Manual
Everything in the game today, explained. It grows with development: what has no image yet is marked.
Ten elements, 39 reaction pairs and the three- and four-element chains.
The twelve heroes, their skills, lore and the duos that react the most.
The town that grew on a mushroom, its buildings, portals and Furihog.
Still without own art: animated monsters, city and farm props, wearable cosmetics and music. What you see here is AI-generated or borrowed art, to be replaced by Jhonatan's.
Game rules
The same text as the in-game manual (H key).
First steps
Tap the ground (or use WASD and the arrow keys) to walk. The city has no combat: it is where you meet people, buy, sell and get ready.
Orange portals lead to combat rooms. Stand on one and tap Enter or press F. Start with the Elemental Den.
Buildings (Smith, Tavern, Shop, