NPCs
Right-click an NPC to talk (tap it on a phone). Shops have a Buy and a Sell tab; Sell shows only what that NPC buys from your backpack. Epic, legendary and forged items ask for confirmation before you sell them.
Father Aldric Temple · 107, 134
“Welcome to the temple, pilgrim. Those who fall in battle wake up here. Ask me about the town, the caves, the portals or your path. If you are hurt, I can heal you.”
blessHeals you
Ask about…
- town
- North of this temple lies the town: Hilde's store, the Blacksmith with Borin and Ulfgar, Mordecai's bank and Farmer Edric's house to the east.
- caves
- The Training Grounds are south of the temple, between the walls, and the Spider Cave opens right there. The west and the Northlands are for level 15 and up: the Troll Cave in the Troll Woods and the Bone Pit. The east, across the canal, is for level 30 and up, with the Crypt under the Old Cemetery; so is the far north, with the Orc Fortress Depths, and the Demon Cave past the Northlands road. The dragons nest on their own mountain, the Dragon Hills, east of the Cyclops Peak across the Dragon Bridge: level 40.
- portals
- The Portal Hall is the stone hall beside this temple. The Gatewarden opens the dungeons, three entries a day each. The boss portals never close, but nobody will carry you back.
- path
- Every level gives you one skill point. Press K to open your skill tree: strengthen your spells or learn passive gifts.
- death
- When you die outside a dungeon you lose a little of your experience. Inside a dungeon, the gods are kinder: you keep your entry and may try again.
Old Garrick Town · 110, 109
“Hello there, youngster. Ask me about money, food, the forge, dyes or the dangers out there.”
Ask about…
- money
- Creatures drop gold and their own parts: fangs, bones, hides. Sell the products to Hilde, vegetables and wool to Edric, and keep your gold in Mordecai's bank.
- food
- Eat something and your body recovers faster for a while. Hilde and Edric sell food. Vegetables grow at the Old Farm up north and in the gardens north of the West End: click the crops to harvest them.
- forge
- Ulfgar rerolls the bonuses of a Rare or Legendary piece, for gold and a gem. It never fails, but the dice decide what you get.
- dyes
- Isolde, upstairs in the bank, dyes clothes. Dyes drop from creatures and she sells a few herself.
- dangers
- Trolls, orcs and fishmen in the west and the Northlands; minotaurs, lizardmen and wraiths in the east, for the strong. Past the Northlands, ogres guard the Orc Fortress to the left and the cyclopes their Peak to the right; across the Dragon Bridge, the dragons rule the burning Dragon Hills. Creatures only carry their own hides, fangs and bones: finished gear comes from dungeon chests and bosses.
Hilde General Store · 99, 101
“Hello, dear! Potions and food here, and I buy creature products: silk, bones, teeth, whatever you bring.”
ShopBuys creature products, treasures, ore and logs
Sells 13 items
Ask about…
- products
- Any creature product, any amount. The rarer the beast, the better the price.
Wendel Leamus House · 75, 122
“Welcome to the West End. Supplies for the road, and I buy the odd trinket.”
ShopBuys creature products, treasures, vegetables, wool and meat
Sells 7 items
Borin the Smith Blacksmith · 121, 102
“Borin, smith of this town. Bring me ore, logs, hides and fiber and I will make you any Iron or Frost piece, for you or to sell: Common, Rare or Legendary. In a hurry? I also sell Common and Rare pieces ready, for a hefty price in gold or in GRIM, and the GRIM is burned for good. I do not buy gear.”
craft
Crafts all gear: see crafting.
Ask about…
- materials
- Common: copper, oak, rough hide and flax from the south. Rare: iron, ash, thick hide and hemp from the west and north, and an Aquamarine from the cave veins. Legendary: mithril, ironwood, scaled hide and silkweed from the east, Rubies, Iron Cores and an Iron Essence from a boss. Ore only comes from the caves.
