✦ ADVENTURER’S HANDBOOK ✦

Game Guide

New here? Start with Start Here below. A 5-minute path from your first login to your first victory. Then dig into combat, friends, and the reference handbook.

Start Here. What Is Witchery?

Witchery is a Celtic dungeon-crawling RPG you play with friends in the browser. A tabletop night online. You build a hero with a haunted past, gather up to five companions (friends, or hirelings from the Guild), and delve from the meadows of Port na Carraig to the basalt stones of the Giant’s Causeway. No download. Your party of six fights as one. And friends matter mechanically, not just socially.

1

Take the origin quiz (90 seconds)

Seven evocative questions reveal your path. The Vigil-Keeper, The Branded, and more. It sets your personal story chain and the tone (guilt, duty, desperate hope). Playtesters call it the best hook in the game. Don’t skip it.

2

Create your hero, draft a weapon

Pick race + class (every class works for every race. 200+ portrait combos). Then draft from three starter weapons, each with a blessing. Reroll up to 3 times. Fighters start tough (~85 HP); mages hit hard but fragile. Pick what sounds fun.

3

Visit Finn, then hire at the Guild

In Port na Carraig: talk to Finn O’Sullivan (Training Yard) for your class’s first signature skill, then stop by the Adventurer’s Guild. Solo? Hire Declan (free fighter) and Niamh (free healer). They solve Act 1 for small parties.

4

Win your first fight in the East Meadow

Follow the golden footprints west. When your character’s card lights up: ATTACK → tap the enemy. It resolves immediately, no round to wait for. One legal target? It auto-targets. See Your First Fight for CT order, formation, and the free item action.

5

Follow the quest tracker, bank in town

The gold banner + quest tracker always show your current objective. Talk to Oona (Salty Selkie) for The Wishing Chair. Rule of thumb: leave starter zones by level 3, retreat to town when low. entering town checkpoints your progress.

Port na Carraig town: the Salty Selkie, Adventurer's Guild, and party panel
Port na Carraig. The Salty Selkie, the Adventurer’s Guild, and your party panel. This is where steps 3–5 happen.

What “friends matter” means here

  • Shared quest credit. Grouped friends share kills, talk objectives, visits, and chest loot.
  • Downed, not dead. At 0 HP you go DOWNED with a 3-round bleed-out clock. Any ally can spend a turn to revive you to 25%.
  • Combos. Thief marks (Distract / Expose Weakness) and any ally’s basic attack detonates them for bonus damage (spells and abilities don’t).
  • Skills have provenance. Signature skills are taught by someone (Finn, Oona) and recorded on the skill.

Your First Fight. Wait, ATTACK, Tap, Done

Combat runs on continuous Charge Time (CT). There are no rounds. CT bars fill in real time (high AGI = more turns); when a character’s bar fills, their card lights up and only their buttons work. The initiative bar forecasts the next 3 turns. Here is the exact flow playtesters stumbled on, spelled out:

1. Wait for your turnYou don’t pick who acts. The CT bar does. When your character’s card lights up, their ATTACK, spell, and ability buttons unlock.
2. ATTACK, tap enemyPress ATTACK (or a spell/ability), then tap a pulsing enemy. Melee can’t reach the back row while the front stands; spells reach anywhere. One legal target? It auto-targets.
3. It resolves immediatelyNo round, no waiting on the party. Your action sends the moment action + target are set, then CT keeps flowing to whoever fills next. (SUBMIT is just a fallback button.)
Real combat: ATTACK and DEFEND buttons, initiative bar, and combat log
Real combat. ATTACK / DEFEND / ITEMS on the left, the initiative bar up top, and the combat log below. Wait for the card to light up, pick, tap. Done.

Formation, Defend & free items

  • Front / Back rows. Fighters front, casters back. The back row is protected from melee.
  • Defend. Halves damage until your next turn. Real “turn 2” decision, not a dead button.
  • Items are a free action. Quaff a potion on yourself or any ally without spending the turn.
  • Level-ups celebrate. Modal + party toast. Spend your skill point now or later (menu-learned generals vs story-taught signatures).
  • AFK safety net. Idle characters auto-attack so a walked-away friend doesn’t stall the fight.

Party & Friends. Never Delve Alone (Unless You Want To)

Talking to Oona Stoneweaver at the Salty Selkie
Talk to Oona at the Salty Selkie. She gives you The Wishing Chair (200g, 200 XP, Giant’s Slumber).

