Supplies and gathering
There is no energy. Play as long as you like. What runs out is food on the road and ore at the spot.
Food on the road
- Every road eats as you walk: patrols and gate expeditions in every tier, and party runs too, where each member eats from their own pack.
- Each step eats from your pack, smallest serving first. A ration feeds1 step. Raw fish feeds 1, or 2 for fish from tier 4 on. A cooked meal feeds 2 to 8, so meals are eaten last.
- Whatever you don't eat stays in your pack for the next road.
- With nothing left to eat, each step costs 5% of your max HP instead. Hunger never takes you below 1 HP.
- Some companions have a chance to save the food on a step.
Buying rations
The Travel screen shows how many steps your pack can feed and how long the road can run, and sells rations at the gate to cover the difference. Campfire happenings hand them out for free.
| Road from | Gold a ration |
|---|---|
| Tier 1 | 1 |
| Tier 2 | 2 |
| Tier 3 | 3 |
| Tier 4 | 4 |
| Tier 5 | 6 |
| Tier 6 | 8 |
A meal before you leave
- On the Travel screen you can eat one cooked meal as you set out. It feeds its steps, and its buff lasts for the road's first few steps.
- Only that meal gives a buff. Meals eaten later on the road just feed you.
- Cooking always feeds more steps than eating the fish raw. Every dish, with its steps and buff, is on the recipes page.
Gathering spots
- Each city has a spot for each gathering skill. A spot holds 5 gathers and grows one back every 20 minutes, so a picked-clean spot is full again in 100 minutes.
- Spots are yours alone. Another player gathering in the same city takes nothing from you.
- A quick gather uses 1. A gathering trip uses 3.
- A happening's rich vein, stand or bloom uses none.
- The game can message you when the spots in your city have grown back. See settings.
Everything else
- Crafting costs only the materials.
- You can attack a world boss once every 30 minutes.
- Putting a ghost to rest, finishing a party run and paying respects at a grave (once per grave) pay a little gold, more the deeper your checkpoint.
- Camps, trading and turning in jobs cost nothing at all.
HP between fights
- Your HP lasts the whole life. Every fight and expedition starts at the HP you have, and what you end on is what you keep.
- In town you get back 2% of your max HP a minute, so an empty bar is full again in 50 minutes. The town screen shows how long is left.
- On an expedition, solo or in a party, each won fight heals 25% of your max HP on the roads of tiers 1 to 2, and 50% from tier 3. A camp heals 30%. Nothing else comes back on the road, and a step with nothing to eat takes some away.
- To skip the wait, drink a healing potion from your pack, buy more at the general store, or pay for a night at the inn to wake up full.
- Below 50% of your max HP, the game asks before a fight or expedition.
- Levelling up raises max HP but doesn't heal you. A new life starts at full HP.
Rested XP
- While you are in town, not on an expedition, you build up rested XP: 5% of your current level's XP every 8 hours.
- It starts after 1 hour without playing. Quick breaks between fights don't count; stepping away does.
- The pool holds up to 1.5 levels' worth, which takes 10 days in town to fill from empty.
- Kill XP is doubled until the pool runs out, in town fights, on expeditions and in parties.
- Time on an expedition builds nothing, even one you've left parked at a camp. Starting one banks the rest you've built.
- Rested XP belongs to the character: a new life starts with an empty pool.
- On the web and in the Activity, the town screen shows your Experience bar and, under it, how much rested XP is waiting. After a fight, the result card says how much of its XP was the bonus.