Wand Art Online Wiki
A full-loot PvP sandbox MMORPG that runs in your browser. Pick a wand, train a sidearm, build your island, and go deeper than you should. Everything you carry can be taken from you.
The Armoury
When you create a character, walk to the Injured Guard in Town. He keeps the armoury: every wand, every steel, every armour piece and every cape in the game, all at T4. There are no classes and no bundles. You build a set: one wand (your Q, W and E), one steel (its skill on T), a helm (R), a chest (D), boots (F) and a cape. You are what you wear.
Hover anything to read what it does. Wands show their three abilities and let you pick the variant you start with; press WATCH and the ability plays on your own figure before you commit. Click a piece to choose it, and the figure on the left changes with you. Every pick saves itself into one of five set slots, so the sets you build are kept and you can swap between them at the Guard any time.
EQUIP SET puts the whole set on. The first set also comes with a T4 Adventurer Bag, the four gathering tools, two XP books and 500 silver. Building your set is the first step of the questline, and finishing it pays a Horse of your own: not part of the loaner set, so it stays when you hand the set back, and it drops like any other piece in red and black zones.
Account
An account is a username and a password, nothing else — no email. Tick Remember Me on the login box and this browser keeps both filled in. If you lose a password, ask a moderator on Discord: /resetpw gives you a temporary one once you have shown the character is yours. The login box shows a green light when the server is up; from launch the game restarts once a day in a short maintenance window announced in chat. Terms and privacy are linked under the LOGIN button.
Controls
Combat
ClickMove / select target
SpaceAttack-move: auto-attacks your target and walks into range
Q W ELeft-hand (main) weapon abilities
TRight-hand (off-hand) weapon's finisher, once an off-hand is equipped
RHelmet ability
DChest armor ability
FBoots ability
1Drink potion
2Eat food
Navigation & UI
AMount / dismount
IInventory and paperdoll
BDestiny Board
MWorld map
NLarge minimap
LLeaderboards
UYour profile and killboard
YInspect selected player (Shift+Y opens their profile)
EscClose panels / menu
Social
GGuild panel
OFriends panel
PParty invite / accept (Shift+P decline or leave)
TAccept a pending trade request (Shift+T declines). With an off-hand equipped, request trades from the right-click player menu instead.
EnterOpen chat
TabSwitch chat channel
Your First Hours
The quest tracker on the right of the screen walks you through the whole game. It is a single chain, and each step pays silver and materials for the next one. In order:
Claim your starter gear → Build your own set → Mount up & gallop → Kill 5 mobs → Gather 3 resources → Fix the harbor boat → Sail to your island & build a Farm Field → Plant a tomato seed → Enter a solo dungeon → Kill a dungeon boss → Craft an item → Sell at the Marketplace → Deposit in the Bank → Raise your Heart to Level 2 → Harvest your crop → Cook your first meal → Harvest a 3x Yield node → Reach Gathering Mastery Lv 1 → Open the world map → Raise your Heart to Level 3 → Forge a gem → Forge your gem onto your weapon → Clear a dungeon in a Red or Black zone → Enter a Hellgate → Raise your Heart to Level 4 → Enter the Void.
M.Zone Types
The world is a set of rings around Town. The ring colour is danger, and it also tells you what tier lives there. Item tiers have their own colours (T4 blue, T5 red, T6 orange, T7 gold), so do not mix the two up.
| Ring | PvP | Mobs & resources | Shards | On death |
|---|---|---|---|---|
| Safe | None | — | — | 5% durability |
| Blue | None | T1-2 | T4 | 5% durability, keep everything |
| Yellow | Knockdown only | T3-4 | T5 | 10% durability, keep everything |
| Red | Open | T5-6 | T6 | Bag drops, equipped gear kept, 20% of dropped items trashed |
| Black | Open | T7-8 | T7 (Enchanted zones T8) | Everything drops, 30% trashed |
World Map
Press M. Town sits in the centre with four biome tracks running out of it: Snow north, Forest east, Plains south, Desert west. Each track crosses the Blue ring, the Yellow ring and the Red ring, and the four Red zones connect to each other in a lateral ring.
