What's the goal?
Keep one hero going for as long as you can. Fight your way across the map, get stronger as you go, and see how far you get before something gets you. When your hero dies, they're gone for good, and you start fresh with someone new.
How it works
Quick answers on how the game plays.
Fighting, levelling up and staying alive.
Keep one hero going for as long as you can. Fight your way across the map, get stronger as you go, and see how far you get before something gets you. When your hero dies, they're gone for good, and you start fresh with someone new.
Tap the enemy to swing at it. Your next hit lands as soon as your swing is ready, so mashing faster won't help.
Tip Hold your finger on the enemy and your hero keeps swinging on their own, just as fast as perfect tapping. Enemies wait for you to hit first, so you can size one up before you commit.
Your swing wasn't ready yet. Each hit waits for the one before it. Watch the pips above Flee: when the front one fills, your next tap lands. Holding your finger down handles the timing for you.
That's your swing strip. The number above it is how many swings you get a second, and the front pip fills as your next swing gets ready. A faster weapon, an earring, a Bard or a Speed Potion all speed it up.
A critical hit. Any hit might be one, and it does a lot more damage, so it pops up as a bigger number. Rings raise your chance of landing them.
Every kill gives you gold and experience. Fill the experience bar and you level up: your hits get harder and your health bar gets longer. There's no level cap, so keep going.
It comes back slowly on its own, at the tavern, in the shop, even mid-fight. It also comes back while the game is closed, but only if you left the fight first. Need it back now? Drink a Healing Potion.
Armor. Every piece of armor you wear takes a bite out of every hit you take, and some hits get blocked completely: you'll see block and lose nothing. More armor means more blocks.
Five ways, and they all stack:
Mostly from kills, and tougher enemies pay more. You can also sell gear you don't need in the Armory, hire Workers to fetch gold while you're away, and now and then a random encounter pays out.
Home base. From here you can:
Yes. Turn Tutorial off and back on under Menu › Settings, and the game offers them again.
Areas, bosses, and getting out in one piece.
Only the first area is open when you start. Each area on the map shows the levels it's meant for, so you know roughly what you're walking into.
A trip into an area is a row of steps, shown as pips at the top of the fight. The last pip is the area boss. Beat it and the next area opens.
The tough enemy waiting on the big gold pip at the end of every area. The first time you beat one, it always drops a piece of gear, and the next area on the map opens.
Go back to an area you've already beaten and fight there for a while. You can repeat any open area as often as you like. Level up, upgrade your gear, hire a few more allies, then try again. The game also warns you before you walk into an area far above your level.
Tap Flee. It's free before you've swung at the enemy. After that, the button counts down for a moment first. Fleeing sends you back to the start of the area, but you keep everything you earned on the way: gold, experience and gear.
Every so often, a step is a scene with a choice instead of a fight. Maybe a pile of gold, maybe a hole in the ground. You won't know which until you choose. One can't kill you outright, but what it leaves you with might.
The fight starts over: the same enemy at full health, and you with the health you walked in with. So closing the app won't get you out of a fight that's going badly.
What to wear, where to find it, and what to do with the rest.
Eight pieces: a Helmet, a Chest, Boots, two hands and three Trinkets, like rings and earrings.
Each hand holds a weapon or a shield, so you can carry two weapons, two shields, or one of each. Only what you're wearing counts. Gear sitting in your bag does nothing.
Rarity, from worst to best:
Deeper areas drop better gear, and the Forge can turn a pile of weaker pieces into a rarer one.
Yes. Each kind of weapon swings at its own speed. A dagger is quick but light, and a bow is slow but hits hard. Your swing strip shows how fast your whole loadout swings.
Open Equipment from the tavern and tap a piece to put it on. Tap something you're wearing to take it off.
You can also hold a piece and drag it onto a slot. If every slot it fits is full, the game asks what it should replace.
You get back part of what the shop would charge, more for rarer and upgraded pieces. You can sell gear you're wearing, but there's no undo. Potions can't be sold.
In the Armory, tap the hammer button on a piece. Each tap buys one level with gold, and each level costs more than the last. It works on gear in your bag too, and a piece keeps its levels when you take it off.
Where you improve what you already own: upgrade gear and potions with gold, and sell what you don't need. It starts locked. Tap it on the tavern to buy it open, and it stays open for the rest of that hero's run.
New gear arrives every so often, even while the game is closed, and the timer at the top says when the next delivery is due. Pieces don't stay forever, so if you like something, grab it. Every delivery restocks the potions too.
Turning old gear into something better.
