Game guide
Set out from the Keep. Explore the Wilds, restore sanctuaries, and bring your finds home.
Nine regions. One world.
The Wilds form a 3 × 3 grid of 48 × 48 regions: 144 × 144 tiles in total. Restore sanctuary guardians to open the next routes.
| Region | Unlock | Sanctuary |
|---|
Movement and travel
Use the on-screen arrows, WASD, or arrow keys. Discover a waystone by walking onto it. At or beside a discovered waystone, open the map to travel to another one. Travel carries the entire party and does not heal it. Each waystone offers one full rest per outing.
Your seed, sanctuary unlocks, survey, landmarks, and checkpoint stay saved. Supplies and enemies refresh on a new outing. Leaving banks your gems; falling costs 40% of loose gems. Caught companions stay yours.
Sanctuaries and guardians
Enter a sanctuary from its marker in the Wilds. Explore three chambers and defeat the guardian. Health and supplies carry inside; rewards return with you to the same location. Each entrance allows one attempt per outing.
A clear earns a gem bonus, crystals, and a choice of blessing. Shrines and omens add variety. Sanctuary difficulty rises with its region, ending at Starheart Sanctum. Guardians, equipment, and repeat visits are part of the world.
Companions
Find wild pets in tall grass or walk into a roaming one. The grass encounter chance remains 13% per step, with four roaming pets per region.
Battle and catching
Attack, Guard, and Focus build Resolve. Restrain leaves a target with at least 1 HP. Weaken it, then throw a Soul Crystal. The battle display shows the catch chance before you spend it.
A jewel marks a species caught before, even after it leaves your party. Flee has its own confirmation. Switch companions and use tonics when needed.
Training and evolution
Companions gain experience in battle. Twelve training ranks build their strength; mastered pets can evolve at the Roost. Evolution unlocks more party slots, up to three. Evolved and reserved legendary forms do not appear as ordinary wild catches.
Species guide
Weapons and armor
Each region has twelve hostile monsters—four times the previous density. Waystone clearings remain safe.
Rarity and upgrades
Dawnmeadow, Verdant Canopy, and Windscar Highlands drop common and uncommon equipment. Sapphire Coast, Emberreach, Starfall Crown, and Frostmere add rare and epic finds. Duskfen and Astral Reach add legendary equipment. The Champion’s Signet remains a PvP reward.
Equip gear under Party. The Forge enhances equipment to Lv3; Crafting combines fully enhanced copies into higher grades. Crystals come from world nodes, battles, and sanctuary guardians.
Bounties and events
Daily and weekly bounties count monsters, chests, earnings, and sanctuary clears from Wilds outings. Relight the Keep Torch for daily rewards. Events, timed expeditions, and PvP remain available from Explore.
Reward settlement
Sanctuary clears now qualify for the existing holder reward pool, with rarity determined by the cleared region. Existing holding requirements, cooldowns, pity, reward-pool limits, and play-time checks still apply. AUR caches found in sanctuary chambers are settled when you return.
Account rewards and item ownership use Koinos. Receipts show delivery status. Guest progress stays in this browser.