Solo, duo, or six

  • Solo? Hire Declan + Niamh at the Guild (both free) for a real 3-person party in 10 minutes.
  • Bring a healer. Priest or Bishop. 2–3 front-liners protect casters; a Thief handles traps, locks, and secret passages.
  • Death = corpse-run with checkpoints. Falling on a field/dungeon rolls you back to the pre-entry snapshot; new loot drops as a labeled death chest at the death tile (anyone can loot it). Entering town saves everything.
  • Rest is slow and risky. 5% HP / 10% MP per turn with a 5% ambush chance each turn. Bring potions; retreat to town when low.

📜 The Story So Far

Witchery retells the old Fenian legends and lets you walk them: Fionn and his hunters, fugitive lovers, fairy musicians. Three threads run under everything:

The Bridge

Forty thousand basalt columns run from the cliffs into the sea. All that remains of the bridge Fionn mac Cumhaill laid to Scotland to meet his rival Benandonner in contest. Tricked and fled, the giant tore the road apart behind him. His fortress, the Giant’s Keep, still seals the first boss. And seal-stones across the water bind his power from the Scottish side.

The Pursuit

Grainne approaches you at the Port na Carraig harbor with fugitives on her heels. Diarmuid has been discovered. What you choose there, shelter or sold, bends the road to the Causeway. The oldest love-and-loyalty story in Ireland, and you are standing in it.

The Hill

The Hill of Tara, seat of the High Kings, holds the Lia Fáil, the Stone of Destiny. Every Samhain the hill belongs to the dead: Aillen, fairy fire-musician of Mag Mell, rises to play his enchanted harp until the warriors sleep. Then burns the Royal Hall to cinders. Only Fionn ever stood against him. The path to the summit is open again.

Your legend

Your origin quiz writes you into this world with a haunted past. Then Oona’s missing daughter gives you your first reason to leave town: The Wishing Chair at Middle Causeway. Follow the quest tracker. The small jobs teach the systems; the old stories pay them off.

🧮 Main Threads. Quests That Teach the Game

Every system has a quest holding its hand out. Work these in order and you will learn the game without reading about it:

First days in Port

  • The Wishing Chair (Oona, Salty Selkie). Find her missing daughter at Middle Causeway. Your first expedition: travel, survive, return. 200g, 200 XP, Giant’s Slumber.
  • Oona’s First Sowing (Oona). Teaches gardening: sow the community garden and come back for the harvest.
  • Siobhan’s Hearth Lesson (Siobhan). Teaches fishing + cooking: catch mackerel at the docks, grill it at her hearth.
  • Nothing Wasted (Seamus). Teaches salvage: melt low-grade loot into scrap crafters buy back.
  • Donncha’s First Contract (guildmaster). Teaches the contracts board: bounties, hires, and craft work orders.

Making a living

  • Proving Your Worth (Maeve). Defeat 10 Causeway enemies for a permanent 50% ferry discount. Travel gets cheap fast.
  • Harbor Silver Run (Maeve). Steady coin for fresh Silver Salmon. The crews eat before a crossing; so should your purse.
  • Seamus’s Good Turn (Seamus). Salvage scrap plus copper ore: honest work that teaches mining margins.
  • The Guild’s Rat Problem (Donncha). The sewers below need clearing, and he suggests bringing a companion. Beneath it waits the Rat King.

The legend

  • The Pursuit (Grainne, harbor). Shelter or sold: a branching main plot across two acts.
  • The Salmon of Knowledge (Finegas the poet). The legendary fish of the Boyne. The endgame of fishing.
  • Echoes from Staffa (Captain Bronách). A missing scholar on Staffa. Mid-game sea expedition.
  • Break the Seal (Goll mac Morna). Spirits guard the Morna Stones. Late-game dungeon work.
  • Fionn’s Rest (Dreaming Warrior, Tara summit). The truth behind the ancient slumber. Endgame.

📜 Backstories. Tales Your Choices Tell

Every hero carries a backstory: four dropdowns, and every origin offers its own choices, so two heroes rarely tell the same tale. The words are picked from fixed lists (never typed), the tale text is derived from your picks, and locking it in is one-way. Certain side quests only open for matching tales. Your vow can literally unlock doors. Open any character card in-game and press 📜 Backstory.