Hover any zone for its card: danger rule, mob and resource tier, shard tier and where it drops, how many dungeon portals roam there, and who is online. Your current quest target pulses gold.
| Track | Blue | Yellow | Red |
|---|---|---|---|
| Snow | Frozen Highlands | Frozen Wastes | Glacial Depths |
| Forest | Greenwood | Dark Forest | Ancient Woods |
| Plains | Sunlit Plains | Harsh Plains | Scorched Plains |
| Desert | Arid Steppes | Deep Desert | Sunken Dunes |
Beyond the rings: Obsidian Reach (a safe hub off Town) opens onto the four Void zones. Every Void zone has an entrance to The Nexus. The Nexus leads to the Enchanted Forest and Enchanted Mines, and those lead to Rest, a safe hub at the end of the world. The Castle is a second Nexus-style dungeon entered from the desert track.
Towns & Hubs
Town
Bank, Crafting Station, Soulforge (any gem tier for a steep silver fee), Repair Shop, Marketplace, the Injured Guard, the Wishing Well, and the Harbor where your boat to the island waits.
Obsidian Reach
Bank, Crafting Station, Marketplace and the Black Market. Portals to all four Void zones.
Rest
Bank, Crafting Station, Marketplace and island access. Reached only through the Enchanted zones.
Your Island
Every player owns an island. Fix the boat in Town's harbor (the quest pays for it), then sail out. The island is a designed estate: every building has one home, you build it and level it. No free placement. The boat refuses starter gear, worn or in the bag.
| Building | Needs Heart | First build | What it does |
|---|---|---|---|
| Farm Field | 1 | 100 silver + T1 wood | Plant crop seeds. A harvest yields 3. |
| Storage Chest | 1 | 200 silver + T1 wood | Island storage. |
| Cooking Station | 2 | 500 silver + T1 wood and fiber | Cook crops into food buffs. Cooks dishes up to its own tier (max Tier 3). |
| Pasture | 2 | 300 silver + T1 wood and fiber | Raises mount foals. Takes only mount seeds. |
| Churn Mill | 2 | 400 silver + T1 wood and ore | Churns materials up a tier, with diminishing returns per step. Churns only into tiers up to its own. |
| Soulforge | 3 | 1,000 silver + T1 ore and wood | Forges shards into gems, gems onto gear, and raw resources into shards. Forges gems only up to its own tier. |
| Crafting Bench | 3 | 300 silver + T1 ore and wood | Craft at home, fed with materials instead of a silver tax. Crafts only up to its own tier. |
Building tiers. Every first build costs T1 materials. Workstations (Soulforge, Crafting Bench, Churn Mill, Cooking Station) then climb one tier at a time: raising one to Tier N costs the same quantities in tier-N materials plus N× its base silver, and a workstation only works at its tier — a Tier 4 Soulforge forges T4 gems, a Tier 5 bench crafts T5 gear, a Tier 3 mill churns into T3. If you want to forge gems, you need to be the tier you want to work gems at. Your island Soulforge charges no silver at all. The town Soulforge (next to the crafting station) forges any tier without a building of your own, for a steep silver fee.
Fight for it. Every workstation upgrade has a second path. Press FIGHT in the building's panel to pledge its next tier: from then on every point of combat fame you earn anywhere — PvE kills, and PvP kills in red and black zones — fills a meter shown under your quest tracker. When the meter is full the tier costs silver only, no materials. One pledge at a time; pledging a different building replaces it.
Seeds
Seeds are sold in the farm panel: common (Tomato, Wheat, Herb) 100 silver, uncommon (Moonberry, Firebloom, Frostleaf) 400, rare (Stormvine, Shadowroot) 1,500. Mobs drop them too: common from anything, uncommon from T3+, rare from T5+ and a quarter of bosses. Riding and Warhorse foals are boss treasure only, one kill in a hundred, and grow in the Pasture over a day. Crops grow in real time, even while you are offline.
Dual Wielding
The left hand holds magic: wands and bows only. The right hand holds steel: swords, axes, daggers, maces and spears only. The paperdoll reads literally, left column for the left hand, right column for the right. A sword cannot go in the wand hand and a wand cannot go in the steel hand; the identity is the rule.
Q W E cast the main weapon's kit, variants included. T casts the off-hand weapon's finisher, its selected E. Finishers that normally need a family resource, like a sword's Momentum chain, cast a flat standalone version from the off-hand.
