Game manual

In development. Not released yet. Public release probably 2027.

Heroes of Time

A fantasy adventure strategy game about heroes, roads, towns, relics, encounters, and hero-local time. Start with the player loop first: move normally, read risk, and let the timeline system arbitrate only the conflicts that truly matter.

Play First, Learn Time Later

Heroes of Time is strategy without click-race and adventure without classic turn lockstep. You move a hero, scout roads, collect relics, build towns, and fight when it matters.

You do not manage timelines directly. You choose destinations. The game previews action points, route cost, risk, pressure, and blockers. The timeline system is the referee behind the map.

No click raceA rival cannot steal a local reward just by clicking faster from a future that cannot reach it.
No classic turn lockstepIf no rival can contest your path, your hero keeps playing on their local line.
Local claimsWhen two futures reach the same value, the game opens a local claim instead of stopping the whole match.
Readable choicesA claim is not automatically a forced battle. It can be challenged, ignored, expire, release, or become combat.

First Game Quick Start

  1. Choose a hero.Start with a hero, a town, a visible route, and a nearby piece of value.
  2. Scout a route.Look for roads, rewards, guarded sites, towns, and possible contact windows.
  3. Preview movement.The HUD shows AP cost, arrival, route state, pressure, and blockers before you commit.
  4. Take value if the route is clean.Collect the relic, clear the guard, claim the site, or move toward the next objective.
  5. Seal your local day.End Day commits your current hero line and checks unresolved blockers; it is not meant to be a classic everyone-waits turn.
  6. Resolve a claim if one appears.Challenge it, ignore/yield as an observer, start the fight if a combat bridge opens, or choose another legal map action that does not touch the blocker. Release and expiry happen by rule.

The Relic Example

1Clean route

Lyra sees a relic north of town. Marcus is too far away to reach it today, so Lyra moves freely.

2Pressure

On the next day, Marcus reaches a road that could still intercept the relic. Lyra is warned, but not stopped.

3Claim

If both heroes commit to the same relic, town, road, hero, or site, the game opens a local claim on that value.

4Decision

The claim can be challenged or ignored; it can expire, release, or escalate into a combat bridge. Other legal plans remain other legal plans.

Claim Decisions

The exact buttons depend on who owns the claim and whether a combat bridge is already open, but these are the current player-facing responses and outcomes.

ChoiceWhen to choose itImmediate resultLong-term consequence
ChallengeYou are an observer and want the contested value.Your response becomes challenged.The claim can escalate into a pending combat bridge.
Ignore / yieldYou do not want this local conflict as an observer.Your response becomes ignored.If all relevant observers ignore and the claim is not a special hold-open origin, the claim releases.
Let rules resolve itThe UI does not require your answer yet, or you leave the claim untouched while playing elsewhere.The claim remains open until another response, release rule, or deterministic expiry changes it.Unanswered observers expire when the claim expires; ignored observers can allow release.
Start the fightThe claim is challenged and a combat bridge is ready.The adventure map hands off to the encounter screen.The encounter result writes back to the map as resolved or cancelled claim state.
Choose another legal map actionYour current action is blocked, but another path/objective does not touch that blocker.You avoid this local contest for now.You may lose tempo or value, but the whole match does not become a global pause.

Causal Fog, In Plain Terms

Once the relic example makes sense, the vocabulary becomes useful: these words separate warning, future risk, active contest, and true blockers so the UI does not lie.

TermPlayer meaningBlocking?Typical reaction
Clean routeNo active claim touches this action right now.NoMove or take the value.
PressureA rival can threaten this route soon.NoContinue, prepare, or choose a safer route.
FrontierA future contest window exists beyond the immediate pressure slice.Not yetWatch the line and plan around it.
ClaimA specific value is already contested.Local / actor-scopedChallenge, ignore as an observer, fight if a bridge opens, or take another legal map action.
BlockerThis hero/action/day cannot proceed until the listed issue resolves.YesResolve it or take another legal action that does not touch it.
Causal fogThe potentiality layer around your hero: where they can reach, influence, contest, or protect.No by itselfUse it to read where the next real contest may emerge.