The four slots

Keepsake

A small thing you carried out.
Dropdown on the character card. No free text

Debt owed to

Who you owe, and for what.
Dropdown on the character card. No free text

Still haunted by

What follows you in dreams.
Dropdown on the character card. No free text

Vow

What you swore. Some vows unlock side quests.
Dropdown on the character card. No free text

One tale per origin (defaults shown)

The Vigil-Keeper

“Kept the vigil with a cold signal-horn in hand. Owes the Beacon-master for the warning that came too late, still hears a bell rung too late, and vows to find the missing.”
Quest hook: vow = “find the missing” in port_na_carraig
See every choice for this origin
Keepsake: a cold signal-horn • a snuffed lantern • a frayed watch-rope • a carved bird • a tide-tablet
Debt owed to: the Beacon-master • the night watch • the Salty Selkie • a drowned lookout • the Guild
Still haunted by: a bell rung too late • drowning dreams • footsteps on the stairs • a lamp left burning • the last report
Vow: find the missing • never sleep on watch • light every beacon • finish the patrol • warn the coast

The Hollow Heir

“Came home to absence, keeping only a tarnished locket. Owes the Ferryman for the search, still hears a locked door, and vows to open every door.”
Quest hook: haunt = “a locked door”
See every choice for this origin
Keepsake: a tarnished locket • an empty key-ring • a folded blanket • a cold hearth-stone • a half-finished grimoire
Debt owed to: the Ferryman • the house itself • a patient neighbor • the clan elders • a nameless creditor
Still haunted by: a locked door • an empty chair • a song half-remembered • supper gone cold • dust on the threshold
Vow: open every door • bring them home • keep the hearth lit • set another plate • rebuild the house

The Deserter's Bargain

“Ran with a broken spearhead and never forgave it. Owes Seamus's forge for the cover story, still hears marching drums, and vows to face the fire.”
Quest hook: vow = “face the fire” in hill_of_tara
See every choice for this origin
Keepsake: a broken spearhead • a stick of ward-chalk • an unsigned pardon • a ledger page • a cut braid
Debt owed to: Seamus's forge • the ones left behind • a false friend • the Hill itself • the Guild
Still haunted by: marching drums • a name on a roll-call • smoke on the wind • a locked door • orders shouted too late
Vow: face the fire • earn the pardon • stand the next line • pay the desert-price • stop running

The Unchosen

“Hesitated at the crossroads holding a two-headed coin. Owes the crossroads witch for the second chance, still hears two roads diverging, and vows to choose, and hold.”
No single quest hook. Any tale fits
See every choice for this origin
Keepsake: a two-headed coin • a carved bird • a crossroad stone • a half-finished grimoire • an unlit candle
Debt owed to: the crossroads witch • a second chance • the Salty Selkie • the Ferryman • themselves
Still haunted by: two roads diverging • a song half-remembered • a name called at night • candlelight without wicks • the choice unmade
Vow: choose, and hold • walk the harder road • waste no second chance • stop hesitating • answer the call

The Branded

“Woke marked, with only a marked coin for a past. Owes the mark-maker for answers, still hears a name called at night, and vows to learn the mark.”
Quest hook: haunt = “a name called at night”
See every choice for this origin
Keepsake: a marked coin • a burnt sleeve • a stick of ward-chalk • a cold hearth-stone • a sealed letter
Debt owed to: the mark-maker • Seamus's forge • a hedge-witch • the Guild • answers unpaid
Still haunted by: a name called at night • itching ink • stares in the market • drowning dreams • a locked door
Vow: learn the mark • find the maker • wear it openly • cut it out • turn it to use

The Debt-Holder

“Inherited a ledger page and a ledger. Owes the Guild by blood and ink, still hears scratching quills, and vows to finish the ledger.”
Quest hook: vow = “finish the ledger” in port_na_carraig
See every choice for this origin
Keepsake: a ledger page • an ink-stained thumb • a brass scale • a carved bird • a creditor's seal
Debt owed to: the Guild • a nameless creditor • blood and ink • the Salty Selkie • the Hill itself
Still haunted by: scratching quills • a locked strongbox • coins counted twice • a song half-remembered • the final sum
Vow: finish the ledger • pay every debt • collect every debt • burn the books • keep the scales true

The Twice-Born

“Died, then woke to candles and a grave-coin. Owes the Ferryman for the return, still hears drowning dreams, and vows to earn the second life.”
Quest hook: haunt = “drowning dreams”
See every choice for this origin
Keepsake: a grave-coin • a snuffed candle • a shroud-thread • a cold hearth-stone • a half-finished grimoire
Debt owed to: the Ferryman • the candle-lighter • the other side • the Salty Selkie • a second dawn
Still haunted by: drowning dreams • cold water • candles going out • a name called at night • the last breath
Vow: earn the second life • fear no dark • thank the Ferryman • live loudly • carry the light

