How to play · build 0.1

How to play

An isometric action RPG: you explore regions on expeditions, fight with techniques tied to the weapon in your hand and return to Vharan to recover, trade and rework what you learned. The exact numbers live in the Codex.

§ 01 — Controls

Controls

Two schemes, picked on your first awakening and switchable in Settings › Controls: mouse, Path of Exile 2 style, or keyboard, with W A S D. In both, Space rolls in the chosen direction, with two charges that come back in 3 s each; with none left, the hero only catches a breath.

ActionMouseKeyboard (WASD)
MoveLeft click on the ground (hold to keep walking)W A S D or arrows; the body faces the mouse
AttackLeft click on an enemy, or right clickLeft or right click
Attack in placeShift + left clickLeft click
Techniques 1–5Q W E R TQ E R T 3
Techniques 6–96 7 8 94, mouse buttons and wheel
Roll · runSpace rolls toward the cursor; hold after rolling to runSpace rolls where the keys point
Life flask · mana flask1 · 21 · 2
Interact · talkF or click the nameF
Read a bookF, near the bookF
Portal to VharanP (again or Esc cancels)P
Inventory · characterI · CI · C
Talent treeThe HUD's + button, or “Open tree” on the sheetsame
Act I map · local mapM · TabM · Tab
Item names on the groundHold Shift or Altsame
Close · pauseEscEsc
§ 02 — Classes

Classes

The Warrior starts with a sword and fights up close; at level 5 gains Memory Step. The Druid starts with a staff and fights beside the bear she summons. Both can use any weapon; the class only gives affinity: techniques of its weapons cost 5% less mana. See the classes on the home page.

Class techniques

  • Memory Step · Warrior

    Level 5. Teleport: the departure leaves an exploding echo; the arrival strikes and staggers. Up to three charges.

  • Call of the Bear · Druid

    Level 1. Summons the bear; while it lives, the same key sends it charging at the enemy under the cursor.

  • Wild Bond · Druid

    Passive. What is yours passes to the bear: strength, defences and, at rank 3, Fury, Ward and Haste.

  • Ember · Frost · Storm · Earth · Druid

    Infusions on the bear, one at a time: burns, freezes, jumps between enemies or hardens and staggers.

  • Maddening Roots · Druid

    Level 9. Marks an enemy: earth and companion hits can root it and lower its defences.

  • Wildwood Fury · Druid

    Level 6. Goads the bear: for a few seconds it inherits part of your attack and movement speed, plus a flat bonus. Without the bear out, it can't be cast.

The bear changes with the weapon

Weapon in handBearWhat changes
other weaponsSpirit Bearphysical claws
StaffStorm Bearlightning; techniques discharge as Overload
SpearHunter Bear+15% damage and a 40% chance to bleed
HammerStone Bear+50% life and armour; the charge stuns harder
ClassAffinity
WarriorSword, Axe, Spear, Crossbow, Shield
DruidStaff, Hammer
Plate 13 Character and inventory — a level 32 Warrior in-game image · build 0.1.0
§ 03 — Weapons and techniques

Weapons and techniques

The bar has nine slots and shows the techniques of the weapon you hold. Each technique goes up to rank 5, one rank per character level; the next technique of the same weapon opens five levels later, and only with the previous one at rank 5 (levels 1, 6, 11 and 16).

Every weapon asks for an attribute by grade: from 15 at grade II up to 80 at grade X; with two requirements, 60% of each. Without the attribute, the piece goes inactive and the weapon's technique won't fire.

Forgetting a technique takes it off the bar and leaves an instinct: a smaller bonus, always on. There are three per hero; the fourth comes from the Book of Names, on the Tithe Road. Recalling it brings the technique back at the same rank, at no cost.

Staff

Attributes: INT · Mastery (level 20): Eye of the Storm

  1. Ravenous Ember

    Orbs in sequence that explode; at rank 3 they leave fire on the ground.

  2. Wandering Hurricane

    A spinning storm that travels to the enemies.

  3. Storm Root

    Lightning foci on the ground that branch through enemies.

  4. Electric Whip

    Jumps between up to five targets; at rank 5 the last one explodes.

Crossbow

Attributes: DES · Mastery (level 20): Siege Volley

  1. Iron Volley

    A short volley of bolts.

  2. Ember Trap

    Fire explosions at the chosen spot.

  3. Demolisher Bolt

    A heavy bolt with an area impact.

Bow

Attributes: DES · Mastery (level 20): Remembered Rain

  1. Hunter's Fan

    A spread of arrows; ranks add count and pierce.

  2. Pyre Arrow

    An incendiary arrow that explodes; at rank 3 it leaves a pyre.

  3. Shard Rain

    Frozen shards fall on the marked area.

  4. Eye of the Hurricane

    An arrow shot skyward brings a hurricane down on the aimed spot: it pulls enemies in, spins and creeps forward. Another of your techniques touching it sends it racing off in some direction.

Dagger

Attributes: DES + INT · Mastery (level 20): A Thousand Fangs

  1. Three Last Breaths

    Quick stabs ending in a bloody opening; poisons.

  2. Silent Step

    Crosses a short distance and cuts on arrival.

  3. Fan of Fangs

    A fan of blades; ranks add blades and pierce.

Sword

Attributes: FOR · Mastery (level 20): Oath of the Blade

  1. Crimson Spin

    Spins the sword into a ring of red cuts; causes bleeding.

  2. Crimson Triad

    Three cuts; the last breaks the ground over a wider area.

  3. Vigil Rend

    Dashes to the spot and releases a circular cut on arrival.

Axe

Attributes: FOR · Mastery (level 20): Iron Harvest

  1. Arcane Hurricane

    Spins and cuts while moving; also works with a sword.

  2. Headsman's Fall

    Leaps and smashes the ground.

  3. Wound of the Earth

    Red fissures that strike the area again; causes bleeding.

Spear

Attributes: FOR + DES · Mastery (level 20): Unbroken Line

  1. Point of the Oath

    Lunges and breaks the formation with a thrust.

  2. Echo Trident

    A fan of spectral points; causes bleeding.

  3. Cutting Wind

    A spiral that travels ahead, striking its path.

Hammer

Attributes: FOR + VON · Mastery (level 20): The Bell of Vharan

  1. Bell's Fall

    Leaps and drops the hammer's weight in a red wave.

  2. Forge Beneath the Earth

    Fire bursts from the marked spot in eruptions.

  3. Storm Hammer

    An electric focus that draws lightning onto nearby enemies.

Shield

Attributes: FOR + VON · Mastery (level 20): Wall of Memory

  1. Living Bulwark

    Raises a temporary guard and releases an impact wave.

  2. Line Breaker

    Charges behind the shield and strikes where it lands.

  3. Returning Disc

    An energy disc that crosses enemies and comes back.

  4. Cold Strike

    A cone of ice crystals that freezes for a moment.

  5. Electric Shield

    Needs a staff in the main hand and a shield in the other. A circular discharge across the ground; when it hits three enemies or more, it can stun each of them.

§ 04 — Talent tree

Talent tree

A constellation: the class portrait in the centre, the class above and the ring of nine weapons below. Every level gives a point, and every boss defeated for the first time gives one more. Every node costs one point.

  • Each weapon's fan: Technique I → II → III, each with four rank nodes; two arms of passives lead to the Notables; at the end, the level 20 Mastery.
  • Remembered Attribute: five points in the attribute of your choice. Swapping during the same visit to the tree is free; after that it costs the same as forgetting a node.
  • Orbit Crystal: set into the stone slots of the Sword, Spear or Axe, it unlocks Crimson Orbit, a spectral copy of the weapon that circles you for 8 s and wounds whatever is close.
  • Undo is free while the window is open. After that, forgetting a node costs gold, and only the statue in Vharan redistributes technique ranks.
  • Evolutions at level 15: Knight, Shaman and Necromancer appear in the tree as “coming soon”.
Plate 26 Talent tree — Memories of War in-game image · test build
§ 05 — Combat

Combat

Every technique marks the enemy for 4 s. Another technique hitting the mark closes a chain link: +25% with two techniques, +45% with three, +70% with four or more. Basic attacks refresh the mark. The afflictions below set up reactions that another technique detonates.