What The Screens Are Showing

Movement preview with hero, route cost, action points, and HUD consequence.
Move preview. Read your hero, AP, destination, route cost, and whether the route is clean, pressured, or contested before committing.
Adventure map HUD showing fog, route context, pressure, and local state.
Fog and pressure HUD. Pressure is a warning. The blocker line tells you whether this hero is actually stopped.
Adventure map showing a claim or contested route moment.
Claim demo. A claim points to the contested local value. It asks for a resolution path instead of freezing unrelated distant play.
Encounter screen showing hero roster cards and combat actions.
Encounter handoff. If a claim escalates, your roster cards and spells resolve the fight and write the result back to the map.

Actual Game Pieces

The time rules sit on top of recognizable adventure pieces already visible in game: heroes, towns, citadels, routes, and encounter cards. Learn those first; the timeline system is the referee around them.

Hero panel from the current game.
Hero. The moving identity: stats, powers, roster, items, and local hero line.
Town screen from the current game.
Town. Recruit, recover, build, and prepare the next map push.
Citadel and routes from the current game.
Citadel. A map anchor for ownership, pressure, and route control.
Adventure map route preview from the current game.
Adventure map. Terrain, roads, towns, and contest points are visible before theory arrives.

Adventure Systems

HeroesYour hero is the moving army identity: stats, powers, roster, items, and local hero line.
TownsTowns recruit, recover, generate resources, unlock magic, and anchor map pressure.
ResourcesGold, mana, wood, and stone decide whether you build, recruit, recover, or keep pushing routes.
Roster cardsYour army enters encounters as persistent cards that can be ready, injured, exhausted, or destroyed.
ArtifactsItems bend movement, fog reading, combat, and active map powers.
EncountersCombat is deterministic card/spell resolution, not a click-speed battle.

Movement Terrain

TerrainCurrent movement cost
Road1
Plain1
Forest2
Swamp3
Mountain, water, lavaImpassable unless a specific effect allows it.

Resources And Economy

The current game uses a deliberately small resource set. The point is not bookkeeping for its own sake: resources ask whether you grow a town, recruit, prepare magic, or keep moving toward the next claim.

Gold Pays for recruitment, buildings, and the practical growth of a town.
Mana Fuels magical actions, town magic, and temporal tools.
Wood Builds halls, dwellings, gates, and the practical body of a town.
Stone Raises walls, archives, keeps, and other durable upgrades.

Chronicle Hall And Online Rooms

Heroes of Time is a desktop game. Chronicle Hall is the browser lobby for testers: create rooms, open invitations, claim seats, mark ready, launch, and return to the desktop client.

FAQ

Is this real-time or turn-based?

Neither in the classic sense. You play your hero on a local hero line inside one shared history, and the game interrupts only when a real local contest or blocker exists.

Can I keep playing while others are elsewhere?

Yes. If their possible future cannot contest your current path or value, your hero line stays playable.

Does pressure mean I must fight?

No. Pressure is a warning that someone can threaten a route soon. It is not yet a claim or a fight.

What is a claim?

A claim means a specific tile, route, site, hero progress, ritual, or other value is contested.

Can I refuse a claim?

If you are observing a claim, you can ignore it. If you are blocked by a claim, you can resolve it or choose another legal action that does not touch the blocker.

What does Seal the Dawn / End Day do?

It commits the current hero's local day and checks blockers, overlap, and day effects. If unresolved blockers exist, the game refuses the seal instead of silently advancing.

Can someone steal my reward by clicking faster?

Not if their hero line cannot honestly reach or contest that reward. Contests come from reach and claim law, not APM.

What happens if players are on different in-game days?

The causal frontier compares actor days and rival days. Distant lines continue; overlapping windows become pressure or claims.

Is combat random?

The current encounter rail is deterministic card and spell resolution. Your roster, hero state, town support, and choices drive the outcome.

Is Chronicle Hall the game client?

No. Chronicle Hall is the online lobby/invitation surface. The gameplay client is the desktop game.

Current catalog

Reference Catalog

This reference uses the current playable catalog. It is here for lookup after the first-game guide, not as required reading before play. Open only the family you need.