The steel is a full second gear piece: its item power counts, its passive applies, and its finisher scales with its own tier and specialization. A wand alone is a leveling state. Combat XP for the weapon share splits evenly between hands.
Capes are passive-only. Helmets cast on R, chest armor on D, boots on F.
Weapons
Wands and bows are full kits: a pool of Q and W abilities you swap between, plus a finisher on E. Steel is one skill: each steel weapon is a finisher on T and a passive, nothing else. All abilities are skillshots: projectiles that hit on contact, melee with real reach, or telegraphed ground effects. Nothing locks on. Gear crafts from T4 up to T8; wearing anything above T4 needs that line's Destiny branch at that tier.
| Family | Hand | Weapons and what T does |
|---|---|---|
| Sword | Steel | Sword: Crescendo, a wide arc slash. Greatblade: Aftershock, a leaping ground slam with a stun. Twinfangs: Blade Waltz, vanish and cut through a lane. Obsidian Edge: Obsidian Rend, a spin that bleeds (Glasshunger: melee heals 12%). |
| Axe | Steel | Cleaver: Whirling Ruin, a spinning advance that bleeds. Ravager: Executioner's Fall, a lane slam that opens a wound and harvests any bleed already there. Longreaver: Impaling Charge, a lane charge that stuns at the far end. |
| Dagger | Steel | Dagger: Fanning Blades, a cone of knives that pins. Nightfangs: Shadowreel, a dash that leaves you vanished (Fleetfoot speed burst after). Veinpiercer: Bloodchase, a pursuit dash with an execute under 40%. |
| Mace | Steel | Mace: Groundfall, a leap with a guaranteed stun. Dreadmaul: Bulldoze, launch the first enemy back and stun (Heavyhand: stuns last 25% longer). Quietus: Sanction, a circle that silences players. |
| Spear | Steel | Spear: Breach Charge, a CC-immune lane charge. Grimhook: Fling, yank the first enemy through you and slam them behind you. Stormpike: Pike Plunge, a telegraphed leap that stuns the circle (Spearhead: +15% range). |
| Bow | Magic hand | Bow, Thornbow, Skypiercer. Q/W pool plus a finisher on E. |
| Fire | Magic hand | Fire Wand, Emberbrand, Cinderfall. Burst and burn. |
| Frost | Magic hand | Frost Wand, Rimecaller, Frostbind. Slows, roots, freezes. |
| Nature | Magic hand | Nature Wand, Lifebloom, Briarheart. Heals and Living Armor. |
| Holy | Magic hand | Holy Wand, Dawnward, Sunwrath. Barriers and Guardian Aura. |
| Arcane | Magic hand | Arcane Wand, Voidreach, Stillpoint. The control caster: Unravel Bolt purges buffs on contact, Mana Lash drains mana, Null Field silences, Warp Step blinks with a shield. Finishers: Rift Burst (knock-up), Void Maw (pulls everyone to its centre and slows), Stillness (silence ring, haste for you). |
| Crossbow | Magic hand | Crossbow, Boltcaster, Skullpiercer. Burst ranged: every bolt is a real projectile that hits the first enemy in its lane. Piercing Bolt, Knee Shot (slow), Explosive Bolt (aimed burst), Snare Bolt (root). Finishers: Siege Bolt (telegraphed lane, pierces everything, bleeds), Repeating Burst (five bolts), Deadeye (execute under 40%). |
| Hammer | Steel | Warhammer: Earthbreaker, a telegraphed circle that erupts and knocks everyone up. Stormhammer: Rolling Thunder, four shocks marching down a lane with a stun each (Thunderhead: +10% damage). Skybreaker: Skyfall, a leap-slam with a knock-up then a slow (Heavy Rhythm: 10% cooldown reduction). |
Ore and wood for the steel lines (hammers take ore and wood or leather), wood for wands, wood and leather for bows, wood and ore for crossbows. Re-selecting a wand ability variant counts as a gear change and triggers the 10 second swap lockout.
