The Fallen Knight prologue scene
THE FALLEN KNIGHT

Born Beneath a Crown

1 / 7
Leaving Issiendale for the first time
BEYOND ISSIENDALE

The Gates Open

1 / 8
The road to Deonara Castle
THE KING'S CASTLE

Royal Approval

1 / 7

THE FALLEN KNIGHT

A dark-fantasy RPG of steel, souls and forgotten gods.

1 · Origin
2 · Class
3 · Identity

Choose your origin

Your past gives you a small mechanical advantage, but does not lock your future build.

Choose your class

Choose how your journey begins. Each class has unique starting weapons, equipment and combat mechanics.

Who enters Issiendale?

Choose a portrait and name your character. Your portrait is cosmetic and can be used throughout your journey.

CHARACTER NAME
GAME MODEHardcore — One LifeDeath is permanent. A fallen Hardcore character remains recorded, but can never progress again.

Gear

Equip yourself for the greater challenges beyond Issiendale.

Level 1
EQUIPMENT

Equipped Gear

Select a slot to inspect and equip matching gear.

Slot Inventories

Choose a slot to view and equip matching gear from your inventory.

0 items

Character Stats

Your current combat profile, including every bonus from equipped gear.

Level 1
CURRENT BUILD

Attributes

Base shows your character stat. Gear shows the bonus currently equipped.

STATBASEGEARCURRENT
Strength0+00
Dexterity0+00
Vigor0+00
Arcane0+00
Robustness0+00
COMBAT TOTALS

Current Combat Stats

These values are calculated from your character and the gear equipped right now.

MAX HEALTH0
WEAPON ATTACK0
DEFENCE0
MAGIC0
POISE0
EQUIP LOAD0
ROBUSTNESS REDUCTION0 flat
ARMOUR REDUCTION0%
WEAPON SCALING—
EQUIPPED GEAR

Current Loadout

Every equipped slot and the bonuses currently affecting this character.

DAMAGE TEST

Training Dummy

Strike the dummy to reveal the maximum standard weapon damage roll for your current gear.

MAX DAMAGE ROLL — Press the dummy to test your current build.
Issiendale
THE FALLEN KNIGHT
THE JOURNEY CONTINUES
Wanderer Lv. 1 · Novice
0 / 100 XP
🪙 500☠ —
SKILL TREE ✦   Skill Points are earned from first-time unique kills
The Stone Guardians standing before the sealed gate
THE LAST STAIR

THE GATE

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.
THE FALLEN KNIGHT

THE LOG

A record of what this character has discovered as battle loot.

TOTAL LOG PROGRESS 0 / 0
0% discovered
▤

Select a record

Choose an entry to inspect its known drop table.

ISSIENDALE BLACKSMITH

RUNE INFUSION

Bind a discovered Rune to your equipped weapon. One weapon can hold one Rune at a time.

🪙 0 gold
⚔
EQUIPPED WEAPON

No weapon equipped

Equip a weapon before attempting an infusion.

Runes are permanent discoveries. Infusing does not consume the Rune, but the smith charges 250 gold each time you apply or replace an infusion.
DISCOVERED RUNES
◆ COLLECTION LOG

NEW LOG ACHIEVED

Unknown Item

A new discovery has been recorded.

ISSIENDALE BAZAAR

THE BAZAAR

Buy supplies for the road or sell unwanted gear for gold.

🪙 500 gold
Potions consume your combat turn. You can use up to 3 potions per fight. Spell scrolls are consumed when cast.
POTIONS
BASIC SPELL SCROLLS
Only unequipped gear can be sold. Unequip anything you want to sell first. Sell value is based on item rarity.
OWNED GEAR
GLOBAL PLAYER MARKETPLACE Trade directly with other Fallen Knight players.
Account connection required
Listings are sorted by lowest price first. There is currently no marketplace tax.
Choose the quantity and your asking price. Listed items leave your inventory and are held in marketplace escrow until sold or cancelled.
Cancel an active listing at any time. Unsold items are returned to your Collection.
Purchased items, sale proceeds and cancelled listings wait here until you collect them.

THE THE FALLEN KNIGHT

THE ARENA

Ten champions stand between you and the throne. Defeat each foe to unlock the next.

Wanderer Level 1
0 / 100 XP
CHAMBER OF BLOODChoose your opponent
☠

Select an enemy

The first challenger awaits.