The catalog is generated from the current playable data. Core heroes are the public-facing set shown first; variants, premium entries, items, roster cards, and active actions stay folded until you choose to inspect them.

Factions
🌀 Shadow / Neutral

Veilwalker Guild

Scouts and shadows who walk between dimensions. They perceive timeline branches as overlapping paths and strike before enemies know they exist.

Strengths
speedstealthscouting
Pressure points
hpdefensesiege
Temporal / Lawful Neutral

Order of Chronos

Masters of time and causality, guardians of the timeline. Their mages bend moments like clay, rewinding wounds and forking futures.

Strengths
magicknowledgecontrol
Pressure points
hpphysicalcost
⚜️ Medieval / Good

Kingdom of Avalon

Balanced kingdom with strong economy and versatile warriors. Their keeps are anchored across timelines, impossible to erase from history.

Strengths
economydefenseversatility
Pressure points
magicspeed
☠️ Death / Evil

Necropolis

Fearless legion that raises the dead and spreads decay. They transform the memories of the fallen into echo-soldiers bound to their will.

Strengths
fearlessnumbersattrition
Pressure points
moralehealingholy
Heroes
Core heroes 4
🌀 Core / Veilwalker Guild

Lyra Swiftarrow

Ranger Scout

7Move 3Atk 1Def 2Power 25HP 1Cmd

Trailwise archer who finds the road others miss and the ambush others never see.

Actions
Wind ReadingFog WhisperCausal LanternTime Skip
Tempo Scout
PathfinderFog AffinitySkirmish Captain
Core / Order of Chronos

Aldric the Wise

Chronomancer

5Move 1Atk 2Def 5Power 24HP 1Cmd

Chronomancer who bends sequence and consequence to open paths through danger.

Actions
Open ConvergenceRollback SelfSummon Echo
Temporal Scholar
Mana RegenerationTemporal SightTemporal Attunement
⚜️ Core / Kingdom of Avalon

Sir Marcus

Knight Commander

5Move 3Atk 4Def 1Power 32HP 2Cmd

Seasoned captain who wins by discipline, timing, and a line that does not break.

Actions
Fortify
Command Bulwark
UnstoppableLumen AffinityFortify Doctrine
☠️ Core / Necropolis

Lord Vexaris

Death Knight

5Move 4Atk 3Def 2Power 30HP 2Cmd

Undead warlord who turns betrayal into cold, relentless conquest.

Actions
Sabotage
Grave Spike
Life DrainUndead MasteryShadow Sabotage
Variants 14
🌀 Variant / Veilwalker Guild

Seraphina Windstep

Blade Dancer

8Move 5Atk 2Def 1Power 22HP 1Cmd

Sword-dancer who turns speed, grace, and misdirection into a killing art.

Actions
Wind ReadingFog WhisperCausal LanternTime Skip
Windstep Duelist
Blade MasteryAfterimageHorizon Watch
Variant / Order of Chronos

Grokæn

Quantum Entity

6Move 3Atk 1Def 4Power 30HP 1Cmd

Triune anomaly who speaks with three wills and chooses from splintered futures.

Actions
Open ConvergenceRollback SelfSummon Echo
Quantum Spike
Triple ExistenceQuantum SightTemporal Attunement
⚜️ Variant / Kingdom of Avalon

Thorgrim Stoneheart

Dwarven Thane

4Move 2Atk 5Def 1Power 38HP 2Cmd

Dwarven thane whose patience is as dangerous as his hammer.

Actions
Fortify
Stone Recovery
Stone SkinMountain BornFortify Doctrine
☠️ Variant / Necropolis

Moroes the Undying

Necromancer

5Move 2Atk 2Def 4Power 26HP 1Cmd

Necromancer who tends the dead as though they were a kingdom still listening.

Actions
Sabotage
Undying Attrition
Spirit LinkMana RegenerationShadow Sabotage
🌀 Variant / Veilwalker Guild

Ventus

Ventus Operative

8Move 2Atk 2Def 1Power 25HP 1Cmd

Swift guild operative built for pursuit, witness, and the first decisive strike.

