Select a record
Choose an entry to inspect its known drop table.
A dark-fantasy RPG of steel, souls and forgotten gods.
Your past gives you a small mechanical advantage, but does not lock your future build.
Choose how your journey begins. Each class has unique starting weapons, equipment and combat mechanics.
Choose a portrait and name your character. Your portrait is cosmetic and can be used throughout your journey.
Equip yourself for the greater challenges beyond Issiendale.
Select a slot to inspect and equip matching gear.
Choose a slot to view and equip matching gear from your inventory.
0 items
Your current combat profile, including every bonus from equipped gear.
Base shows your character stat. Gear shows the bonus currently equipped.
These values are calculated from your character and the gear equipped right now.
Every equipped slot and the bonuses currently affecting this character.
Strike the dummy to reveal the maximum standard weapon damage roll for your current gear.
The only road out of Issiendale.
Two ancient sentinels stand before the gate. Their bodies are carved from stone, untouched by age.
To pass through the gate, you must first defeat the Stone Guardians.A record of what this character has discovered as battle loot.
Choose an entry to inspect its known drop table.
Bind a discovered Rune to your equipped weapon. One weapon can hold one Rune at a time.
Equip a weapon before attempting an infusion.
A new discovery has been recorded.
Buy supplies for the road or sell unwanted gear for gold.
The first challenger awaits.
The ancient gateway to Scaedor can be restored. Its pillars are scattered across the islands.
The Varkuun stalk the scorched wastes beneath the volcano.
The walls have swallowed every road but one.
Break the arms of the slumbering god, or face his full wrath.
Turn the ancient mirrors. Carry the light to the Sun Crystal.
Stone fractures somewhere beyond the chamber. One of Ayunsh's arms has fallen.
Read the old law. Divide the eight relics until the four sacred scales bear equal burden.
The four platforms lock into perfect alignment. Deep within the temple, another of Ayunsh's arms breaks apart.
Five offerings. No Royal Flask. No potions. Blood spilled by either side feeds the Chalice.
The channels flood crimson. The temple accepts your endurance, and another of Ayunsh's arms fractures into the sand.
First came the Sun. Beneath it walked the Moon. At last, all things entered Death.
Break the Guardian before the Wards reform. Damage dealt to the core persists between execution windows.
The last Ward goes dark. Across the temple, the final removable arm of Ayunsh cracks apart and falls from the throne.
One arm will fall. One price will follow you to Ayunsh.
Stone cracks through the temple. Another of Ayunsh's arms falls into the sand.
Three sacred beasts share the arena. Strike only the prey bearing the golden Sigil.
Fang. Hide. Eye. The guardian carries all three sacred aspects.
FANG STANCEThe Golden Hunter falls to one knee. Across the temple, another of Ayunsh's stone arms breaks free and crashes into the sand.

THE FLAME OF POWER
Each level requires more XP than the last. Choose one attribute to increase whenever you gain a level.
Each unique foe grants one permanent Skill Point the first time you defeat it.