requirements
Level 21
Legend life stage
Storm Warden defeated
Ashen Guardian defeated
The Ashen Ruins completed
Regional story completed
Personal final quest completed
Retire one eligible owned, unbroken, transferable heirloom. A future character earns it through that ancestor’s two-stage quest; it is not handed over automatically at spawn. Mage ancestors use a lore-and-Arcane-trial route, while weapon ancestors use weapon trials. The claimed copy is bound to that life.
You can keep three active retired ancestors. Adding a fourth requires choosing one active ancestor to replace. The replaced ancestor’s historical archive remains, so your story is not simply erased.
Check the requirement first, then report a repeatable problem.
Why do I have no spells?
You start undecided with no spells. Choose an affinity and talent, Focus to 30 control, then Discover your first Burst to become a Mage. The Studio test roster is a separate convenience.
Why did Focus stop?
You moved, took damage, entered combat or left a ready state. Wait for a safe moment and restart. Its eight-second recovery begins after successful completion.
I have the control requirement. Why is the spell missing?
Use Discover in Spells. Also check your route, active magic, research and capacity. Fusion can make the old kit inactive while preserving ownership.
Why won’t my skill cast?
Close Tab editing and menus, leave any text field, check Mana and cooldown, and finish your current action. Being in recovery, stunned, downed or using an incompatible weapon can block it.
Why can’t I spend more stat points?
You need unspent points, a ready state and no combat lock. The category must be below 31.
Why is the mission queue waiting?
It may have selected a PvP mode and need opponents in the same level bracket and party-size bucket. The normal timeout is five minutes.
Why can’t all five squad members queue?
Normal missions allow up to four. Adventures have their own limits and often support five.
Why didn’t I get a special reward?
Check its prerequisites, contribution, survival and completion state. Some bonuses are once per life, some have repeat cooldowns and artifacts have limited stock.
Why can’t I reroll my secondary affinity?
With only Fire and Lightning enabled, there may be no different eligible result. The rejected request does not spend the Spinner.
Why can’t my final life revive?
A frozen completed life is archived and cannot reopen. Existing unused credits stay on the account. There is no working paid-revival purchase in this build.
How should I report a bug?
Include what you pressed, what happened, your current activity and whether you were in combat, downed or in a menu. A short clip and whether it repeats after respawning are useful.
Admin NPC practice: authorized admins can open F2, choose themselves or one player, then use Spawn Practice NPCs. Choose a bandit, reactive swordsman, defensive guard, stationary training dummy or passive traveler, then spawn 1, 3 or 5 nearby. Clear My Spawned NPCs removes only your spawns. Practice NPCs grant no rewards, do not execute players and do not respawn. The limit is 10 per admin and 24 per server; they expire after 10 minutes or when their admin leaves. Use open ground outside missions and events.
The build contains a playable prototype, not every planned affinity, fusion or Forbidden spell. Skill visuals and authored animations are still being developed separately. This guide explains supported behavior and does not promise that every future feature is already available.