Actions
Wind ReadingFog Whisper
Balanced Tempo
TailwindTrail SenseHorizon Watch
Variant / Order of Chronos

Axis

Axis Operative

6Move 2Atk 2Def 1Power 25HP 1Cmd

Chronos field agent who treats time, pressure, and position as one weapon.

Actions
Open ConvergenceCausal Lantern
Axis Controller
Chronal DrillAnchor LiteracyTime Scholar
⚜️ Variant / Kingdom of Avalon

Terra

Terra Operative

5Move 2Atk 2Def 1Power 25HP 1Cmd

March commander bred for hard roads, shield walls, and victories paid in endurance.

Actions
Fortify
Siege Captain
Shield BearingRoad GuardMountain Oath
☠️ Variant / Necropolis

Nyx

Nyx Operative

6Move 2Atk 2Def 1Power 25HP 1Cmd

Shadow-bound operative who unravels rivals through fear, rumor, and precision.

Actions
Sabotage
Shadow Spike
Grave DisciplineShadow PressureRival Scent
🌀 Variant / Veilwalker Guild

Pathfinder

Scout

5Move 2Atk 2Def 1Power 25HP 1Cmd

Scout who can turn broken country into a road for everyone behind them.

Actions
Wind Reading
Route Captain
Deep TrailsMap MemoryTrail Rations
🌀 Variant / Veilwalker Guild

Scout of Witness

Scout

5Move 2Atk 2Def 1Power 25HP 1Cmd

Field observer sworn to return with the truth, however costly.

Actions
Wind ReadingCausal Lantern
Witness Scout
Witness LanternQuick StepBattle Note
Variant / Order of Chronos

Rival Warden

Warden

5Move 2Atk 2Def 1Power 25HP 1Cmd

Chronos warden who seals breaches and punishes those who overreach.

Actions
Open ConvergenceCausal Lantern
Chronal Warden
Warded ShellOmen MapChronal Drill
⚜️ Variant / Kingdom of Avalon

Rival Warden

Warden

4Move 2Atk 2Def 1Power 25HP 1Cmd

Border warden who answers trespass with law, steel, and memory.

Actions
Fortify
Shield Warden
StonewallWatchtowerBorder Muster
Variant / Order of Chronos

Rival Wayfarer

Wayfarer

4Move 2Atk 2Def 1Power 25HP 1Cmd

Restless traveler who always seems to arrive when a road becomes dangerous.

Actions
Wind ReadingTime Skip
Temporal Wayfarer
TrailmasterRoad MarchWayfarer's Spyglass
🌀 Variant / Veilwalker Guild

Valley Scout

Scout

6Move 2Atk 2Def 1Power 25HP 1Cmd

Lowland ranger who knows every crossing, ridgeline, and hidden descent.

Actions
Wind Reading
Valley Runner
Valley Game TrailsValley Road MarchValley Lookout
Premium and experimental 3
🌀 Premium / Veilwalker Guild

Samurai Ronin

Ronin Vanguard

6Move 3Atk 2Def 1Power 28HP 1Cmd

Exiled swordmaster who reads the wind, the silence, and the instant before steel is drawn.

Actions
Wind ReadingFog WhisperCausal LanternTime Skip
Ronin Spike
Iaijutsu OpeningWay of WindDuelist Focus
⚜️ Premium / Kingdom of Avalon

Bull Emperor

Bull Emperor

5Move 4Atk 3Def 1Power 35HP 2Cmd

Ironclad tyrant whose charge breaks lines, shields, and weaker wills.

Actions
Fortify
Imperial Breaker
Imperial ChargeIron HideArena Command
Premium / Order of Chronos

Treant Mage

Ancient Treant

5Move 2Atk 2Def 4Power 30HP 1Cmd

Elder wood-sage who turns root, sap, and buried memory into sorcery.