Status Effects
Every crowd-control effect is one thing everywhere: it shows in your HUD, in the target's HUD and on the body, so a fight reads without looking at bars.
| Effect | What it does | On the body |
|---|---|---|
| Stunned | No moving, attacking or casting. | Gold stars over the head. |
| Knocked Up | Launched; nothing until you land. Shares diminishing returns with stun. | The sprite lifts off the ground. |
| Feared | Run from the source; no actions. | A purple ? over the head. |
| Rooted | No moving or dashing — but you can still aim, cast and gather. Rooted mobs still swing. | Vines at the feet. |
| Silenced | Weapon abilities locked; armour actives still work. Silenced elites hold their specials. | A bar across the mouth. |
| Slowed | Movement speed reduced. | Frost at the feet. |
| Burning · Poisoned · Bleeding | Damage over time. | Flames, bubbles, drips. |
| Haste | Movement speed increased. | Chevrons at the feet. |
| Shield | Absorbs damage; the number in the HUD is what is left. | A hex around the torso. |
| Immune | Diminishing returns: the same kind of crowd control bounces off until the window closes. | A ring at the feet. |
Diminishing returns: inside a 12-second window the second stun or knock-up lands at 60%, the third at 30%, and the fourth bounces off with IMMUNE. Nobody gets chain-stunned forever. Cleanse removes debuffs; Purge (Unravel Bolt, Windwall) strips buffs.
Armor & Boots
Cloth
Cowl, Robe. Fiber. Lowest defense, highest casting power.
Leather
Helm, Chest. Leather. The balanced middle.
Plate
Helm, Armor. Ore. Highest physical defense.
| Type | Helmet on R | Chest on D |
|---|---|---|
| Cloth | Mana Shield: 5 s of damage paid from mana | Divine Shield: 4 s of immunity |
| Leather | Thorns: reflect 30% of damage taken for 4 s | Vanish: 6 s invisible |
| Plate | Divine Touch: a 150 HP self-heal | Windwall: shove everything within 220 px back 200 px; anyone slammed into a wall is rooted 1.2 s |
Three pieces per weight (23 October 2026)
Every weight now has three helms, three chests and three boots. A weight is a feel, not an item: cloth is burst and mobility, leather is sustain and stealth, plate is tank and crowd control. Every piece gives hit points and defence from its Item Power, scaled by weight: plate has the most of both, cloth the least, leather between. On top of that the passive is one plain stat (mana for cloth, cooldown rate for leather, HP for plate); the tricks live in the actives. Movement speed is never a hidden stat: every boot walks at the same +5%, and anything faster is a visible haste on the body.
| Slot | Cloth | Leather | Plate |
|---|---|---|---|
Helm R | Quiet Cowl · Cleanse: debuffs off, CC immune 1.5 s Stormlace Cowl · Overcharge: +35% mana, +15% ability damage 4 s | Thornhide Hood · Mark Prey: the target takes +15% damage for 6 s Shadeleaf Hood · Exhaust: target slowed 40% and deals 30% less for 3 s | Bulwark Helm · Taunt: every creature within 240 turns on you, −20% damage taken 3 s Ironcrest Helm · Hold the Line: half damage, CC immune, feet planted 3 s |
Chest D | Glass Robe · Overload: +25% dealt and +25% taken for 5 s Mistweave Robe · Phase: no damage lands for 1.2 s, then +40% speed 2 s | Bloodvine Jacket · Lifedrink: ability damage heals 20% for 5 s Quickvine Jacket · Second Skin: the next hit is swallowed (3 s) | Thunderplate · Shield Bash: cone stun 0.7 s and a shove Oathplate · Rally: you and your party within 250 take −25% for 4 s |
Boots F | Driftweave Sandals · Ghost: +60% speed 1.5 s, slow immune | Longstride Boots · Sprint: +35% speed 4 s, ends on damage Sureroot Boots · Sure Footing: slows and roots off, immune 2 s | Anvil Boots · Stand Firm: CC immune 2 s, −20% speed Charger Greaves · Charge: dash 260, enemies in the lane shoved aside |
The original ten pieces keep their actives (below). Everything above is craftable, on the market, and in the Injured Guard's kit builder.
