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No Map HomeA field journal of the unknownPlay as Guest

ABOUT THE GAME

Parties

Follow the lights. Find the missing.

Play alone, with friends or with a hired sword. Friends can join your party with a link, even as guests, and every wilderness region has places that open only for a party.

Your party

Open Party & Friends (P) to form a party. A party holds up to eight players, counting a hired mercenary.

Invite

  • By name. Any member can invite an online hero by name, from Nearby players or from Friends. An invitation lasts 30 seconds.
  • By link. Choose Invite friends to copy a join link. Without a party, this also starts one with you as leader; inside a party, only the leader can share the link. Your friend opens it, plays as a guest or signs in, and joins on entering the world.

A link works for 24 hours while the party has room. The leader can disable it, and removing a member disables it too. A link never takes a hero out of a party they already belong to.

Lead

Only the leader can remove members, choose Make leader beside another member, or disband the party. If the leader leaves, leadership passes on, preferring a member who is online.

Offline members keep their places, except a guest below level 2, whose hero is not kept. Switching to another hero on your account keeps your place, and your leadership if you lead.

Guests

Guests can join parties and fight beside you. They can read the global Chat and Trade channels, but writing in chat, keeping friends and giving items need an account. Read how guest progress is saved.

Playing together

Shared rewards

Rewards are not split. When a creature falls, every hero who fought it in the last 30 seconds receives the full experience and gold and rolls for their own item, and so do their party members. Each must be alive and within 16 tiles. See creature rewards.

Party members nearby share quest kills and the credit for defeating a story guardian. Items drop for each hero separately. To hand one over, choose Give in Bag (I) beside another registered hero, within 2 tiles.

Private expeditions

The dungeon depths, ruins and mines are private: your party shares one copy. It belongs to the hero who led the party when you first went in, and stays theirs if the leadership changes. If that hero leaves the party, everyone else returns to the entrance. Before leaving, they can choose Give expedition beside another member so the party keeps its progress.

Guardians gain health for every extra hero fighting them nearby, so a bigger party faces a tougher guardian. Their blows stay the same.

Travel together

  • Teleport. Choose Teleport on a teammate’s party card to travel to them, even in another area, though not into their personal home or another class’s guild hall. Both of you must be alive, online and 5 seconds out of combat; then stand still for 2 seconds. Moving, being hit or Escape cancels it. Your checkpoint and base portal stay as they were.
  • Base portal. While you are in a party, B opens a portal to its Company Hall instead of your home. Only you and your party can see and use your portals.
  • Company Hall. The hall offers every room that any current member has earned, even members who are offline. Each vault stays private to its owner, and the leader chooses the furnishings. Its wilderness gateway lists the members’ private wildernesses to visit. Read about homes.

Defend

Toggle the shield on a teammate’s card to defend them. While you stand within 2 tiles and in sight, you take each enemy blow meant for them, whole: it passes your own armor and wards and can defeat you. Blasts, breaths and other area attacks still reach them.

Each hero can defend one teammate and have one defender. Defending costs no energy and leaves your abilities and class defense free. When you walk a survivor home, you and your party guard them without the toggle.

Party sites

Every wilderness region has two party sites that open only for two or more heroes of one party, standing within 10 tiles of the site. Anyone can find and read one. While your party is too small, the site’s Nearby row offers Invite.

SiteHow it opens
The sealed cryptTwo companions hold the Sun and Moon seals at the same moment.
The margrave’s sarcophagusTwo companions lift the head and foot handles together.
The raised drawbridgeTwo companions turn the east and west winches together.
The cursed cofferOne companion breaks the curse in three stages of 3 seconds while the others keep its spirits away.
The abandoned supply wagonOne companion searches it while another stands close by.

A held seal, handle or winch lasts 6 seconds, long enough for a companion to take the other. Taking one needs 5 seconds out of combat, and fighting, being hit or stepping away lets go. Clear the area first.

Opening a site wakes its foes. They match the highest level in your company, within the region’s range, and a larger company meets more of them. When they fall, each companion claims a share once: gold, experience and a piece of equipment. Party members who arrive later share too if they are alive within 16 tiles. The site returns 10 minutes later. See party site gold by level.

Bands that hunt parties

Some roaming bands come only when another member of your party travels with you: the Rootfang pack, the wandering ogre, the drake brood, the old stoneback, the Emberwing’s shadow and the captains of the Red and Iron Pennants. Defeating one counts as a party feat.

Captain Ilsa Marrow

Captain Ilsa Marrow keeps the ledger of companies in the square of Lantern’s Rest. Her requests need a party:

  • Bring a Companion, at any level. Complete a party site or a party-only fight with a friend who joined through your link, or whose link you used. You and your friend each earn her finder’s fee once.
  • Strength in Company. Complete a party site or win a fight against a band that hunts parties.
  • Shoulder to Shoulder. Complete a site opened with seals, handles or winches, complete a cursed coffer, and defeat a band that hunts parties.

Friends and chat

Friends

Add a friend by any of their heroes’ names, even while they are offline. They accept the request in Party & Friends (P). Friendships belong to accounts, up to 200 of them, and you get a notice when a friend enters the world. Keeping friends needs an account.

Chat

Press Enter to open Chat. Messages hold up to 240 characters.

ChannelReachesWho can write
NearbyHeroes within 16 tiles in your areaRegistered heroes
PartyYour party, wherever they areRegistered heroes in a party
ChatEvery regionRegistered heroes from level 5
TradeEvery regionRegistered heroes from level 5

Guests can read Chat and Trade but not Nearby or Party messages. You can mute Chat or Trade in the Chat window.

Mercenaries

The Mercenaries’ Guild hires out healers, ranged fighters and defenders. Its doorway is in the south wall of the merchant’s hall in Lantern’s Rest. Inside, Captain Maelis Corran hires out her people only to heroes who have proved they can lead a fight.