- quality
- Rare adds 35% to everything and one bonus, Legendary 80% and two. Three Rare or Legendary pieces of your set give a bonus; all six Legendary give the full set power. Common wears out fast, Legendary lasts long. Now and then my hammer is lucky and the piece comes out one step better.
- rare
- Rare takes the western materials and a gem from the cave veins. Legendary takes the eastern ones, two Rubies, two Iron Cores and the essence a boss drops. No level is needed to wear anything: only gold and courage.
- frost
- The Frost set is made with what the Ice Island gives: Frostsilver and Frost Crystals from the Crystal Vein, Frostpine logs, Frostfur and Snowsilk, and the parts of the beasts up there. Legendary Frost takes two Frost Cores and the essence Glaciara drops.
- best
- I can make anything up to Legendary. Only the Mythic pieces I cannot make: those come from bosses and dungeon lords. And bring your gear back when it breaks: I restore it, or take it apart for materials.
Ulfgar the Forgemaster Blacksmith · 117, 102
“Ulfgar. Bring me a Rare or Legendary piece and I will reroll its bonuses: gold and a gem of its set. I never break anything, but I cannot promise what the fire gives.”
Forge
Ask about…
- cost
- Iron Rare: 3,000 gold and an Aquamarine. Iron Legendary: 12,000 gold and a Ruby. Abyssal pieces cost far more.
- gathering
- Every adventurer carries a pickaxe, an axe, a sickle and a skinning knife. Mine the glittering veins in the caves, chop trees and cut bushes out in the open, skin what you hunt. The farther from town, the finer the material.
- reforge
- Every reroll draws all the bonuses of the piece again. Rare has one, Legendary two.
Mordecai the Banker Bank · 123, 120
“Mordecai, at your service. Gold in the bank is never lost.”
Bank
Isolde the Tailor Bank (upstairs) · 122, 118
“Darling, those colors! Bring me a dye and 50 gold and I will change them. I also sell a few dyes.”
Dyes your clothesShopBuys dyes
Sells 7 items
Farmer Edric House 05 · 131, 117
“Howdy! I left my farm up north when the beasts came down from the hills. I buy vegetables, wool and meat, and I sell what I cook.”
ShopBuys vegetables, wool and meat
Ask about…
- fields
- The Fields are a ranch now, but the Old Farm up north and the gardens north of the West End still grow fine vegetables. Click a crop to harvest it; it grows back after a while.
- north
- The Northlands open at level 15; past them, the far north is for level 30 and up. The Cyclops Peak stands there. East of it, across the Dragon Bridge, lie the Dragon Hills: only the strongest cross, at level 40.
Hunt Master Kael Town · 105, 109
“Hunt Master Kael. I pay for hunts: kill what I ask and come back for gold and experience.”
Hunting tasks
Market Clerk Silas Town · 110, 121
“Welcome to the Market Square! I keep the list of everything on sale in the stalls. Find the best price and buy it right here. Want to sell? Stand at a free stall and open your own.”
Market panel
Ask about…
- stalls
- Stand at a free stall and press it to open your shop: up to ten items, your price, up to 24 hours. It keeps selling while you are away; the gold goes to your bank, minus a 3% market fee.
- trade
- For a direct trade, right-click another adventurer and choose Trade. Both must accept.
Brenna the Rancher Town · 115, 109
“Brenna, rancher! The pens around town are for sale: buy one at its fence, put animals in and they make meat on their own, even while you sleep. Bring me meat and some gold and I will imbue your gear for twenty hours of hunting.”
imbueShopBuys food
Ask about…
- pens
- There are seventeen pens: four big ranches (Eastwood, south-east of the Training Grounds, the Temple Ranch, west of the Temple, the Fields Ranch in the West End, and the Southern Ranch, at the far south) and thirteen small pens: Riverside, Temple Field, Portal Meadow, West End, three in the south-western marsh, and six more in the Southlands. First come, first served, one per account. Click the fence to see the owner or to buy; only the owner opens the gate.