Actions
Open ConvergencePlant Healing BlossomPlant Mana Orchid
Rooted Oracle
Rooted WardGrove BlessingOld Roots
Towns and economy
Kingdom of Avalon

Avalon Keep

7buildings 3recruits
Build path
HallMarketplaceResource SiloFortificationMage GuildCore DwellingElite Dwelling
Key investments
Hall 2
10Gold4Wood2Stone
Hall 3
20Gold6Wood4Stone
Marketplace 1
8Gold
Resource Silo 1
6Gold4Wood2Stone
+4 more upgrades
Growth
town tier 1town tier 2, 🪙 +2/day, +1 recovery/daytown tier 3, 🪙 +2/day, +1 recovery/day🪙 +2/day🪵 +1/day, 🪨 +1/day+8 garrison+1 more
Recruitment
Shield Bearers · T1 · 🪙 8Citadel Pikes · T2 · 🪙 14Citadel Guard · T3 · 🪙 20
Veilwalker Guild

Veilwalker Hideout

7buildings 3recruits
Build path
HallShadow MarketHidden CacheVeil BastionGlass SanctumScout RoostShade Lodge
Key investments
Hall 2
10Gold4Wood2Stone
Hall 3
20Gold6Wood4Stone
Shadow Market 1
8Gold
Hidden Cache 1
6Gold4Wood2Stone
+4 more upgrades
Growth
town tier 1town tier 2, 🪙 +2/day, +1 recovery/daytown tier 3, 🪙 +2/day, +1 recovery/day🪙 +2/day🪵 +1/day, 🪨 +1/day+8 garrison+1 more
Recruitment
Wind Scouts · T1 · 🪙 8Glass Archers · T2 · 🪙 14Shade Stalkers · T3 · 🪙 20
Order of Chronos

Chronos Spire

7buildings 3recruits
Build path
HallClockwork ExchangeTemporal SiloAnchor WardChrono ArchiveAdept OrreryPhoenix Roost
Key investments
Hall 2
10Gold4Wood2Stone
Hall 3
20Gold6Wood4Stone
Clockwork Exchange 1
8Gold
Temporal Silo 1
6Gold4Wood2Stone
+4 more upgrades
Growth
town tier 1town tier 2, 🪙 +2/day, +1 recovery/daytown tier 3, 🪙 +2/day, +1 recovery/day🪙 +2/day🪵 +1/day, 🪨 +1/day+8 garrison+1 more
Recruitment
Rift Adepts · T1 · 🪙 8Clockwork Guard · T2 · 🪙 14Chrono Phoenix · T3 · 🪙 22
Necropolis

Necropolis

7buildings 3recruits
Build path
HallBone MarketCrypt VaultBone WallDeath ArchiveBone PitGhost Spire
Key investments
Hall 2
10Gold4Wood2Stone
Hall 3
20Gold6Wood4Stone
Bone Market 1
8Gold
Crypt Vault 1
6Gold4Wood2Stone
+4 more upgrades
Growth
town tier 1town tier 2, 🪙 +2/day, +1 recovery/daytown tier 3, 🪙 +2/day, +1 recovery/day🪙 +2/day🪵 +1/day, 🪨 +1/day+8 garrison+1 more
Recruitment
Skeleton Warrior · T1 · 🪙 8Skeleton Mage · T2 · 🪙 14Ghost Stalker · T3 · 🪙 20
Roster cards

Your army is carried by the hero roster. Cards can be recruited, injured, exhausted, recovered, and brought into encounters.

2 Power / Enemy Side

Wind Scouts

Rally Strike encounter card.

VentusScout
2 Power / Enemy Side

Glass Archers

Expose Strike encounter card.

VentusRanged
2 Power / Enemy Side

Rift Adepts

Rhythm Strike encounter card.

AxisMage
3 Power / Enemy Side

Clockwork Guard

Guarded Strike encounter card.

AxisGuard
2 Power / Enemy Side

Shield Bearers

Guarded Strike encounter card.

TerraGuard
3 Power / Enemy Side

Citadel Pikes

Pierce Strike encounter card.

TerraPike
2 Power / Enemy Side

Shade Stalkers

Pressure Strike encounter card.

NyxStalker
2 Power / Enemy Side

Grave Hounds

Surge Strike encounter card.

NyxBeast
2 Power / Enemy Side

Frontier Militia

Basic Strike encounter card.