Complete The Guild’s Proving for her, then choose one of nine mercenaries. A guild contact then also waits in your home, so you can hire without walking to town. Each of your heroes earns the right to hire with their own proving.

The roster

  • Support: Sister Wren, Fenna Mossweft and Lirael Reedsong. They heal you, your party and themselves, and some ward you when foes close in.
  • Ranger: Ysolde Farshot, Corvin Ashby and Morrow Vane. They fight from a distance and stay close to you.
  • Defender: Brakka Ironhide, Grusk Thornhide and Hadrik Stoneward. They fight beside you, meet whoever attacks you, and guard you when you call.
A mercenary at your side · 0:10 · no sound. A Mage and a hired dwarf defender fight Gloam hounds in Gloamwood. The defender answers Guard me, and the Mage readies the next ability while another prepares.
MercenaryRoleRace and classIn a fight
Sister WrenSupportHuman restoration clericHeals you and herself, and strikes your foes with radiant light.
Fenna MossweftSupportHalfling renewal druidMends wounds over time, wards you with bark and binds foes in roots.
Lirael ReedsongSupportElf inspiration bardHeals with song, rallies everyone nearby and interrupts foes.
Ysolde FarshotRangerElf marksman rangerShoots from a distance, through lines of foes and over whole groups.
Corvin AshbyRangerHuman storm mageHurls lightning from a distance and calls storms over groups of foes.
Morrow VaneRangerGoblin death necromancerDrains life and drives bone spears through foes from a distance.
Brakka IronhideDefenderDwarf guardian fighterFights beside you behind a shield. When you call, she takes the blows meant for you and draws foes to herself.
Grusk ThornhideDefenderOrc wildguard druidFights beside you in a ward of briars. When you call, he takes the blows meant for you and roots your attackers.
Hadrik StonewardDefenderDwarf protection clericFights beside you behind a shield. When you call, he takes the blows meant for you and wards you with light.

Guild training

Each of Captain Corran’s quests teaches every mercenary you hire the guild’s next training. Abilities from earlier training stay.

TrainingQuestSuggested levelDefeat
1The Guild’s Proving5Goblin scavengers in Lantern March
2Blooded among the Ferns15Wolves in Greenweald
3Shamblers at the Causeway25Moss shamblers in Mosswater
4Deserters’ Pay35Orc sentries in Crownridge
A mage and a hired dwarf defender facing an orc, both listed in the party panel
Combat

A sword for hire

Hire a mercenary from the guild in Lantern’s Rest. It fights beside you, takes a place in your party and a share of what you earn.

MercenaryTraining 1Training 2Training 3Training 4
Sister WrenHeal, SmiteRenewalMass HealSanctuary, Purify
Fenna MossweftRejuvenation, Entangling RootsBriar WardBloom PulseHealing Grove
Lirael ReedsongHealing Verse, Discordant NoteRallyRestoration SongHealing Chorus, Sound Ward
Ysolde FarshotPiercing Shot, Deadeye ShotCrippling ShotVolleyPoison Arrow
Corvin AshbyArc BoltThunderclapStorm LanceTempest
Morrow VaneLife DrainBone SpearGrave RotBlood Mending
Brakka IronhideShield Bash, BraceTauntCleaveShield Wall
Grusk ThornhideEntangling Roots, Briar WardGrasping ThicketSpore BurstThornfield
Hadrik StonewardSmite, Holy WardBinding LightPurifyJudgment

The fee

You pay the guild once, when you hire. The fee grows with your level, up to level 40, and you must carry the gold. Each hero hires one mercenary at a time; dismissing it returns nothing, and hiring again costs the fee again. See gold by level.

Your levelFee
5135 gold
10400 gold
201,380 gold
302,960 gold
405,140 gold
41–505,140 gold

On the road

Level
Your level, up to 40. Its abilities grow stronger as it rises.
Fights
Foes already fighting you, your party or itself, and the foe you select. It never starts a fight of its own.
Experience
Takes 10% of the experience you earn from defeated foes. Quest experience is all yours.
Gold
Takes 25% of the gold you find, win or are paid: kills, quests, contracts, caches, party sites, public activities and escorts.
Not shared
Sales, trades, your vault and gifts at home.
When you fall
It steps away while you are down or out of the world, and returns beside you.
Knocked out
It leaves your service. Hire again at the guild or at home, for the fee.

Select your mercenary’s party card to open the Mercenary window. It shows your mercenary’s abilities, the fee you paid and what it has taken so far.

Guard

Ask a defender to guard you with O, or the flag on its party card. For 8 seconds it stays at your side and takes each enemy blow meant for you, as long as it stands within 2 tiles and in sight. Blasts and other area attacks still reach you, and it lets a blow through rather than drop below 25% health. You can call again 30 seconds after each call.

It cannot guard while stunned or asleep. While guarding, each defender reaches first for its guarding abilities, as far as its guild training has taught them:

  • Brakka Ironhide: Taunt, Shield Wall and Brace.
  • Grusk Thornhide: Briar Ward, Grasping Thicket and Entangling Roots.
  • Hadrik Stoneward: Holy Ward and Binding Light.

In a party

A mercenary fills one of the party’s eight places, and a party takes one mercenary. To join a party that already has a mercenary, dismiss yours first.

Travelling alone with one shows its card beside yours, but party sites, Party chat and the Company Hall still need another hero.

How foes treat it

Foes go for heroes first. They turn on a mercenary only when no hero is near enough to notice, when it blocks their way to you, while it guards you, or when it taunts them. A foe your mercenary strikes first comes after you, and guards who fight an outlaw hero fight that hero’s mercenary too.