- meat
- Each animal makes meat on its own: chicken every 3 hours, sheep every 4, pig 2 pieces every 6, cow 2 pieces every 8 (level 25 owners only). Big ranches work 25% faster. Each meat is a hunting meal for one hour.
- imbue
- Equip the item, then pick the slot and the imbuement: chicken for critical, mutton for mana, pork for defense, beef for damage. It lasts twenty hours of play and works with the forge.
The Gatewarden Portal Hall · 125, 132
“The portals answer to me. Each dungeon opens a few times a day for you (three, unless the gods say otherwise); go alone or with up to three friends — enter the same portal within twenty seconds and you go together. Dying inside does not spend your entry. The lower portals lead to the great beasts: always open, never forgiving.”
Dungeon portals
Ask about…
- party
- Step into the same portal within twenty seconds of each other and the portal keeps you together, up to four.
- chest
- At the end of every dungeon waits a chest: gold, food, gems and cores for the smith. And every dungeon lord and every boss may carry a Mythic piece, the rarest thing in this world.
Cirdla Inverted City · 94, 112
“Pilgrim, you came down through the mirror. Up there I am Aldric and I pray. Down here I am Cirdla, and I keep the fallen breathing. Ask me about the city, the king or the way back.”
blessHeals you
Ask about…
- city
- This was your town until Malachar looked into the mirror. Now the sky burns red, the rivers are lava and every street runs the wrong way. North is the old south.
- king
- Malachar, the Inverted King, sits in his palace: the temple, turned. He wakes when you come close and turns the world around: stand where he does not expect you.
- back
- The portal beside you leads back to the Portal Hall. If you fall here, you wake in the temple up there.
Nirob the Smith Inverted City · 106, 112
“Nirob. Borin, up there, thinks he is the real one. Bring me Infernium, Voidwood, Demonhide and Shadowthread and I will make you any Abyssal piece, Common to Legendary, like he does, only darker.”
craft
Ask about…
- materials
- Infernium Ore and the Void Onyx come from the veins of the Inverted Catacombs. Voidwood from the dead trees, Shadowthread from the ash bushes, Demonhide from the Hellhounds and the rest of Malachar's army.
- parts
- Abyssal Sigils for steel, Wraith Feathers for bows and leather, Hex Eyes for wands, tomes and jewels, Corrupted Seeds for rods and robes. Rare pieces also take a Void Onyx; Legendary takes two, two Abyss Cores and the Abyss Essence.
Iacedrom the Banker Inverted City · 106, 115
“Iacedrom. Same vault as Mordecai, the other way around. Your gold is safe in both.”
Bank
Edlih Inverted City · 94, 115
“Oh, a living one! Potions and food, dear, and I buy whatever you take from those poor things outside.”
ShopBuys creature products, treasures, ore and logs
Sells 7 items
The Mirror Warden Inverted City · 103, 111
“I guard the glass. Everything that crosses it comes out reversed, even the truth. Ask me about the mirror, the throne, the catacombs, the inverted or the Reflection.”
Ask about…
- mirror
- The great mirror of the Portal Hall was a gift to the town. Malachar was the first to look into it, and the first to step through. He never came back up; the city came down instead.
- throne
- The Throne of the Mirror opens from this hall, for level 105 and up: three entries a day, like the dungeons above. Malachar's guard waits inside, and at the end, the Reflection.
- reflection
- The Reflection becomes the first one it sees: a knight charges, a sorcerer burns, a ranger shoots five arrows, a druid roots you and mends itself. Send in the one you know how to beat.
- catacombs
- Down the hole in the west yard, the Inverted Catacombs. Bone Fiends, Mirror Shades and two Inverted Champions guard the Abyss Cores.
- inverted
- The knights, sorcerers, rangers and druids out there looked into the mirror too. Something grew from their necks and ate the rest. The closer to the palace, the older and worse they are.