Emberlands
Home to humans and elves, holding the first line against the ash.
VIGIL
Vigil is a persistent RPG on a world that keeps its own hours. Leave your character working and come back to what the night paid. The wild is where it gets dangerous, and you walk that ground yourself.
Strike to begin.
Our actual combat model, no bait and switch here.
The world
Home to humans and elves, holding the first line against the ash.
Orc and dwarf ground, wet underfoot and thick with fen incursions.
Where revenants and trolls keep the long dusk.
10 safe hubs found across the three continents. Tall walls, a vendor, a forge, a stash and most importantly a bed. No combat inside them, and the work on offer is thicker than anywhere out in the wild.
Day and night. The dark gathers thinner and bites harder. Take the risk and travel during the night for a higher chance of ambush or hold out until day.
Exploration
You can see where you are, one hop out, and a rumour of the hop after that. Everything else is fog until you go and look. Push far enough and the atlas fills in behind you. At the end of the season it all closes over again.
Hundreds of contracts sit across that fog, pitched at whatever you can currently survive. They track wherever you happen to be and pay the moment they are done. No turn-in, nobody to walk back to.
Survive 2 night ticks at Cinderfield.
Clear the Basalt Spire raid.
Defeat 3 foes on Slag Road.
Clear 2 rooms in the Basalt Spire raid.
Survive 2 night ticks at Charcoal Stand.
Gather 5 Cinder.
Away
Gather, Guard, or Rest while you are away. Travel when you take a road.
March between regions. Neighbours are short. Longer roads are a crossing.
Work the wild. Wake to materials, gold, and finds. Ambush can still find you.
Safe stance. No haul and no ambush. Open combat behind a shield.
Heal while you wait, hub or wild. Slow regeneration. Potions stay for combat.
Who you are
Race is where you wake and the ability that comes with you. Class is the tree you climb and the lane you fight in.
Race
Class
Strength
Agility
Intellect
Builds and combat
Every class gets one tree, and it runs deeper than a season is long. Points unlock abilities on the fight bar. Every action costs the same beat: hit, brace, or fire what the tree bought. The same fight runs in incursions, dungeons, raids, delves and duels.
Warden tree
18 invested · 16 open
Six racials
The climb
Incursions teach the fight alone. Dungeons and raids take a group with personal loot and no lockouts. Delve is the solo endgame that only gets steeper the further you push.
Solo
One room on the road. You have to be there to open it. Same Strike and Guard you take into everything harder.
Grouped
Twenty dungeons. Five raids. Short pushes and longer ones. Basaltspire, Gritspire, Kilnspire, Reedcrypt, Frostcinder Vault. Loot is personal. Nothing locks you out.
Endgame
Solo from any safe hub once you are ready. Every floor is steeper. Cash out or push. One life. The floor you reached still stands on its own board.
PvP
Nearby lists who stands idle in your area. Read their power and level and make the decision. Attack and win: purse cut and MMR. Lose: hub port, lose gold and MMR down.
Nearby · Basalt Pass
Idle in the wild. Travel and instances keep you off the list.
Result
You bested Kett
Purse cut +42g
Progression
Six slots. Set bonuses stay small on purpose: mixing families is a choice, not a mistake. Best-in-slot never comes off a crafting bench. It drops, or it pays out on a contract.
The bestiary
Everything from a crab on the foreshore to whatever is waiting at the bottom of a delve.
Seasons
Every season is a fresh character on a fresh map. Fog closes, boards reset, talents clear, and the world takes a new theme. Some seasons lean on contracts. Some sharpen the PvP. Some simply hit harder.
Get in, do something that counted, get out. Nothing here needs a night booked three weeks out.
Six boards
Rated duels.
Contracts paid out.
Regions charted.
Hauled out of the wild.
Instance clears.
Deepest floor reached.
Finish near the top and you carry a title out of the season. Finish at the very top and you carry one forever.
The showcase
Every character has a public page: gear, stats, talents, recent deeds, and where you stand on every board. It is the link you send people. These are untreated captures from that same world.
See the boards
The page you send
The world will wait. It just will not wait quietly.
Season 1 · Ember Vigil
Ash winds over the keep. The first line holds.
It’s day at Ashford Keep. The world last moved 2 minutes ago.
Cosmetics cost under a pound and change nothing but how you look. It does not run offline. Nothing is quietly faking progress while you are on a plane. It needs a connection because it is a real shared world on a real clock.
Questions
Yes. Cosmetics are the only thing that costs money, all under a pound, none of them affecting power.
No. Play as a guest and your character saves to this device. Link an email whenever you want it everywhere.
It was built for phones first. Install it to your home screen and it behaves like any other app.
A mobile app and a Steam release are on the way. Same world wherever you open it.
Gathering runs while you are away. Fights are the part you walk yourself.
Whatever stance you set keeps working while you are gone. Come back for the briefing.
No, and there is no board you could buy your way onto.
Everything resets. Fresh character, fresh map, fresh boards. Cosmetics and earned titles stay.
Free to play. Nothing to install. Same world wherever you open it.