THE THE FALLEN KNIGHT · DUNGEONS

THE FORGOTTEN CATACOMBS

Endure the expedition. Your health, potions and spell scrolls carry from room to room.

Wanderer Level 1 🪙 500

DEONARA · CENTRAL MINE

THE MINE

An abandoned shaft descends beneath Deonara.

Wanderer Level 1
The islands beyond Deonara
THE WORLD BEYOND DEONARA

THE LOST PILLARS

The ancient gateway to Scaedor can be restored. Its pillars are scattered across the islands.

Cinderreach volcanic island
CINDERREACH · VOLCANIC HUNTING GROUND

CINDERREACH

The Varkuun stalk the scorched wastes beneath the volcano.

Varkuun sighted: 0 / 9
VERDANT CROWN · THE LOST PILLARS

THE VERDANT LABYRINTH

The walls have swallowed every road but one.

EXPLORED 0% Waystones 0 / 6
N
WASD / Arrow Keys to move
THE VERDANT LABYRINTH

DISCOVERED PATHS

Only ground you have personally walked is recorded. The centre is not marked.

The eight-armed stone god Ayunsh
DESERT ISLAND · RAID

THE TRIALS OF AYUNSH

Break the arms of the slumbering god, or face his full wrath.

8 ARMS REMAIN0/6 TRIALS COMPLETE
TRIAL I · AYUNSH

TRIAL OF THE SUN

Turn the ancient mirrors. Carry the light to the Sun Crystal.

The Trial of the Sun chamber
TRIAL II · AYUNSH

TRIAL OF THE SCALES

Read the old law. Divide the eight relics until the four sacred scales bear equal burden.

The Trial of the Scales chamber
THE LAW OF AYUNSH The Sun bears the greatest burden. The Hourglass bears the least. The Jackal bears twice the Ankh. The Falcon bears one more burden than the Moon. The Heart bears five more burdens than the Scarab. Sun and Hourglass stand as equals to Heart and Scarab.
TRIAL III · AYUNSH

TRIAL OF BLOOD

Five offerings. No Royal Flask. No potions. Blood spilled by either side feeds the Chalice.

WAVE 1 / 5
☥
THE FIRST OFFERING

Ashen Penitent

0 / 0
THE CHALICE
0 / 100At 50 blood, drink to restore 28% max HP. Drinking gives the enemy a turn.
YOUR LIFE
0 / 0
Every defeated offering restores 8% max HP and adds 15 blood. Survive all five to break Ayunsh's third arm.
Trial of the Guardian chamber
TRIAL VI · AYUNSH

TRIAL OF THE GUARDIAN

First came the Sun. Beneath it walked the Moon. At last, all things entered Death.

YOUR LIFE
0 / 0
GUARDIAN CORE
1800 / 1800
WARD SEAL · 0/3 BROKEN
The Trial of Sacrifice chamber
TRIAL V · AYUNSH

TRIAL OF SACRIFICE

One arm will fall. One price will follow you to Ayunsh.

The Trial of the Hunter arena
TRIAL IV · AYUNSH

TRIAL OF THE HUNTER

Three sacred beasts share the arena. Strike only the prey bearing the golden Sigil.

YOUR LIFE
0 / 0
MARKED PREYThe Sigil migrates after two successful attacks. You must select your prey yourself. Strike the wrong beast and your own damage is reflected back at you.
3 SACRED BEASTS REMAIN
DEONARA · COAST

THE HARBOUR

The sea should be a road home. Something beneath it has made the coast a graveyard.

THREAT THE LEVIATHAN

DEONARA · ARCANE TOWER

THE ARCANE DELVE

Climb as high as you dare. XP and loot are unclaimed until you leave. Death forfeits the entire current run.

Wanderer Level 1 Highest 0
ARENA COMBAT

Enemy

Lv. 1
Player portrait

Wanderer

200 / 200
VS
☠

Enemy

80 / 80
Turn 1Special ready
Spell: No spell equipped
Royal Flask: 3/3 · Healing: 10% Max HP · Utility: None equipped
✦

VICTORY

Enemy Defeated

Experience +0 XP
Gold +0 Gold

Loot Acquired

⚔

Characters

Choose another wanderer or begin a new journey.

THE FALLEN KNIGHT

PASSIVE SKILL TREE

Each unique foe grants one permanent Skill Point the first time you defeat it.

AVAILABLE 0UNIQUE FOES 0
Inner ring · 1 pointRing II · 2Ring III · 3Ring IV · 4Outer bridges · 5