Skip to content

Player handbook

Seals, tempering & Champions

Sealed equipment, the Sealreader, tempering to +6, Champion creatures and resting between fights.

3 minute read · Development preview guide

Sealed equipment

Creatures sometimes drop equipment bound in stray Gate-light, shown in your bag as Sealed items with a violet mark. Champions always carry at least one. Sealed pieces can be stored, traded or sold on the player market like any other item.

Bring them to Veyra, the Sealreader in Firstlight Square. Breaking a seal costs game gold (more for higher-level equipment) and reveals its quality: Common 55%, Fine 27%, Superior 12%, Heroic 5% or Legendary 1%. Better grades add attack to weapons and defense (and a little attack) to armor. Heroic and Legendary reveals are announced to everyone online.

Tempering to +6

Hollis, the Forgemaster beside the Firstlight Anvil, tempers any weapon or armor one level at a time using game gold and Temper Stones. Each level adds attack to weapons and, every second level, defense to armor. Equipped items stay equipped when tempered.

Plus one to plus three never lose a level; a failed attempt only spends the stones and gold. From plus four the chance falls (55%, 40%, then 25% for +6) and a failure drops the item one level, unless a Ward Seal takes the blow. A Ward Seal is spent only when it saves the item.

Temper Stones drop from creatures of level three and above, come from Champions, and can be folded at any anvil from three Copper Ore and one Wisp Dust. Hollis also sells a few. Ward Seals are sold by Veyra or inscribed from a Champion Sigil.

Champions

When a field creature reforms there is a small chance it returns as a Champion: it glows gold, has triple health and hits harder. The whole map is told when one appears.

Defeating a Champion pays four times the usual XP and gold and always drops sealed equipment, a Champion Sigil and Temper Stones, sometimes a Ward Seal as well. Loot you earn is reserved for you for twenty seconds so nobody can snatch it. Encounter bosses never become Champions.

Rest between fights

Press X (or Rest on touch controls) to sit down once you have been out of combat for a few seconds. Sitting recovers three percent of your health every second. Moving, attacking, gathering or being hit stands you up again. Town recovery hosts still restore everything at once for a little gold.

Reseal duplicates

Carrying three identical plain pieces (Common quality, +0, not worn)? Veyra can fold them back into one sealed piece for a small fee, giving you another roll at its quality. It is a useful home for spare drops and shop duplicates.

When the world is full

During busy launches the world admits a fixed number of adventurers at once. Everyone else waits in a first-come line that shows your place and an estimated wait, and you enter automatically when a slot opens. If your connection drops you keep your place for a minute; players who briefly lose connection inside the world keep their slot for 45 seconds.