AfflictionComes fromEffectReaction
Burnfire damage16% of the hit per second, for 4 sCombustion: blows up the rest of the burn around it
Freezecold damagelocked in ice 0.85 s, then 42% slowerShatter: breaks the ice into area cold damage
Shocklightning damage14% of the hit per second and 35% slower attacksOverload: arcs to up to three nearby enemies
Bleedphysical crits and cutting techniques10% of the hit per second, for 5 sHaemorrhage: twice the remaining bleed at once
Poisonpoison and chaosignores resistancesCorrosion: the remaining poison at once, and the target takes +15% damage

Dash techniques cut everything along the way; leap techniques stagger on landing. Bosses are never stunned.

  • Monster grades: the name on the plate tells the grade. A Veteran has more life and damage, calls its neighbours and flanks; a Champion fights close to your level and can apply Ruin, which strips resistances for a few seconds. The further into the Act, the more of them.
  • Boss warnings: before the special blow, the weapon lights up, the ground gives way and a sound of its own warns you. Every boss has its own mechanics: totems that shield it, braziers, echoes fighting at its side.
  • Roll: goes through enemies without pushing them. Two charges, each back in 3 s; hold Space after rolling to run.
  • Blood and remains: heavy blows spread blood and pieces; Settings › Game sets Full, Reduced or Off.
Plate 05 The Hollow Depths — Storm Root and Overload on the Shaman in-game image · build 0.1.0
§ 06 — Items

Items

Five rarities, no Legendary. The colour of the name tells which.

  • NormalNo affixes. The base Ivo the smith sells.
  • MagicOne or two affixes.
  • RareThree to six affixes. Rare, Unique and Set only drop from level 20; before that they turn Magic.
  • UniqueThree affixes on drop and a power of its own; four bosses keep a signature one.
  • SetGreen pieces that add bonuses at 2, 4 and 6 pieces.
  • Sockets and runes: Magic or better gear opens rune sockets by item level; Ivo the smith opens the missing ones. Belts have no rune sockets.
  • Relics: pendants on the belt that fire on their own when something happens (burning, freezing, bleeding…) and spend charges, which come back with kills. The Oath Seal, the Bell Crypt's prize, gives 30% less damage for 5 s when a blow takes 15% of your life.
  • Flasks with modifiers: magic one, rare two, unique three: more healing per sip, more charges per kill, more capacity or faster recovery.
  • Items on the ground: the name shows for a few seconds; hold Shift or Alt to see them all. Gold is picked up by walking over it, and a loot filter hides what you don't want to see.
  • Bag: one 10 × 5 page. Vharan's chest keeps the rest.

The boss Uniques

One for each boss of the Woods, the Depths, the Marsh and the Road: certain on each hero's first victory, 10% after that, and only that region's boss drops it.

  • Insignia of the Twelve

    amulet · Giant of the Dark Forest

    The Count: every kill adds a tally, up to twelve. At twelve, twelve spectral spears rise in a ring around you and strike whoever is inside, and your damage rises 12% for 12 s.

  • The Shaman's Staff

    staff · Shaman of the Depths

    Blood Totem: a kill can raise a totem for 8 s that heals you and your allies and strengthens the allies; when it fades, it bursts into fire.

  • Ember Crown

    helm · The Ash Custodian

    Strike the Name: hitting a burning enemy leaves it Struck: it takes 20% more damage from everything. If it dies Struck, its ashes set fire to whoever is near.

  • The Weigher's Hook

    gloves · The Weigher

    Weigh: every hit lays a Weight on the target, up to three. At three, the next hit weighs in: 75% more, and it stuns; on a boss, 40% more.

