An online action RPG. You play one of two peoples who are not human, in a world where the sun has not moved since the gods left, and the Rifts in its sky grow angrier the more you fight.
The sun stands where it stood the day the gods left: low and amber over the highlands, high and pearl over the coast. Halls are grown from bone, towers from shell, and nothing here comes from Earth.
IIIn development
A build that makes the role
There are no classes. Your gems, your gear and the passive tree decide whether you tank, heal or deal damage, and rolled items with risky crafting mean two characters rarely match.
IIIIn the game now
Rifts that tear the sky
Fight beneath a Rift and it angers, dropping its creatures from the sky until its boss descends. Beat the boss and the Rift pulls everyone who fought into a realm no one has seen before.
There is no meter. The sky shows the Rift's anger.
A Rift hangs over every farming valley, a faint violet scar that hums while it sleeps. Kill beneath it and it wakes. You never watch a bar fill; you watch the sky change.
Drag to turn
Skill gemSupport gemLinkSeventh socket: only by corruption
The living gem
In the game now
Every skill you have sits in one living gem
Each character carries one living gem, cut with six facets. Your skill gems and support gems socket into it, and a support changes only the skill it is linked to.
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Six facets, one gem In the game now
Each facet holds a skill at its head and supports in the sockets linked to it. The Core takes up to six gems; the smaller facets three or four.
Picked up, dropped in In the game now
Drag a gem from your bag onto a socket that glows to take it. Your skill and support gems level from the kills they make; the living gem never does.
Rolled, crafted, corrupted once Planned
Living gems will drop with their sockets and links rolled at random. Crafting adds and links sockets, and one corruption can give the Core a seventh.
One shared world per server, shaped by everyone who plays on it. Trails wear into the ridgegrass, basins scar where Rifts are fought again and again, and towns grow on the trade that passes through them.
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Zones that remember Planned
Where crowds walk, trails and ruts form. A land farmed too hard runs thin; a land left alone is taken back by what grows there.
The hidden ledger Planned
The world keeps a count of what you have done and pays it back when you least expect it: a boss drops what it never drops.
Towns that grow with trade Planned
Trade in Hearthrib or Shellmoor and the town grows, new buildings rise and its merchants level up. Let it go quiet and it declines.
Carts, fields and herds Planned
Haul goods from town to town behind a loamstrider or a shellbearer, on a wagon you craft and upgrade yourself, and tend the land's herds.