Boots carry the F ability and a passive:
| Boots | Ability | Passive | Material |
|---|---|---|---|
| Blink Shoes | Short teleport | +5% move speed | Fiber |
| Mana Shoes | Mana burst | +5% move speed, +35% mana regen | Fiber |
| CDR Shoes | Cooldown reduction | +5% move speed, +10% CDR | Leather |
| Heal Shoes | Emergency self-heal | +5% move speed, +1.6 HP/s | Ore |
Capes
A passive-only back slot, T4 and up. Effects scale with tier: T8 is double the listed base.
| Cape | Passive | Material |
|---|---|---|
| Wayfarer's Cape | +30 carry weight | Leather + Fiber |
| Bladesong Cape | +5% cooldown reduction | Fiber + Leather |
| Prospector's Cape | +10% gathering yield | Leather + Wood |
| Warbound Cape | +30 max HP, +3% damage | Leather + Ore |
Potions & Food
Potions go in the 1 slot, food in the 2 slot, up to a stack of ten each. HP and MP potions and the three station meals (Power +12% damage, Hearty +40 HP, Focus +15% CDR) are crafted from fiber at any Crafting Station. Dishes cooked on your island land straight in the food slot and are usually better. All food lasts 30 minutes.
Gems & Shards
Gems are the only way to enhance gear. There is no enchanting.
Shards come from three places: ore seams crack open shards when you deplete them (the chance rises each dry vein, up to 50%), dungeon boss chests pay 4-8 shards a clear, and guarded caches pay a few. Shard tier follows the ring: blue T4, yellow T5, red T6, black T7, the Enchanted zones T8, with a chance of one tier higher. The Nexus Devourer's chest always pays T8. The Soulforge can also crush raw resources into shards, for example 20 T4 ore into one T4 shard.
Forging. At a Soulforge, five same-tier shards become a gem. Then drag the gem onto any T4+ piece of gear, in your bag or on your paperdoll, anywhere in the world — no forge needed for that step. The island Soulforge is also where gear is salvaged and weapons are trained for the off-hand. Forging is permanent: gems never come off, and they drop with the item if you lose it.
The Wishing Well in Rest (the safe hub between the Enchanted zones) takes an item and a Wishing Coin and gives a 75% chance to add a gem or upgrade the one it has. Coins come from Enchanted Mines chests and boss chests.
Destiny Board
Press B. The board is a radial web, one arm per weapon or armor line. Every kill, gather and craft pays into four ledgers at once:
Branch (the line, gates T2 → T8), Sub-branch (the piece), Mastery (the family) and Specialization (the exact item). Combat XP routes by what you wear: 45% weapon, 25% chest, 15% head, 15% feet. With an off-hand the weapon share splits between hands.
Item power is tier × 100 plus a little from mastery and spec. Gains are deliberately small, Albion-style; gear tier matters most. Gathering mastery pays +0.5% yield per level forever. Crafting specialization pays a growing chance to refund half your materials. Overflow XP becomes fame credits you can spend on the board, and you can pin any node as a goal to track it on your HUD.
Gathering
| Resource | Tool | Used for | Where |
|---|---|---|---|
| Wood | Wood Axe | Wands, bows, spears | Forest track; a little in Snow and Plains |
| Ore | Pickaxe | Swords, axes, maces, plate | Plains and Snow tracks, some in Desert |
| Fiber | Sickle | Cloth, capes, potions | Desert track, some in Forest |
| Leather | Skinning Knife | Leather armor, bows, mounts | Animals on the Snow track |
Tools ride in the bag slot and craft from T1 to T4 with no board progress. A tool's tier gates the node tier you can gather. About one node in twelve glows gold and pays triple; they move each time nodes regrow.
Crafting
Every item in the game is player-made. Crafting is instant: pick the item and tier, pay, and it is in your bag. Town stations charge a silver tax; your island's Crafting Bench takes materials instead. Weapons, armor and capes craft from T4 to T8; tools and consumables from T1 to T4. Specialization in an item refunds half its materials sometimes: 5% at level 25, 10% at 49, 15% at 50, 25% at 100.