The Instrument

“Carries a borrowed blade that was never theirs. Owes the true owner for passage, still hears another's memories, and vows to carry the legacy.”
Quest hook: vow = “carry the legacy”
See every choice for this origin
Keepsake: a borrowed blade • a sealed letter • a stranger's ring • a tarnished locket • an unfinished song
Debt owed to: the true owner • a smuggler captain • the Guild • the dead piper • a masked lender
Still haunted by: another's memories • a tune not theirs • borrowed grief • a song half-remembered • hands that aren't theirs
Vow: carry the legacy • deliver it safely • return what was lent • finish another's work • sing the unfinished song

The Unraveled

“Left young with a packed satchel and never looked back. Owes a worried mother nothing but claims otherwise, still hears a screen door banging, and vows to never look back.”
No single quest hook. Any tale fits
See every choice for this origin
Keepsake: a packed satchel • a carved bird • a mother's ribbon • a stick of ward-chalk • a one-way token
Debt owed to: a worried mother • the road itself • an empty house • a forgotten name • a childhood friend
Still haunted by: a screen door banging • supper smells • a song half-remembered • small shoes • the lane home
Vow: never look back • see every coast • answer to no one • outrun the past • find a new name

The Architect's Heir

“Studied wards, inherited a stick of ward-chalk and a warning. Owes the master builders for the truth, still hears chalk-dust, and vows to learn the wards.”
Quest hook: vow = “learn the wards” in hill_of_tara
See every choice for this origin
Keepsake: a stick of ward-chalk • a half-finished grimoire • a brass compass • a cracked lens • a master's notes
Debt owed to: the master builders • the Guild • an old teacher • the Hill itself • the sealed archive
Still haunted by: chalk-dust • a collapsing arch • a warning unread • candlelight without wicks • the sealed door
Vow: learn the wards • finish the master's work • seal what was opened • read every glyph • build to last

Backstory-gated side quests

  • The Empty Chair (Lv 2). Needs vow = “find the missing”. Reward: 250g, 500 XP. A chair at the Salty Selkie has sat empty for a tenday. Old Tam, a harbor sailor, never came back from his last run. Oona only trusts this thread to someone who vowed to find the missing.

⚔ Core Mechanics

Combat System (CT-Based)

Combat uses a Charge Time (CT) system. Higher AGI = faster actions and more turns per battle.

  • Formation: Front/Back rows. Protect your spellcasters!
  • Range: Melee only hits front row; spells reach any position
  • Status Effects: Sleep, paralysis, confusion can swing battles
  • Mastery Bonuses: Spells gain power as you learn more of the same school
  • Defend: Reduces damage taken by 50% until your next turn
  • Items in Combat: Use consumables on yourself or any ally as a free action

Zone Progression

RegionLevelsTypeNotes
East Meadow1FieldGentlest ground. Learn the ropes
Port na Carraig1–3TownHome town: garden, docks, market, guild (Outskirts fields + Ratways below)
Giant’s Approach2–4FieldBasalt road to the Causeway. Giant’s Keep
Ballycastle Roads2–4SeaSheltered coastal waters. Practice sailing
Giant’s Causeway3–5FieldFirst real challenge. Move here at Lv3
Anemone Grotto3–5DungeonTide cave off the Causeway cliffs
Giant’s Moor3–5FieldInland junction. Moorland between Port, shore and Antrim
Middle Causeway3–6Field / DungeonThe Wishing Chair sits at the far end
The Dark Hedges3–6FieldBeech avenue. Eerie, beautiful, dangerous
Antrim Plateau4–6FieldHigh moor. Goblin hill camps
Causeway Crossing4–7TownShoreline camp among the basalt columns
Dunluce4–7TownFortress town on the sea cliffs (quest unlock)
The Giant’s Keep5–7DungeonBenandonner’s sealed fortress (quest unlock)
Belfast Quarter5–8TownGarrison town. Ferry or field road; bring strong gear
Lough Shore6–8FieldEastern lough coast. Fomorian warbands
Belfast Catacombs6–8DungeonDrowned crypts beneath the town
Kintyre Shore6–8FieldFerry landing across the water
North Channel6–8SeaOpen strait. Rough crossing
Inveraray6–10TownHighland town. Heart of the Scottish faction
Staffa Landing6–8FieldTiny harbor. Gateway to Fingal’s Cave
Tara Approach7–9FieldPilgrim road to the sacred hill
Souterrain of Meath7–9DungeonHaunted barrows below the road
Glasgow Crossroads7+Town⚠️ Extremely dangerous. Ferry available
Fingal’s Cave8–11DungeonALBA seal-stone in the basalt columns
Staffa Approach8–10FieldBoat run to Fingal’s Cave
Basalt Pipe8–10DungeonShaft through the basalt. Ore seams
Staffa Sound8–10SeaWhite water between the isles
Hill of Tara9–12Dungeon⚠️ Endgame. Aillen stirs beneath the mound

Experience & Leveling

Kills pay 10 × CR + 5 × CR² XP per enemy, split evenly across the whole party. Characters still standing earn a full share; fallen characters earn a half share. Keeping everyone alive roughly doubles your pace.

