Moving and fighting
WASD move · mouse aims · hold click to fire · Space special (needs a special item) · Q/E turn the camera (Z resets; W always moves away from you) · F use portals and the vault · R retreat to Stillroot · wheel or −/= zoom out. Enemies give no warning before they fire, so keep moving; some are fast. Homing orbs lose you if you run hard sideways. B shows hitboxes (yours yellow, enemies red, shots orange; a shot hits when circles overlap).
Framed shots carry a status: blue slows you (55% speed), purple exposes you (armour ignored). Active statuses show under your HP.
Items
Drag items between the backpack, your four equipment slots and the potion belt; drag onto the world to drop. Double-click to equip, drink or take. C/V drink from the belt only (5 each). Weapons and armour come in T0–T15, specials in T0–T6; border colour shows rarity. Bags on the ground show their best item: brown, pink, purple, cyan, then white (with a beam of light).
The Mossbrick Cellar is the easy dungeon: the easiest enemies sometimes open it. Watch its spike traps: raised spikes hurt, so cross while they are down.
A Pet Egg (from bosses, rarely godland foes) hatches on double-click into a companion that follows you and heals you every few seconds while you are hurt. Common, Rare or Legendary; a new egg replaces your pet (double-click twice to confirm).
Realms
The realm portals in the stone courtyard north of Stillroot lead to huge islands, one portal per realm. You arrive on a safe shore; danger rises inland to the godlands. Waypoint rings are safe — enemies ignore you there and E at the beacon takes you home. The yellow arrow points at a quest suited to your level.
Map: scroll on the minimap to zoom out to the whole island, or press Tab for the full map. Unexplored ground stays dark. Red skulls are bosses; glowing diamonds are events (open dungeon portals).
Biomes and quick travel: each realm has ten biomes, from the easy south (where you arrive) to the deadly north. The compass at the top shows which way the camera faces. Further north means more and tougher enemies, and tougher enemies drop better loot. Every biome has one waypoint with no enemies spawning nearby: click one on the map and confirm Quick travel to go there from anywhere.
Big fights
Hollow Wardens open Catacombs portals: a boss arena (the door stays open, but if everyone leaves the boss sleeps and heals), one shared rare roll. In a realm, 60 highland/godland kills summon the Ashen Colossus; its fall opens a Catacombs portal too. Pyrelords sometimes break open Emberdeep, a lava cave held by the Kiln Tyrant: its Eruption Spiral fires four turning rings, so move with the gaps.
Together
Enter to chat with your zone. Right-click a player (or type /trade Name) to trade: both must accept, and any change clears the accepts.
Guilds (signed-in players): /gcreate Name founds one for 50 legacy, /ginvite Name invites, /g text talks to members anywhere, /gleave leaves.
One life
Death is permanent: the character and what it carries are gone. Sign in to keep a vault (east of Stillroot) and bank legacy from each run. Leaving mid-fight keeps you in the world for 5 seconds. M toggles sound.
Credits
Characters, enemies, items, tiles and interface: made with PixelLab. Pets: Minifantasy Creatures by Krishna Palacio (free, non-commercial). Sound effects: Kenney and rubberduck (CC0). Music: cynicmusic, Bo Jingles & TAD, Brandon Morris and Juhani Junkala (CC0). Spike traps: Szadi art. Death-screen stars and digits: Free Basic Pixel Art UI for RPG (Craftpix). Portals: Pixel Art Animated Portal (Frostwindz).