GenericMilitia
2 Power / Enemy Side

Path Sentries

Guarded Strike encounter card.

GenericGuard
2 Power / Enemy Side

Town Militia

Basic Strike encounter card.

TownMilitia
2 Power / Enemy Side

Watch Archers

Expose Strike encounter card.

TownRanged
4 Power / Enemy Side

Citadel Guard

Guarded Strike encounter card.

TownElite
2 Power / Enemy Side

Skeleton Warrior

Pressure Strike encounter card.

Undead
2 Power / Enemy Side

Skeleton Mage

Rally Strike encounter card.

UndeadCaster
3 Power / Enemy Side

Treant Guardian

Guarded Strike encounter card.

NatureGuardian
4 Power / Enemy Side

Chrono Phoenix

Surge Strike encounter card.

TemporalBoss
4 Power / Enemy Side

Young Wyrm

Surge Strike encounter card.

Dragonkin
3 Power / Enemy Side

Orc Raider

Pressure Strike encounter card.

OrcRaider
3 Power / Enemy Side

Ghost Stalker

Pressure Strike encounter card.

UndeadSpectral
3 Power / Enemy Side

Wolf Pack Alpha

Rhythm Strike encounter card.

BeastTempo
4 Power / Enemy Side

Yeti Brute

Guarded Strike encounter card.

FrostBrute
5 Power / Enemy Side

Bull Emperor

Pressure Strike encounter card.

BossBurst
5 Power / Enemy Side

Ancient Treant Guardian

Guarded Strike encounter card.

BossGuardian
Artifacts and items
Travel items 11
Travel

Mountain Helm

Lets a hero traverse mountains safely.

Gameplay read
allows Traverse Mountains
Travel

Boots of Levitation

Lets a hero float over mountain ridges.

Gameplay read
allows Traverse Mountains
Travel

Forester's Treads

Soft-soled boots woven from living bark. The wearer moves through swamps and forests as easily as open road.

Gameplay read
easier swamp, forest movement
Travel

Pendant of the Golden Dawn

A sun-shaped amulet that hums at first light. Grants a surge of vigor each dawn when camped on open ground.

Gameplay read
+1 dawn AP on plain, road
Travel

Drifter's Compass

An ancient brass compass that always finds the shortest path. Guarantees a minimum daily march even through hostile terrain.

Gameplay read
minimum daily march 3
Travel

Trailrunner Boots

Travel-stained boots that make forests and marshland feel like a well-known path.

Gameplay read
easier forest, swamp movement
Travel

Mana Orchid Bloom

A humming bloom that resonates with keeps and towns at dawn.

Gameplay read
+1 dawn AP on keep, town
Travel

Marshwalker Greaves

Waxed leather greaves that shed mud and water. Swampland feels like packed earth.

Gameplay read
easier swamp movement
Travel

Dawn Circlet

A thin silver circlet that hums at sunrise. Grants a burst of energy when the day begins on open ground.

Gameplay read
+1 dawn AP on plain, road
Travel

Windrunner Sandals

Light sandals woven with wind-thread. The wearer always covers ground, no matter how rough the road.

Gameplay read
minimum daily march 4
Travel

Mountain Guide's Map

A creased parchment charting every pass, ledge, and goat trail through the high peaks.

Gameplay read
allows Traverse Mountains
Portal items 3
Portal

Portal Sigil

Unlocks the world's linked portal network.

Gameplay read
allows Use Portals
Portal

Town Portal

Attunes the hero to owned towns and keeps for anchor intel and teleportation.

Gameplay read
grants Town Portal
Portal

Pocket Portal

A folded anchor gate that snaps the bearer back to a stored beacon.

Gameplay read
grants Pocket Portal
Fog items 6
Fog

Quantum Monocle

A cracked lens that catches the nearest hostile echo before the eye can see it.

Gameplay read
reveals the nearest rival trace
Fog

Volcanic Focus

A shard-tuned focus prepared for future world-mutation rites.