Cooking
Build the Cooking Station on your island (Heart level 2). Click it, pick a dish and press COOK. The dish lands in your food slot instantly; press 2 to eat it. All dishes last 30 minutes.
| Dish | Ingredients | Buff |
|---|---|---|
| Tomato Soup | 3 Tomato | HP regen |
| Bread | 3 Wheat | +20 max HP |
| Herb Wrap | 3 Herb | Mana regen |
| Moonberry Pie | 4 Moonberry + 2 Wheat | +8% damage |
| Firebloom Steak | 4 Firebloom + 2 Herb | +10% damage |
| Frostleaf Tea | 4 Frostleaf + 2 Herb | +10% CDR |
| Storm Feast | 3 Stormvine + 2 Firebloom | +12% damage |
| Shadow Elixir | 3 Shadowroot + 2 Frostleaf | +15% CDR |
| Golden Feast | 2 Stormvine + 2 Shadowroot + 2 Moonberry | +40 max HP |
Island Heart
The crystal at the dead centre of your island. It eats gem shards, so the deeper you go, the higher it grows. Each level raises your building cap and unlocks new buildings.
| Level | Offering | Unlocks |
|---|---|---|
| 2 | 10 T4 shards + 500 silver | Cooking Station, Pasture, Churn Mill |
| 3 | 15 T5 shards + 1,500 silver | Soulforge, Crafting Bench |
| 4 | 15 T6 shards + 3,000 silver | Richer tithe and +6% yield |
| 5 | 15 T7 + 5 T8 shards + 5,000 silver | The Vault — a walk-in storage hall; build up to 12 chests inside and name them with /chest |
PvP Rules
Safe and Blue: no PvP at all. Yellow: PvP is always on, no flag needed, but a loss is a knockdown, not a death. You get back up with 35% HP after five seconds (fifteen if you were fighting players) and lose some durability. Red and Black: PvP is always on and deaths are real.
Mobs only knock you down, with one exception that matters: in a Red or Black zone, if you hit a player or were hit by one in the last 30 seconds, you are PvP-tagged, and anything that kills you, mob or boss, counts as a real death with full loot rules. That is what makes a stun into a mob so dangerous.
Death & Loot
Full-loot zones pay far better, as a rule. Every PvE loot source scales with the zone's danger: mob silver, mob gear drops, dungeon boss and mini-boss chests, dungeon caches and enchanted chests all pay 1.25× in Red and 3× in Black. A dungeon pays by the zone its portal was found in. Mob and resource tiers already climb with the rings; this is on top.
| Zone | Bag | Equipped | Durability |
|---|---|---|---|
| Safe / Blue | Kept | Kept | 5% |
| Yellow | Kept | Kept | 10% |
| Red | Dropped (20% trashed) | Kept | 10% on dropped items |
| Black | Dropped (30% trashed) | Dropped (30% trashed) | 10% on dropped items |
Trashed items are destroyed rather than dropped: the game's item sink. Durability is repaired at the Repair Shop in Town for 2 silver per point per tier. Mounts die too, and are lost with the rest in full-loot zones.
Mobs & Telegraphs
Every mob in the game casts a named crowd-control telegraph: a red circle or line on the ground with a windup. Walk out and it whiffs. Get caught and the mob immediately winds up a second, heavier cast on where you stand, the punish, marked in red with "!!". Stuns make the punish a guaranteed hit. Slows leave you a sliver of time to walk out. Fears put a line down your escape path.
Punish damage scales by rank: trash, elite, mini-boss, boss. This is the dive lever. Stun someone into a mob and the mob finishes the job.
Four shapes. A circle at a point, a lane from the caster, a cone from the caster (Ice Breath, the demon's Hellfire), and a ring with a green-edged safe heart in the middle — step in to dodge War Stomp, Blizzard Pulse, Cinder Ring and Spore Burst. The fill grows toward impact, and every casting mob shows a cast bar with the cast's name under its health. Player casts show too: every instant area ability flashes its exact shape on the ground for everyone, and wind-up casts draw the red shape with a cast bar over the caster.
Goblin · Net Toss
Slow, then Shiv.
Skeleton · Bone Shards
Stun, then Bone Crush.
Wild Animal · Pounce
Slow and shove, then Maul.
Fiend · Hex Ring
Fear, then Hex Burst down your path.
Imp · Ember Snap
Ranged slow, then Ember Burst.
Elites
Brutes stun, Mages slow, Demons fear. Their punishes hit two and a half times harder; mini-bosses and bosses harder still.
