Getting started
You are a Wayfarer, newly off the ferry at Lanternport with a few marks, a rusty knife and a name. Veyra was shattered when the star Ithren fell; its shards (starglass) power everything, and whoever holds the shard-fields holds the wealth.
Captain Ysolde Varn meets every ferry. Her quest, Landfall, is the first chapter of the main story and walks you through training, gathering, travel, crafting and your first fight. Follow it: the quest tracker under the top bar always says what the next step wants and where.
The world keeps going while you are away. Your pools refill, your shifts, crafts and expeditions finish and your trips arrive whether you are logged in or not, so a good session ends by setting something long in motion.
- Spend Vigor and Focus before they are full: a full pool wastes its regeneration.
- The ✦ map is home. Tap a place to see what it offers and how long the road is.
- Beside the map: Today (your daily goals and contracts, what is ready to claim, the reset at midnight UTC), Territory (your faction, its land and fronts, the next Reckoning), World events and the World feed. The menu starts with the Map, then Adventure, Character, Economy, Society and Season; Help at the bottom has this Guide, the Item Database and your Account.
- Food heals and restores at once: eat it from your Inventory. Members can turn on auto-eat and the game eats for them when an action needs it.
- World chat opens when Landfall is done. Until then you can read every channel and reply to anyone who writes to you.
- Every level-up shows what just opened for you: new places, gear, recipes, jobs and hunts.
Origins
Pick an origin when you create your Wayfarer. It adds a little to one attribute, gives you a home region and a story line of your own (see Story & quests); any origin can do anything.
| Origin | Bonus | Home | About |
|---|---|---|---|
| Dockborn | +Grit | Haven Reach | Raised on the Lanternport wharves. Hard to knock down. |
| Steppe Rider | +Agility | Cinder Steppe | Grew up with the caravans of the Cinder Steppe. |
| Glasswright | +Wits | Glasswood | Apprenticed to the crystal-cutters of Glasswood. |
| Hillforged | +Might | Ironmaw Hills | Born to the forges of Ironmaw. |
Health, Vigor and Focus
Three pools refill over time, whether you are online or not.
| Pool | Maximum | Refills | Spent on |
|---|---|---|---|
| Health | 50 + 5 × Grit + 5 × level | 2% of max every 5 min | Lost in fights; food heals |
| Vigor | 100 | +5 every 10 min | Training, gathering, hunting, the Ring, digging, expeditions, war roles |
| Focus | 50 | +5 every 30 min | Job shifts, crafting, standing watch, deciphering maps |
What you start with
Every Wayfarer lands with a few marks and this kit:
| Item | Qty | Notes |
|---|---|---|
| 1 | worn | |
| 1 | worn | |
| 1 | worn | |
| 1 | worn | |
| 1 | ||
| 3 |
Attributes & skills
Four attributes shape every Wayfarer. You raise them in the Training Yard (Vigor per session); each point is a little harder to gain than the last, so spreading your sessions over several attributes pays more in total than pushing one.
Skills grow by doing: hunting raises Combat, gathering raises Gathering, crafting raises Crafting, shifts and market sales raise Trade, and leading a faction or scouting on an expedition raises Leadership. Skills run from 0 to 100.
Every activity gives XP. Levels open new places, gear, jobs and recipes. At the level cap your XP keeps counting towards Ascension ranks.
- A coached session costs a fee and counts more: worth it once a plain session gains little.
- Every level from 2 (and some story chapters and Ascension ranks) gives a skill point: spend them on the skill tree on the Build page.
Attributes
- A training session
- 10 Vigor
- A coached session
- counts ×1.6, for a fee
| Attribute | What it does |
|---|---|
| Might | Damage in every fight. |
| Agility | Who strikes first, hit and dodge; shorter trips. |
| Grit | More health; soaks damage. |
| Wits | Critical hits; faster, better crafting; trade. |
Skills
Skills run 0-100 and grow by use. Each one makes its activity a little better.
| Skill | Grows by |
|---|---|
| Combat | Hunting, duels, Ring bouts, war strikes, hunting expeditions |
| Gathering | Gathering at nodes, gathering expeditions |
| Crafting | Crafting at stations, commissions, salvage expeditions |
| Trade | Job shifts, market sales, ruins expeditions |
| Leadership | Leading a faction, scouting expeditions |
Levels
Level = floor(√(XP ÷ 50)) + 1, up to level 30. Past the cap, XP seals Ascension ranks (up to 20).
| Level | Total XP |
|---|---|
| 2 | 50 |
| 3 | 200 |
| 5 | 800 |
| 10 | 4,050 |
| 15 | 9,800 |
| 20 | 18,050 |
| 25 | 28,800 |
| 30 | 42,050 |
Travel, mounts & the map
Moving between places takes real minutes and a fare in marks. Ask for a far place and the road-finder picks the quickest open path and charges the whole fare up front; you are on the road until you arrive.
Roads drawn in dashed red are risky: a trip that used one may end in an ambush by a beast of the region you arrive in, and bandits like them too (see Road & treasure).
Every place has a level. You cannot enter a place above your level, and trips never pass through one.
The Frontier lies beyond the old map: the Stormglass Isles and the Duskward Marches. Each needs a passage, won by its own questline. Nobody can hold Frontier land.
The Lightning Isles float above the Marches. No road reaches them: a Rune of Thunder, sung at the Umber Gate, carries you up to Old Palteon, and the Sky Gate there is the only way down. Between the islands, wind-kites ride the currents.
- Agility shortens every trip a little; a mount (from a stable) shortens it more, and more again on roads into a region of its element.
- Rent a bed (Lodging) in a city or town for bigger Vigor and Focus pools while you are away.
- Save favourite places on the map to set out in one tap.
Regions of Veyra
- Roads
- 55, 26 of them risky
- Places
- 38
- Ambush on a risky road
- 25% on arrival
| Region | Danger | Levels | Places | Kind |
|---|---|---|---|---|
| Haven Reach | ◆ | 1+ | 3 | Core |
| Cinder Steppe | ◆◆ | 2+ | 3 | Core |
| Glasswood | ◆◆ | 2+ | 3 | Core |
| Ironmaw Hills | ◆◆◆ | 4+ | 3 | Core |
| The Drowned Coil | ◆◆◆ | 5+ | 3 | Core |
| Frostmere | ◆◆◆ | 5+ | 3 | Core |
| Sunken Crown | ◆◆◆◆ | 8+ | 3 | Core |
| Ashen Waste | ◆◆◆◆◆ | 10+ | 2 | Core |
| The Stormglass Isles | ◆◆◆◆◆ | 13-18 | 4 | Frontier |
| The Duskward Marches | ◆◆◆◆◆ | 15-22 | 5 | Frontier |
| The Lightning Isles | ◆◆◆◆◆ | 22-28 | 6 | Sky (Frontier) |