Gameplay read
grants Conjure Lava River; grants Summon Lava Surge; grants Ice Wall; grants Elevation; grants Erosion; grants Biome Paint; grants Temporal Rift; grants Dispel Trace; +1 sight in fog
Fog

Drake Whelp Charm

A tiny fang-talisman that sharpens the bearer’s instincts in dangerous fog.

Gameplay read
+1 sight in fog
Fog

Chrono Bloom Petal

A petal that remembers nearby timelines and sharpens local temporal sight.

Gameplay read
sharpens local fog reading
Fog

Farseer's Spyglass

A collapsible brass spyglass ground from temporal glass. Pierces fog to reveal what others cannot.

Gameplay read
+2 sight in fog
Fog

Scout's Cloak

A mottled cloak that blends with fog and shadow. Extends sight when the world hides itself.

Gameplay read
+1 sight in fog
Combat items 14
Combat

Ironbound Cuirass

Layered plates of star-iron over blessed chainmail. Absorbs the brunt of every blow in battle.

Gameplay read
reduces incoming encounter damage
Combat

Phantom Cloak

A shimmering mantle that blurs the wearer's outline. The first strike in any encounter barely connects.

Gameplay read
softens the first incoming strike
Combat

Conqueror's Seal

A signet ring that grows warmer with each victory. The wearer strikes harder for every rival previously defeated.

Gameplay read
scales with defeated rivals
Combat

Survivor Charm

A stubborn charm that knits the bearer back together after a hard-won fight.

Gameplay read
heals after a victorious encounter
Combat

Healing Blossom Essence

A fragrant blossom extract that helps a hero recover after a victorious encounter.

Gameplay read
heals after a victorious encounter
Combat

Sword of Valor

A broad-bladed sword carried by champions who never learned to retreat. The bearer fights harder when cornered.

Gameplay read
boosts encounter attack
Combat

Shield of the Sentinel

A tower shield etched with watchtower sigils. The bearer absorbs punishment that would break lesser guards.

Gameplay read
reduces incoming encounter damage
Combat

Warhorn of Command

A brass horn that rallies troops into formation before the first blow falls.

Gameplay read
improves opening encounter hand
Combat

Frost Ward Amulet

A pale-blue gem set in frozen silver. The first blow in each encounter barely registers.

Gameplay read
softens the first incoming strike
Combat

Bloodstone Pendant

A dark red stone that drinks in the heat of battle and returns it as mending after victory.

Gameplay read
heals after a victorious encounter
Combat

Veteran's Medallion

A tarnished medal awarded for campaigns survived. Each defeated rival sharpens the bearer's instinct.

Gameplay read
scales with defeated rivals
Combat

Champion's Gauntlet

An armored gauntlet lined with war-runes. The bearer's counterstrike is devastating.

Gameplay read
boosts encounter attack
Combat

Tower Shield

A full-body shield of reinforced oak and iron. Reduces incoming damage to a dull ache.

Gameplay read
reduces incoming encounter damage
Combat

Rallying Banner

A battle-worn banner that saps the courage of those who face it. Enemy morale falters at the sight.

Gameplay read
weakens enemy attack
Economy items 3
Economy

Bastion Ring

A fortress signet that hardens the bearer whenever walls, towers, or town stones stand nearby.

Gameplay read
stronger near towns and keeps
Economy

Prospector Kit

Field tools for opening crystal seams, ore veins and sulfur beds safely.

Gameplay read
grants Extract Material
Economy

Keep Master's Signet

A signet ring of a castle lord. Stone walls and garrison towers answer the bearer's presence.

Gameplay read
stronger near towns and keeps
Passive items 7
Passive

Watcher Lantern

A patient lantern that reads ghost traces, hidden paths, and temporal anomalies without lying about reach.

Gameplay read
grants Watcher Lantern
Passive

Veil Breaker

A hooked prism that tears a narrow passage through the Veil for a single step.

Gameplay read
grants Veil Breaker
Passive

Anchor Beacon

A brass spike used to pin a personal temporal anchor into the current tile.

Gameplay read
grants Anchor Beacon
Passive

Herbalist Tools

Field tools for planting and harvesting stable medicinal herbs.