Wandering Bands
Named parties of three roam every yellow, red and black zone (one band per yellow zone, two per red and black). They wear real kits, walk the whole zone instead of circling a camp, and fight as one: pull one and all three come. Their nameplate reads [NPC] Name · Band Name. Each member casts one weapon special, and every one is a telegraph you can step out of:
Warhammer and plate
Earthbreaker circle, knock-up, then Rolling Thunder down a lane.
Holy wand and cloth
Smite circle at range, silence, then Judgement.
Skullpiercer and leather
Deadeye lane, slow, then Repeating Burst.
Voidreach and cloth
Null Field circle, silence and slow, then Rift Burst.
Twinfangs and leather
Blade Waltz lane, slow, then Crescendo.
Frost wand and cloth
Ice Breath cone, root, then Frost Nova.
Wand and crossbow members hold their range and shoot. A dead member drops their weapon at the zone's tier, and sometimes an armour piece; the pile lasts two minutes. The band comes back five minutes later beside whoever is still standing.
Themed Dungeons
Two dungeon portals roam every open-world zone, the four Void zones included. A dungeon is as hard as the zone it was found in: blue, yellow, red and black each step the mobs, the cache guards and the loot rules up. Each rolls one of five themes that decides its boss, its palette and its mobs:
Frostfang Warren
Frostfang Behemoth
Thornmother Hollow
Ancient Thornmother
Ironhide Warcamp
Ironhide Warchief
Sandscourge Burrow
Sandscourge Wyrm
★ Nexus Rift
The Nexus Devourer. One portal in twenty-five. Finding it is the legendary run.
A run is a chain of rooms behind gates that open when the room is cleared, with a mini-boss sanctum and side vaults holding guarded caches. Difficulty and boss tier track the zone the portal was found in, and the dungeon scales to the group that walks in. Killing the boss opens the boss chest; opening the chest starts a visible 60 second collapse that drops you back at the entrance.
Hellgates (Ranked)
The Hellgate Hall stands in Town, west of the Bank. Queue 1v1 alone or 2v2 as a party of two (the leader queues). Every player stakes 1,000 silver on the spot and waits until a team of the same bracket is paired; rating decides who you meet, and the net widens the longer you wait. Both teams land at once on opposite ends of the hellgate.
Inside: wardens at three camps, the Overlord in the centre, twelve minutes on the clock. Last team standing takes the whole pool, climbs the Hellgate Rating and earns XP books; the losers drop rating. Leaving the gate or disconnecting forfeits. If the clock runs out with both teams alive it is a draw and the stakes come back.
Hellgates are full loot. Starter-kit gear is not allowed in, and your set must average T4. The Hellgate Rating board (press L) is where the ladder lives.
The Nexus & The Castle
The Nexus is a permanent, open, full-loot raid dungeon entered from any of the four Void zones. Four halls lead into four wing rooms, each with two camps and a named Warden guarding the gate into the central sanctum. Every wing has a side alcove with a guarded cache that re-arms ten minutes after it is looted. Everything respawns: camps in 90 seconds, Wardens in 5 minutes, the boss in 15.
The Nexus Devourer waits in the sanctum with four sentinels. It is a three-phase fight, and every cast is a telegraph:
| Phase | What it does |
|---|---|
| 1 · pull | Void Slam (stun, then Void Rupture on whoever it caught), six Shadow Bolts, Devour on the nearest player, void pools |
| 2 · 70% | Rift Call: two Void Spawn at the pillars every 25 seconds. Eight bolts. Devour hunts the farthest player. |
| 3 · 35% | The sanctum collapses inward: standing more than 800 px from the centre burns you every second. Slams come faster. |
After 150 seconds in combat it enrages for +50% damage. The boss chest holds 4-5 T6-T7 items, a T7 or T8 gem, silver and T7 materials. Killing it also unlocks the Enchanted zones for everyone who dealt damage. The portals to them sit in a chamber off the sanctum's north-east wall, in the Devourer's reach. No mounts inside.
The Castle is a second copy of the layout, entered from the desert track, with the same rules.
The Void & Beyond
Obsidian Reach is the hub of the endgame, and starter gear is not allowed through its gate: bank the Guard's set or hand it back before you go. Obsidian Reach opens onto four Void zones: North, East, South, West. Black-zone rules, T7-8 mobs and resources, the best shards in the game. Each has an entrance to the Nexus. Beyond the Nexus, the Enchanted Forest and Enchanted Mines hold guarded chests: shards in the Forest, Wishing Coins in the Mines. At the far end sits Rest, a safe hub with a bank. Get there, bank, and you have made it out.