It melts several pieces of the same kind into one better piece. For example, five common helmets become one uncommon helmet. It costs gear, not gold, and everything you put in is gone. You buy the Forge open with gold from the tavern, once per hero.
Every piece is worth points, and rarer pieces are worth more. What comes out is always one rarity above the best piece you put in, and only pieces of that rarity fill the bar: five commons make an uncommon, four uncommons a valuable, four valuables a rare, and three rares a mythic.
Lower-rarity pieces can go in too, as extras. They never fill the bar, but each one makes the new piece a little stronger, up to one extra level.
A new Forge only makes gear up to Valuable. Buy the next tier with gold, from the banner under the Forge's title, to make Rare and then Mythic gear. The banner always says what your Forge can make right now.
A piece of the same kind, shaped like one of the pieces you put in (extras don't count). The more of one shape in the pile, the likelier it is. A pile of nothing but swords always makes a sword. Worn gear can go in too, and Show Equipped Gear under Menu › Settings hides it from the list.
Forge Now stays dark until the pile works. Usually it's one of four things:
What to drink, and when.
Buy them in the Shop and they go in your Pouch, which holds as many as you like. In a fight, tap the potion button to drink. Hold it to pick a different potion.
At the tavern, the Pouch lets you drink healing potions and cures.
From the start:
As you open more of the map, the Shop starts selling potions that boost your damage, speed or defense for a while, and later the Bloodlust Potion, which slows the whole world down around you.
Yes, in the Armory. Switch it to Potions and use the hammer button to buy the next level. A new level only counts for potions you buy after it, so upgrade before you stock up.
Tip An enemy about to cause one shows its icon on its attack bar.
The help you can hire.
Hire them with gold in the Barracks, through the door on the tavern. Each copy costs a bit more than the last, and holding the price button hires several at once. More allies unlock as you earn gold. They only act while you're fighting.
Yes. When an enemy hits you, it can take one of your allies with it, and the cheapest go first. Workers are never lost in a fight, but now and then one doesn't come back while you're away.
Your Workers keep fetching, and you get a report of what they found when you come back. You heal if you left the fight first. Potion effects, poison and bleed keep running. Nothing else moves on.
Playing alongside everyone else.
Guilds open once you've beaten the first area. Tap Find Guild beside the Barracks door, then Join an open guild or Request a private one. A guild code gets you straight in. Guilds need an internet connection.
Tap Create Guild on the guild list, then pick a name, a banner and who can join. It costs gold, and the price is on the button. Choose carefully: the name and banner can't be changed later.
Open your guild's settings with the cog in the Guild Hall and tap Invite friends to share its code. Anyone with the code can join straight away, even if the guild is private.
The guild bank fills up with members' gold donations and Guild Shop sales, and nobody can take gold out. The leaders spend it on guild levels. Each level gives every member more experience from kills and a bigger discount in the Guild Shop.
Tap Donate Gear in the Guild Hall. You can give a few pieces a day, but not ones you're wearing. A donated piece goes on sale in the Guild Shop for a day, and the gold goes to the guild bank, not to you.
You agree to them before your first message. Hold someone's message to report it or mute them. Messages disappear after a week. Keep anything that says who or where you are out of it.
After a while away, officers and co-leaders lose their role, and after a long stretch anyone, the leader included, is removed from the guild. A member's card shows when that's coming.
Your hero's seat goes with them, but the guild carries on. If they led it, someone else takes over. If they were the last member, the guild collapses.
Death, glory, and what's left behind.
Your hero is gone, and so is everything they owned: gold, gear, allies, potions and map progress. Their record stays on the Stats page, and your achievements and settings stay too. Then you make someone new.
Yes. Choose Quit Adventuring from the menu when you're not in a fight. It can't be undone, so the game asks first.
You get a choice: retire your hero, or keep adventuring with the whole map open. Retire and they're remembered as a Hero. Keep going and you can still retire later from the menu, but die first and you're a Fallen Hero.
One word on a finished hero's card that sums up how their run went. Retire after the final boss and you're a Hero. Die to something far above your level and you'll get something less flattering, like Unlucky or Cocky Bastard.
On the Stats page in the menu. Every finished hero is kept there, with how long they lasted, how many enemies they killed and what finally got them.
Every hero is posted: while they're still going, and again when their run ends. See the boards on the leaderboard page, or open it from the menu. A hero who quit isn't ranked.
Yes. Achievements belong to you, not to a hero, so they stay through every run. Find them under Achievements in the menu.
Didn't find it? Ask on the support page. Every message gets read.