Rat (CR 1)15 XP
Dire Rat (CR 3)75 XP
Bean Nighe (CR 5)175 XP
Causeway Giant (CR 9)495 XP
Ossuary Sentinel (CR 10)600 XP

Quest XP is the fast lane. Follow the tracker and turn in before grinding. Higher CR tiers multiply rewards (Heroic ×1.75 XP, Legendary ×3.0 XP).

⚠️ Resource Management

  • Rest recovery: Only 5% HP and 10% MP per turn (very slow)
  • Ambush risk: 5% chance per rest turn. Compounding danger
  • Strategy: Bring potions. Retreat to town when resources are low

🌏 World & Locations

The world spans 28 connected zones from the sheltered port town of Port na Carraig to the sacred Hill of Tara. Fields, towns, dungeons, and sea crossings. Each region grows harder as you venture further from home. Fixed dungeons hide along the way: the Ratways beneath Port, Giant’s Keep on the Approach, Fingal’s Cave off Staffa, and the Hill of Tara.

World Map

World Map
World Map
Port na Carraig Local Map
Port na Carraig. Local Map

Port na Carraig. Town Locations

Your starting town. Talk to everyone. Each location has characters and services to discover.

Port na Carraig
Town Overview
Salty Selkie Tavern
Salty Selkie Tavern
Harbor District
Harbor District
Market Square
Market Square
Adventurers Guild
Adventurers’ Guild
Port Library
Port Library. Catriona

👥 NPC Index

Every NPC is a door to a system: Finn teaches, Oona sends you into the story, Seamus gears you, Maeve moves you across the water, Catriona explains the rules, Bronách remembers the myth. Talk to everyone once. Then come back when you need what they hold.

Talk To These First

Finn O’Sullivan

Finn O’Sullivan

Adventurer’s Guide • Lord, Lv 28 📍 Port na Carraig Docks. Training Yard
Guide

A retired adventurer who now spends his days making sure newcomers don’t repeat his mistakes. Playtesters call his origin quiz “the best 90 seconds in the game”. And his Training Yard lessons are where every class learns its first signature skill.

Go here for:
  • Free combat tutorial. Learn Attack, Defend, and Abilities before your first dungeon
  • Per-class first lesson (TRAIN): Shield Bash (Fighter), Distract (Thief), Crossdraw (Ninja), Chakra Restoration (Shinobi), Blessing (divine classes), Focus (Mage), Nature’s Grasp (Druid), Record Grudge (Lord), Quick Draw (Samurai). Plus an advanced lesson at level 2+
  • Party composition advice (always bring a healer!)
  • Zone recommendations by level + potion strategy
Oona Stoneweaver

Oona Stoneweaver

Proprietress of the Salty Selkie • Bishop, Lv 54 📍 Salty Selkie Tavern
Lore

The tavern keeper and the town’s unofficial loremaster. Named for the legendary Una (Finn McCool’s wife), she claims descent from that lineage. And her encyclopedic knowledge of the giants suggests she may not be lying. Her family has run the Salty Selkie for twelve generations.

Go here for:
  • Quest: “The Wishing Chair”. Her daughter is missing. Reward: 200g, 200 XP, Giant’s Slumber spell
  • Lore about the giants, Finn McCool, and Benandonner
  • Tutorial quest chain. She guides you through the first dungeons
  • Backstory on every region of the map

Services & Shops

Siobhan

Siobhan

Barkeep of the Salty Selkie • Fighter, Lv 28 📍 Salty Selkie Tavern
Shop

Siobhan was taken in by Oona as a teenager and never left. She runs the bar with a quick wit and a rolling pin she has definitely used. Her drinks double as field consumables.

Go here for:
  • Light Ale (5g): Restores 20 HP. Cheap field healing
  • Giant’s Stout (50g): Full HP restore
  • Mystic Spirits (50g): Full MP restore
  • Plus meads, brews, and wines with temporary stat buffs
Seamus Stonefoot

Seamus Stonefoot

General-Goods Merchant • Fighter, Lv 127 📍 Port na Carraig Market
Shop

A dwarf who claims his family helped Finn quarry the causeway stones. He tests stone authenticity by kicking them. Which is how he earned the nickname. His market stall stocks potions, tools, and Giant relics you won’t find anywhere else, and he brokers rune-work commissions for the town board.