Gameplay read
grants Plant Healing Blossom; grants Plant Mana Orchid; grants Harvest Plant
Passive

Chrono Seed Pouch

A sealed pouch of seeds that can be planted on an earlier revision of the main timeline.

Gameplay read
grants Plant Chrono Bloom
Passive

Alchemy Satchel

A satchel of retorts, crucibles and seals for Doctor Stone style reactions.

Gameplay read
grants Distill Mana Solution; grants Smelt Temporal Ingot; grants Catalyze Reaction; grants Harvest Reaction
Passive

Drake Brood Satchel

A rune-stitched satchel for carrying brood sigils, warming sand, and hatch hooks.

Gameplay read
grants Lay Amber Drake Egg; grants Lay Cinder Drake Egg; grants Hatch Egg
Spells and active actions

Many relics and hero powers appear as active actions: movement tricks, fog readings, claim tools, temporal moves, plant and reaction work, and world-shaping rituals.

Movement

Town Portal

Teleport to an owned town or keep anchor.

Claim / value

Fortify

Emit a defensive spatial claim on the current tile.

Claim / value

Sabotage

Disrupt an adjacent enemy core-hold objective.

Fog / intel

Wind Reading

Sweep a nearby lane to expose pressure, blockers, traces, and contestable ground until reveal.

Fog / intel

Fog Whisper

Read nearby traces around a target tile with honest local reveal only.

Fog / intel

Causal Lantern

Illuminate pressure and frontier timing around a target tile without changing claim law.

Movement

Time Skip

Skip ahead to a nearby legal tile along a bounded causal lane.

Temporal

Open Convergence

Open a temporal convergence window with a hero from another day.

Temporal

Rollback Self

Rewind the focused hero to an explicit sealed historical reference on the main timeline.

Temporal

Summon Echo

Summon a bounded temporal clone from an explicit sealed historical reference.

Fog / intel

Watcher Lantern

Reveal nearby ghost traces and temporal anomalies.

Temporal

Anchor Beacon

Store the hero's current tile as a temporal anchor.

Movement

Pocket Portal

Shift back to the hero's stored temporal anchor.

Temporal

Veil Breaker

Open a temporary Veil passage on a nearby tile.

World magic

Conjure Lava River

Channel a contested ritual that carves a persistent lava river.

World magic

Summon Lava Surge

Channel a contested ritual that raises temporary lava before reversion.

World magic

Ice Wall

Channel a contested ritual that seals a temporary wall across a lane.

World magic

Elevation

Raise a ridge along a chosen ritual path to reshape movement pressure.

World magic

Erosion

Carve down terrain along a ritual path and flatten hostile posture.

World magic

Biome Paint

Repaint a lane into hostile biome pressure as a contested ritual.

World magic

Temporal Rift

Tear a contested rift lane that bends terrain and timing pressure.

Fog / intel

Dispel Trace

Collapse unstable local reveals around a tile without changing claim law.

🌋 World magic

Plant Healing Blossom

Plant a healing blossom on a fertile nearby tile.

🌋 World magic

Plant Mana Orchid

Plant a mana orchid on a fertile nearby tile.

Temporal

Plant Chrono Bloom

Plant a chrono bloom at an explicit past world reference or on the live timeline.

⚔️ Claim / value

Harvest Plant

Harvest a mature plant standing on the tile.

⚔️ Claim / value

Extract Material

Extract a ready material node while standing on it.

Temporal

Distill Mana Solution

Start a mana distillation reaction at an alchemy lab.

🌋 World magic

Smelt Temporal Ingot

Start a refining reaction at a frontier refinery.

Temporal

Catalyze Reaction

Feed a catalyst into an active reaction to shorten its maturation.

⚔️ Claim / value

Harvest Reaction

Harvest a ready reaction while standing on its site.

Temporal

Lay Amber Drake Egg

Place an amber drake egg now or on an earlier revision of the main timeline.

Temporal

Lay Cinder Drake Egg

Place a cinder drake egg now or on an earlier revision of the main timeline.

⚔️ Claim / value

Hatch Egg

Secure and hatch a ready egg while standing on its tile.