The Outpost
A watchtower at the centre of the Enchanted Mines. Every hour its vault opens: the whole server hears about it five minutes ahead and again at the opening, five T7 elites take their posts, and the chest behind them holds a T7 or T8 gem, wishing coins, a black-market item and a heavy purse. Break it and the loot lands on the ground where anyone can take it. The Mines are a black zone. That is the point.
Bank
Banks in Town, Obsidian Reach and Rest. Items in the bank are never lost on death. Deposit from your bag or straight off the paperdoll, resources and mounts included. Keep a spare set.
Marketplace
A player-driven order book in every hub. Post sell orders and buy orders, browse by slot. Every piece of gear in the game passed through someone's hands.
Black Market & Repair
The Black Market in Obsidian Reach buys any gear for silver on the spot. Quickest way to turn loot into coin. The Repair Shop in Town restores durability at 2 silver per point per tier.
Trading
Stand near another player and press T. Both sides add items, resources or silver, both accept. Shift+T declines or cancels.
Guilds
G opens the guild panel. Found a guild with a name and a 2 to 5 letter tag; the tag hangs over your head and leads your chat lines. The roster lists every member, online or not, with their zone, when they were last seen and their PvP and PvE fame, so the guild has a board of its own. Officers invite by name (the invite reaches a player anywhere in the world and lasts 90 seconds) and set the message of the day; the Right Hand sets a tax from 0 to 100% of members' silver loot, which flows into the guild bank, and can withdraw from it; the Guildmaster can hand over leadership or disband. Guilds, ranks, the bank and the log all persist.
Parties & Friends
P invites the selected player; Shift+P declines or leaves. Party members show on the minimap and share a chat channel. O opens your friends list.
Chat & Leaderboards
Your character is made on a six-screen stage. Race: six full-body portraits on lit plinths, each with its own lore and motif. Body: build, a frame slider from slight to broad, a height slider from short to tall, eight skin tones per race, markings in eight colours. Face: ten eye colours, four brows, four mouths, five features, three ages. Hair: eight styles, ten colours per race, a second colour at the tips, five kinds of facial hair. Extras: earrings, circlet, horns, antlers, eyepatch, half mask or crown in six metals, how you stand, and a voice from deep to high that you hear when you are hit. Name: checked live against every name in the world, or rolled in your race's voice. Then you step off the stage into town. Races and builds are looks only: same stats, same start. The look is saved on the character and is what everyone sees.
Esc opens Settings: quick cast (abilities fire at the cursor on key press), screen shake, low FX, the ping and FPS readout, five audio sliders with music and mute switches, floating damage and gain numbers and their size, other players' nameplates, guild tags, minimap resources, the gather HUD style, chat text size, and a KEYBINDS tab where every hotkey below can be rebound (click the key, press the new one; RESET DEFAULTS restores them). Settings and binds live in your browser.
Enter opens chat, Tab cycles channels: Global, Local, Say, Party, Guild, and Combat — the C tab is a combat log of who hit whom for how much. Type /help for every command; /report Name what they did sends a player to the moderators, /unstuck nudges you to open ground, /mute Name hides someone. L opens the leaderboards in four boards: PvP (open world, dungeon and hellgate XP, black zone fame), PvE (open world and boss XP), Economy (silver earned, crafting and gathering XP) and Special (dungeon clears, hellgate rating and wins, top kill, highest item power ever worn into the Nexus). U is your own profile and killboard; Shift+Y opens the selected player's.
Mounts
A to summon, a three to four second channel that can be interrupted. Dismount and you leave a 280 px circle you can remount from instantly. Get knocked off by a player and you cannot remount for 8 seconds.
| Mount | Speed | Gallop | HP | Carry | Source |
|---|---|---|---|---|---|
| Horse | +45% | +80% | 250 | +50 | The first quest step, crafted (leather + fiber), or a Riding Foal in your Pasture |
| Armored Horse | +55% | +95% | 350 | +120 | Crafted (leather + ore) or a Warhorse Foal in your Pasture |