Go here for:
  • Potions (Healing, Mana, Antidotes). Buy before every dungeon run
  • Exotic items: Giant’s Marble (stuns all enemies), Causeway Compass, Echoing Horn (reveals passages)
  • Enchantment services (Dwarves get +15% success rate)
  • Runesmith commissions: post an enchant work order. Seamus witnesses it, lords get first refusal, then a provisioner brokers it
  • Quest: “The Merchant’s Boot”. Find a gemstone in Port Notha
Maeve

Maeve

Captain of the Ferry • Fighter, Lv 15 📍 Port na Carraig Harbor
Travel

The fastest ferry captain on these waters. And the only one willing to navigate the routes to Belfast and Glasgow anymore. Her prices reflect the genuine danger, but she’s worth every coin. Prove yourself in the field and she’ll give you a discount.

Go here for:
  • Belfast Quarter ferry: 500g (half-off with discount)
  • Glasgow Crossroads ferry: 1,000g (half-off with discount)
  • Quest: “Proving Your Worth”. Defeat 10 Causeway enemies for a permanent 50% discount
  • Access to mid and high-level zones

Lore & Information

Catriona Bean Leabhair

Catriona Bean Leabhair

Keeper of the Port Library • Bishop, Lv 38 📍 Port na Carraig Library
Info
Port na Carraig Library

A meticulous archivist who has catalogued every documented encounter in the region. “Bean Leabhair” means “woman of books” in Irish, and she lives up to it. Her field notes are available to any adventurer willing to read them.

Go here for:
  • Full explanation of the Challenge Rating (CR) system. Normal / Heroic / Legendary tiers
  • Detailed zone difficulty breakdowns and level recommendations
  • Enemy information. Resistances, special abilities, XP values
  • Field notes on dungeon ecology and rare encounters
  • Champion and Elite variant information
Captain Bronách “Stormeye”

Captain Bronách “Stormeye”

Commander of the Wailing Wind • Samurai, Lv 312 📍 Port na Carraig Harbor
Lore

An ancient elven Samurai of terrifying competence. She was there when the magical storm created the Giant’s Causeway. Over three centuries of maritime history live in her memory. She doesn’t talk much, but when she does, take notes.

Go here for:
  • Quest: “The Sailor’s Lament”. High-level sea content (requires strong party)
  • Historical lore on the creation of the Causeway
  • Information on sea routes and maritime dangers
  • Access to her ship as a fast travel point (high-level)
💡
Talk to everyone, in every location. Some NPCs only appear after completing certain quests. Others have information that only becomes relevant later. And you won’t know until you come back. Short on party members? Hire a companion from the town roster. AI-controlled adventurers who level up alongside you. The quest tracker (top of the location panel in-game) always shows your current objective and where to go next.

☠ Monsters & Enemies

Sixty documented enemies, from sewer Rats (CR 1) to the Void Sovereign (CR 18). All with stats, weaknesses, zone locations, drop tables, and animated sprites in the Bestiary. Pick a tier to browse it:

Field rules that keep you alive

  • Kill casters first. Enemy spellcasters out-damage everything else at every tier.
  • Focus one target. A dead enemy deals no damage; spreading attacks loses fights.
  • Match the element. The Bestiary lists every weakness. Crab? Bring lightning. Wight? Bring holy.
  • Champions pay. The gold-badged enemy in a group always drops loot, at double rate. Kill it first.

⚡ Challenge Rating System

When you enter a dungeon, you choose a difficulty tier. Higher tiers reward dramatically more XP and gold. But the enemies are deadlier versions of themselves.

△

Normal

No requirement

Standard enemies with base stats. Ideal for learning the dungeon layout and building gear.

  • Stats: Baseline HP & attack
  • Rewards: Standard XP & gold
  • Names: Normal names (e.g., Rat, Wulver)
★

Heroic

Avg. party level 5+

Enemies marked with “Cursed” prefixes. Tougher, faster, and partially resistant to physical and magic (+15%).

  • HP: ×1.5 base HP
  • Attack: ×1.25 base attack
  • Rewards: ×1.75 XP, ×1.5 gold & loot
  • Names: “Cursed Rat”, “Cursed Wulver”…
◆

Legendary

Avg. party level 10+

Enemies marked with “Void” prefixes. Heavily armored and dual-resistant (+30%). Extreme danger, extreme reward.

