The world
You wake on a big island that's been overrun. Old ruins are scattered everywhere; clear one out and it becomes your home. The island is four rings, and it gets harder (and richer) the further out you go:
GreenwoodThe safe middle. Copper, tin, wood, berries.
FenlandsSwampy. Iron, coal, undead, bloodstone.
HighlandsRocky. Silver, gold, brutes.
AshlandsThe burnt edge. Dark ore, obsidian, the worst of it.
- The world is shared and saved. Time only passes while someone is online, so nothing starves or burns out while you're away.
- A day lasts 20 minutes. Nights are dark and bring more monsters: carry torches.
Controls
| Do this | To |
|---|---|
| WASD / arrows, or left-click the ground | Walk |
| Left-click a tree, rock or monster | Gather it / attack it (one click: you keep at it until it's done) |
| Right-click | Place what you're holding, eat it, or open a chest, machine or portal |
| 1–8 or mouse wheel | Pick a hotbar slot (what's selected is what you hold) |
| I or Tab | Pack and crafting |
| Q E R F | Cast spells at the cursor |
| N | Island map (it fills in as you explore) |
| + / − | Zoom |
| Enter | Chat |
| M / H | Sound on/off / this guide |
| O | Settings: volume (master, effects, ambience), screen shake, night darkness, damage numbers, hurt flash, minimap and hint on/off |
Combat and dying
- Click a monster to attack it; you'll walk into reach and keep swinging until it's dead (click the ground to break off). Damage comes from what you hold, so put a weapon on your hotbar and select it. Armor goes in the armor slot in your pack.
- Bosses mark the ground with a red ring before a big hit. Get out of the ring.
- Health comes back slowly on its own. Food heals faster.
- Dying keeps your inventory. You wake at home Wounded for 3 minutes of play: less max health and slower healing. Easy to shrug off, but don't chain-die.
- Monsters won't come into a ruin you've claimed. Home is safe.
Your first day
- Punch some trees and rocks. Bare hands work, slowly. Get ~15 wood and ~10 stone.
- Open your pack (I) and make a stone axe and a stone pickaxe, and a wooden club if you want something to swing. The recipe list shows what you can make right now.
- Make a few torches (2 wood → 2) before dark.
- Find a ruin (the map shows them), kill its guards, and make a claim banner (6 wood + 4 stone). Right-click to plant it on the ruin's floor. It's yours now; you respawn here.
- Make a chest (8 wood) for your stuff and a cooking fire (6 stone + 4 wood).
- Mine copper and tin (Greenwood ore veins). Build a stone furnace (8 stone), put ore and wood in it, and smelt ingots. 3 copper + 1 tin at the furnace = bronze. Bronze gear is your first real upgrade.
Ore needs a pickaxe of its tier: stone for copper/tin, bronze for iron and coal, steel for
silver and gold, electrum for the Ashlands' dark ore and obsidian.
Your ruin
- Inside your claim you can build stone walls, chests, machines and Blood Magic. Nobody else can break or take anything there.
- Repairing walls: hold a stone wall (craft it from 3 stone, anywhere) and click a broken ruin wall or a rubble pile inside your claim. The fresh wall replaces it. There's no separate repair button.
- You can hold up to 3 ruins. Pick one near what you need: water for a water wheel, trees for resin.
- Your stuff in chests stays put. Things dropped on the ground (when your pack is full) vanish after a few minutes.
Food and farming
- Wild plants drop seeds. Make a stone hoe, till soil inside your claim, and plant. A bucket of water on a 3×3 patch makes it grow twice as fast. Crops ripen in about 6 minutes.
- Cook at the cooking fire. Meals heal and give a 5-minute buff (tougher, faster, stronger…).
- Every new food you eat for the first time gives +2 max health, forever. Try everything.
Technology: metal and machines
Metal goes stone → bronze → steel → electrum → dark steel. Each tier needs the last tier's pickaxe to mine its ore, and each is better gear.
- Stone furnace: burns fuel (wood, charcoal, coal) to smelt ore into ingots. Wood in the ore slot becomes charcoal, a better fuel.
- SAG mill (powered): 1 ore → 2 dust. Twice the metal. Smelt the dust.
- Alloy smelter (powered): bronze (copper + tin), steel (iron + coal), electrum (silver + gold), far better yield than mixing at the furnace by hand, and it needs no fuel.
