Beyond the city gates begin the Wastelands — a coordinate grid you travel on foot.
The main rule
You can only carry loot out by returning to the city alive. Dying in the Wastelands means losing everything you were carrying, plus a grave in the Garden of Memory. Experienced players travel with a health buffer and turn back before "just one more tile."
What's out there
• Loot locations: artifacts, scrolls, and resources right on the tiles.
• Random encounters: bandits, beasts, the Marksman with his ambushes, the Satyr by the Tree of Fates in Elderglen.
• Resource nodes and clan forts.
• Castles, which get stormed.
• CybOrc caravans and the entrance to the Technocontinent — see the "Quests" section.
The Outpost and dungeons
The Outpost in Frostheim gathers parties for dungeons; expeditions leave once an hour. A party is six people; if it doesn't fill up, the expedition doesn't happen. A dungeon is an 11-by-11-tile map with monsters, traps, and loot.
Castles
Forest Fortress, Castle of Snows, and others. A castle is taken by fighting its boss owner under the same duel rules. Taking it gives a reward. Once you've signed up for the assault, you can't leave the city until it ends.
Garden of Memory
Anyone who dies outside the city ends up in the city cemetery. The unresting become ghosts: you can fight them, winning gives a reward, and the ghost gets peace.
The five cities
• Valdenmoor — green plains and oak forests.
• Eschenhall — golden hills and marble ruins; home to the Municipality with its licenses and court.
• Ravenfort — rocky cliffs.
• Elderglen — a mystical grove in the fog.
• Frostheim — snowy tundra; home to the Outpost.
They say there's a sixth city too — far beyond the settled lands.
The main rule
You can only carry loot out by returning to the city alive. Dying in the Wastelands means losing everything you were carrying, plus a grave in the Garden of Memory. Experienced players travel with a health buffer and turn back before "just one more tile."
What's out there
• Loot locations: artifacts, scrolls, and resources right on the tiles.
• Random encounters: bandits, beasts, the Marksman with his ambushes, the Satyr by the Tree of Fates in Elderglen.
• Resource nodes and clan forts.
• Castles, which get stormed.
• CybOrc caravans and the entrance to the Technocontinent — see the "Quests" section.
The Outpost and dungeons
The Outpost in Frostheim gathers parties for dungeons; expeditions leave once an hour. A party is six people; if it doesn't fill up, the expedition doesn't happen. A dungeon is an 11-by-11-tile map with monsters, traps, and loot.
Castles
Forest Fortress, Castle of Snows, and others. A castle is taken by fighting its boss owner under the same duel rules. Taking it gives a reward. Once you've signed up for the assault, you can't leave the city until it ends.
Garden of Memory
Anyone who dies outside the city ends up in the city cemetery. The unresting become ghosts: you can fight them, winning gives a reward, and the ghost gets peace.
The five cities
• Valdenmoor — green plains and oak forests.
• Eschenhall — golden hills and marble ruins; home to the Municipality with its licenses and court.
• Ravenfort — rocky cliffs.
• Elderglen — a mystical grove in the fog.
• Frostheim — snowy tundra; home to the Outpost.
They say there's a sixth city too — far beyond the settled lands.