Plate 14 Inventory — the full Bastion Set, with runes in-game image · build 0.1.0
§ 07 — Memory Coins

Memory Coins

Right-click the coin, then the item. Uniques and sets accept Memory Ash, awakening, corruption and compatible runes, but not adding, removing or reforging affixes; coins cannot be sold.

  • Glimmer of Memory 1

    Awakens a Normal item: it becomes Magic with 1 or 2 affixes.

  • Bound Echo 1

    Adds 1 affix to a Magic item that still has a free side.

  • Unstable Fragment 1

    Rerolls the unlocked affixes of a Magic item.

  • Forgotten Crown 2

    Raises a Magic item to Rare and adds 1 affix.

  • Profane Fragment 2

    Rerolls the unlocked affixes of a Rare item (3 to 6 affixes in all). Each new affix has a small chance to roll one tier better.

  • Whole Remembrance 2

    Turns a Normal item into a Rare with 4 affixes.

  • Broken Echo 2

    Erases 1 random unlocked affix from a Magic or Rare item.

  • Uncertain Remembrance 2

    Turns a Normal item into Magic, Rare or, rarely, the Unique of its kind.

  • Ancient Seal 3

    Permanently locks 1 random affix: its type, tier and value no longer change with other coins, nor with corruption. One seal per item.

  • Oath 3

    Adds 1 affix to a Rare item (up to 3 prefixes and 3 suffixes).

  • Scar of the Void 3

    Corrupts the item forever. It may gain an implicit, move tiers up or down, or nothing. After that, no coin can change it.

  • Memory Ash 4

    Rerolls the values of the unlocked affixes, without changing tiers.

  • Primordial Memory 4

    Awakens a rare property on a Rare or Unique item. One per item.

  • Reforging Stone 2

    Pick one affix to reroll its tier and value. It may get better or worse.

  • Obols 2

    Adds the obol's affix to a compatible item; item level sets the best tier. On a Normal item, it becomes Magic. There are 28 obols.

  • Runes 2

    Takes 1 free socket. On a weapon, +3 damage of its element; on armour or a shield, +8% resistance to it.

The six runes

Each rune takes one free socket; the effect depends on whether it goes into a weapon or armour. Right-click the rune, then the glowing socket. Ivo the smith takes runes back out.

  • Rune of Lightning

    On a weapon: +3 lightning damage on attacks
    On armour or shield: +8% lightning resistance

  • Rune of Chaos

    On a weapon: +3 chaos damage on attacks
    On armour or shield: +8% chaos resistance

  • Rune of Venom

    On a weapon: +3 poison damage on attacks
    On armour or shield: +8% poison resistance

  • Rune of Iron

    On a weapon: +3 weapon damage
    On armour or shield: +12 armour

  • Rune of Fire

    On a weapon: +3 fire damage on attacks
    On armour or shield: +8% fire resistance

  • Rune of Frost

    On a weapon: +3 cold damage on attacks
    On armour or shield: +8% cold resistance

Plate 27 Inventory — the Primordial Memory and a full bag in-game image · build 0.1.0
§ 08 — The Tithe Chest

The Tithe Chest

Every expedition on a combat map hides a chest that fell from a Tithe cart, far from the entrance. When you get close, an arrow at the edge of the screen points to it.

  • Three chests: Silver (Magic, 72% of the time), Gold (Rare, 23%) and Royal (Unique, 5%). The price is in gold and rises with the area level: in the Woods, 91, 124 and 157; on the Tithe Road, 305, 416 and 527.
  • Pay the tithe and the chest spins like a wheel above its lid: gold, Memory Coins, runes, gear, keys. The nobler the chest, the better the gear that can come out.
  • Tithe Key: each key spins the same chest once more, up to twice for the Silver, three times for the Gold and four for the Royal. Monsters drop them, the strong ones more often: 1.2% of commons, 10% of elites, 35% of guardians, 60% of bosses.
  • The Collector: at each hero's first chest, a Tithe collector waits kneeling beside it, tells where it came from and hands over the first key.
“Every key makes the chest spin once more. Keep mine.”The Collector
§ 09 — Recovery and travel

Recovery and travel

Flasks do not refill over time, so every expedition is a tally: how much you kill, how much you spend, when to go back.