- Item pipes join machines and chests into a network: machines pull ore and fuel from the chests and put what they make back. Things that touch count as joined too.
- Later: a storage terminal shows every chest on its pipes as one searchable list (and crafting uses it), and a storage core with drives holds thousands of items.
Simple power, step by step
The SAG mill and alloy smelter need power. The easiest setup, all with Greenwood metal:
- Make a generator (10 stone + 4 copper ingots) and a SAG mill (12 stone + 4 copper + 2 tin).
- Make energy cables (1 copper ingot + 1 wood → 4).
- Place the generator and mill in your ruin, and join them with cables (or just put them next to each other).
- Right-click the generator and give it fuel: wood works (10 s each), charcoal is 40 s, coal 60 s.
- Right-click the mill and put ore in. It grinds while the generator has power. Done!
Make it run itself
- Put a chest next to the generator (or pipe one to it) full of fuel. It feeds itself.
- Pipe a chest to the mill: it pulls ore from it and drops dust back in. Add a furnace or alloy smelter on the same pipes and the dust goes straight on to ingots.
Free power
- A water wheel (beside water) or a windmill touching an alternator gives a small, steady amount of power with no fuel at all. Windmills do double in the Highlands. (Alternators need steel.)
- Resin taps near trees drip resin; a still turns it into tree oil, a long-burning fuel. A grove can fuel its own still.
- A harvester picks and replants ripe crops around it and pipes the harvest away.
Blood Magic
Powerful, a little grim, and it starts early. You pay in life essence (LP), which comes from your own blood.
- Collect bloodstone (undead drop it; sometimes rubble). Make a sacrificial dagger and a blood altar (12 stone + bloodstone + 4 bone) inside your claim.
- Hold the dagger and right-click the altar to bleed into it (10 health → 100 LP). Eat, wait, repeat.
- Infuse things by right-clicking the altar with them: stone → blank slate, bloodstone → a weak blood orb.
- Carry the orb and right-click the altar with it to pull LP into your soul network (the red bar under your health).
- Craft sigils from slates: Blood Bolt (shoot), Mending (heal), Swiftness, Growth (crops), Blood Lamp. They spend your network, or your blood if it's empty.
Going further
- Tier 2: surround the altar with 8 blood runes. Reinforced slates, the apprentice orb, and Blood Lance.
- Tier 3: add a blood capstone two steps out on each diagonal (a clear 5×5). Imbued slate and the magician's orb.
- A master ritual stone runs a ritual from its own LP, even while you're offline: the Green Grove (faster crops), and with late-game foci, the Warding Veil (keeps monsters away) or the Well of Suffering (hurts monsters and fills your altar).
Spells and wands
- Spells cost mana (the blue bar). Learn one by right-clicking a tome; it goes on QERF. Click a spell slot to swap what's there.
- Craftable tomes: parchment (from hide) + arcane ink (charcoal + copper dust, so you'll want a SAG mill). Arcane Bolt, Renew (heal), Ward (shield).
- Fire Nova and Meteor only drop in dungeons. Blood Lance is infused from an Arcane Bolt tome. The realm bosses carry the rarest two.
- Wands and staves shoot a missile as their basic attack and make your spells stronger. The first wand is just wood, copper and ink.
- Fen tea (cranberries + onion) refills mana faster.
Dungeons, bosses and realms
- Each ring has a stone portal (blue swirl) to its dungeon: nine dark rooms, rich ore, and a boss at the end. Bring torches; only torches can be placed inside.
- Bosses enrage at half health. They drop a trophy you'll need for top-tier gear and keys, plus magic loot.
- A dungeon resets a few minutes after everyone leaves, so you can fight its boss again. Loot left inside is lost.
- Realms (violet portals) are the endgame: the Hollow (Highlands) and the Twilight Glade (Ashlands). Their portals need a key in your pack, crafted from dungeon trophies. Their bosses shoot back.
Loot and affixes
- Gear can drop magic (1–2 bonuses), rare (3) or, from realm bosses, unique (fixed, named, powerful). Bonuses on what you hold and wear add up.
- An enchanter's bench lifts one bonus off an item into a soul gem (destroying the item) and sets it into another, up to 4 per item. Uniques can't be changed.
- When your pack is full, loot lands at your feet. Anyone can pick it up, so share or hurry.
Stuck on a recipe? The search box in your pack finds recipes by name or ingredient:
type "copper" to see everything copper goes into.