  • HP: ×2.5 base HP
  • Attack: ×1.75 base attack
  • Rewards: ×3.0 XP, ×2.5 gold & loot
  • Names: “Void Rat”, “Void Ossuary Sentinel”…

⚡ Elite & Champion Enemies

Within any difficulty tier, one enemy per group may be randomly promoted to Champion status. Champions show a gold badge in combat and always drop loot (at a doubled loot rate).

  • Stats: ×1.5 HP, ×1.2 attack, +10% physical resist
  • Champion chance: 20% Normal • 35% Heroic • 50% Legendary
  • Guaranteed loot drop regardless of normal drop chance
  • Strategy: Focus the Champion first. It outlasts everything else in its group.

💡 Essential Tips

🛡️ Party Composition

  • Always include at least one healer (Priest/Bishop)
  • 2–3 front-line fighters to protect casters
  • A Thief for trap detection and locks
  • Diversity is strength. Don’t build 6 fighters!

⚡ Combat Strategy

  • Target enemy casters first. Most dangerous
  • AoE spells against groups; single-target for bosses
  • Status effects (sleep, paralysis) can win battles outright
  • Divine Shield can prevent party wipes

📈 Leveling Efficiency

  • Leave starter zones by level 3
  • One Causeway Giant (495 XP) matches a full Ratways clear. Push forward when ready
  • Quest XP is the fast lane. Prioritize the tracker
  • Fallen characters earn half shares. Revives protect your pace

💰 Resource Management

  • Resting in dungeons is dangerous. Bring potions instead
  • Conserve MP. Don’t waste spells on weak enemies
  • Retreat to town when resources are low
  • Invest in equipment upgrades. They pay off!

⚒ Crafting Systems

Smith equipment at Seamus Stonefoot’s forge in Port na Carraig. Dwarves receive +15% success rate; Humans +5%.

Copper Sword

Skill 1 • 85%
3× Copper Ore • 1× Ragged Leather
3–6 dmg • +1 STR • 25g

Iron Sword

Skill 10 • 75%
4× Iron Ore • 2× Tough Leather
5–10 dmg • +2 STR • 60g

Silver Sword

Skill 25 • 65%
5× Silver Ore • 2× Iron Ore • 1× Blessed Water
6–12 dmg • Holy • 120g

Mithril Sword

Skill 50 • 50%
6× Mithril Ore • 3× Scale Hide • 1× Sapphire
10–18 dmg • +3 STR +2 AGI • 400g

Iron Battleaxe

Skill 12 • 70%
5× Iron Ore • 2× Tough Leather
6–12 dmg • +3 STR • 75g

Iron Platemail

Skill 15 • 70%
8× Iron Ore • 3× Tough Leather
6 def • +2 VIT +1 STR • 80g

Scale Armor

Skill 30 • 60%
6× Scale Hide • 4× Iron Ore • 2× Silver Ore
8 def • +3 VIT +1 AGI • 150g

Dragon Scale Armor

Skill 70 • 40%
10× Dragon Scale • 5× Mithril Ore • 2× Ruby
12 def • +4 VIT +2 STR +2 AGI • 800g

💡 Tip: Failed forges lose up to half the materials. Use a Dwarf crafter for best results!

Brew potions at the Mage Academy Alchemy Lab. Gnomes receive +15% success; Elves +10%; Humans and Halflings +5%.

Minor Health Potion

Skill 1 • 90%
3× Meadow Grass • 1× Blessed Water
Heal 30 HP

Minor Mana Potion

Skill 1 • 90%
3× Mana Bloom • 1× Blessed Water
Restore 20 MP

Antidote

Skill 2 • 90%
3× Meadow Grass • 3× Healing Herb
Cure Poison

Health Potion

Skill 10 • 80%
3× Healing Herb • 2× Blessed Water
Heal 75 HP

Mana Potion

Skill 10 • 80%
4× Mana Bloom • 2× Moonpetal
Restore 50 MP

Greater Health Potion

Skill 25 • 70%
5× Healing Herb • 2× Moonpetal • 1× Quartz Crystal
Heal 150 HP

Phoenix Elixir

Skill 60 • 40%
3× Phoenix Ash • 5× Blessed Water • 3× Moonpetal • 1× Ruby
Resurrect with full HP!

💡 Tip: Failed brews still consume half the materials. Stock up on Meadow Grass early. It drops from Rats!

Cook campfire meals from garden crops and harbor catches. Every recipe heals. The bigger the meal, the deeper you can delve before retreating to town.