  • Flasks: life on 1, mana on 2. Each sip spends 10 charges; kills give charges back.
  • Torches: light up as you pass and restore life, mana and flasks once per expedition. Resting at a lit torch lets you travel to another torch in the region.
  • Portal (P): a little over a second of channelling, standing still, opens a portal to Vharan. Works in the campaign regions.
  • Vharan's well: near where the portal arrives, restores everything, with no limit.
  • Waystones: every map has one near the arrival. They save your return point, and only they travel between visited regions; exits and gates lead straight through.
  • Expeditions: when you leave, the region is kept for 15 minutes the way you left it. Quests, unlocked maps, character and inventory are permanent.
  • Maps: M opens the painted Act I map (pauses the game); Tab overlays the local map without pausing. The minimap turns with the camera, and the fog of war lifts 22 m around you and stays saved on the hero.
  • Dungeons: three branches sit off the painting and open through the story: the Bell Crypt, after the Custodian; the Vharan Sewer, through Old Odra's quest; the Tower Undercroft, with Tomas's rope.
  • Books: eight books scattered across the regions keep what the kingdom wrote before it forgot. Read them with F.
Plate 28 Act I map (M key) in-game image · test build
§ 10 — Vharan's services

Vharan's services

Everything the town offers is a few steps from the square.

WhereWhat it does
Captain ElaraQuests and expeditions; “The Sixth Finger”.
BrennBuying, selling and gambling.
IvoBase gear and anvil: open sockets, remove runes.
ChestStore items: five pages.
The square's statueReset skills; at the fire in front of it, offerings.
Vharan's wellDrink and refill the flasks.
Vharan's waystoneTravel between regions.
Sister MaerynMemories; “The Song beneath the Stones”, after the Shaman.
Old OdraAfter the Weigher, “What goes down the sewer”: she opens the grate beside the well.
TomasAt the Road's tower, the rope down to the Tower Undercroft.
§ 11 — Act I bestiary

Act I bestiary

The name on each creature's plate, region by region.

CreatureFamilyWhere
Shadow WolfbeastForest of Awakening, Whispering Woods
Night Batwinged beastAshen Marsh, Hollow Depths
Undead Orc Minerundead orcHollow Depths
Corrupted Minercorrupted orcHollow Depths
Risen Minerundead orcHollow Depths
Undead Orc Bruteundead orc, heavyHollow Depths
Corrupted Brutecorrupted orc, heavyHollow Depths
Cave Spidercave verminHollow Depths
Cave Larvacave verminHollow Depths
Ash Huskash, undeadAshen Marsh
Scorched HuskashAshen Marsh
Bell-Drowneddrowned, undeadAshen Marsh
Tithe-takerservant of the TitheTithe Road
Haulerservant of the Tithe, heavyTithe Road
Frozen Huskfrost, undeadTithe Road
Frost Wolffrost, scavengerTithe Road
Frost Fangfrost, eliteTithe Road
Carrion HyenascavengerTithe Road
Ghoulscavenger, undeadTithe Road
Carrion Crowwinged scavengerTithe Road
Garden Crowwinged scavengerGarden of the Forgotten
Fountain-Drowneddrowned, undeadGarden of the Forgotten
Gardener's HoundbeastGarden of the Forgotten
Dead GardenerundeadGarden of the Forgotten
Flowerbed RatverminGarden of the Forgotten
Rootedroot, undeadGarden of the Forgotten
Oath Bearbeast, heavyVale of the Broken Moon
Camp RatverminVale of the Broken Moon
Vale SabretoothbeastVale of the Broken Moon
Broken Moon WolfbeastVale of the Broken Moon
Echo of Cael's SoldierechoVale of the Broken Moon
Echo of Cael's SpearmanechoVale of the Broken Moon
Watch EchoechoTower Undercroft
Watch Echo SpearmanechoTower Undercroft