Trail Rations

Skill 1 • 95%
4× Meadow Grass • 1× Healing Herb
Heal 25 HP

Grilled Mackerel

Skill 1 • 90%
2× Mackerel
Heal 40 HP

Harbor Fish Stew

Skill 3 • 85%
1× Harbor Cod • 2× Healing Herb
Heal 80 HP

Hearty Catch Chowder

Skill 5 • 80%
1× Sea Bass • 3× Meadow Grass • 1× Blessed Water
Heal 130 HP

Silver Salmon Feast

Skill 8 • 70%
1× Silver Salmon • 1× Moonpetal
Heal 220 HP

Camping Supplies

Skill 1 • 95%
1× Ragged Leather • 1× Driftwood Branch
Camp kit. 1 party-night in the field

💡 Tip: A feast costs one salmon and one moonpetal but heals more than four Giant’s Stouts (200g at the bar). Fish and garden between delves.

Raw materials don’t only come from monsters. The Community Garden and the Harbor Docks reward patience. And everything you gather feeds brewing and cooking.

Community Garden

Port na Carraig • 3 plots
Meadow Grass (1 min) • Healing Herb (10 min) • Barley Sheaf (15 min) • Mana Bloom (20 min) • Moonpetal (1 hr, rare)
Plant, water, harvest. Watering boosts growth

Harbor Docks

Port na Carraig • fishing
Mackerel • Harbor Cod • Sea Bass • Silver Salmon • Moon Pearl (rare) • Sodden Boot (junk)
Weighted catches. XP per catch, junk happens

💡 Tip: Meadow Grass is the tutorial crop (ready in a minute) and Moonpetal is the long game. Plant before a dungeon run; harvest when you return.

The Community Garden: tended rows and crops
The Community Garden. Plant before a delve, harvest when you return.

Runes and enchantments are applied at Seamus Stonefoot’s forge. Purchased with Oathgold (earned through deeds), not crafted. Need a custom enchant? Post a runesmith commission on the contracts board. Seamus witnesses it, lords get first refusal, then any provisioner may broker the job.

Rune of Protection

Disc. 2 • 15 Oathgold
Socket: Any
+3 armor • +5 defense

Rune of Striking

Disc. 2 • 15 Oathgold
Socket: Weapon
+2–5 damage

Rune of Speed

Disc. 2 • 15 Oathgold
Socket: Any
+2 AGI • +10 initiative

Master Rune of Iron

Disc. 4 • 40 Oathgold
Socket: Armor
+5 VIT • +8 armor • +10% max HP

Master Rune of Fury

Disc. 4 • 40 Oathgold
Socket: Weapon
+5–12 dmg • +3 STR • +10% crit

Legendary Rune of Kingship

Disc. 6 • 100 Oathgold
Socket: Any
+5 all stats • +25% all stats • Party buffs

💡 Tip: Oathgold is earned by completing quests and contracts. Lords and Dwarves earn Oathgold faster.

Where to farm crafting materials. Higher-tier zones drop better materials.

🏠 Town Life, Bazaar & Contracts

Towns are more than quest hubs. NPCs patrol their streets, companions wait for hire, and the whole player economy runs through the market square.

The Salty Selkie tavern: tables, townsfolk, and your party in town
The Salty Selkie. Songs, stools, and town services. Entering town checkpoints your progress, so retreat when low.

Hireable Companions

Solo or short a healer? The town roster offers AI-controlled adventurers with their own histories. From common folk to specialists who only work with reputable contractors. Hires level up and fight alongside your party; releasing one ends the contract for good.

The Grand Bazaar

The player-driven market. Set up your own stall, browse fellow adventurers’ wares, and search across every shop. Cooked meals, garden surplus, spare gear. If someone needs it, someone sells it.

Contracts Board & Town Needs

  • Bounties & hires. Player-posted, escrow-backed. The gold is held up front; deliver and it pays out.
  • Craft work orders. Commission forging, brewing, or cooking delivery with a suggested wage from the item’s value.
  • Runesmith commissions. Enchant work brokered by Seamus Stonefoot. Lords get first refusal for half a day, then any provisioner may broker it.
  • Daily town needs. Every morning, local establishments commission fresh provisioner work orders for raw materials. Unfilled needs expire at midnight. The board always refreshes.

The short version: take the quiz, learn your lesson from Finn, hire at the Guild, and follow the tracker. Retreat to town when low. It checkpoints you. Bring friends; revive them when they fall.

— Finn O'Sullivan, Adventurer's Guide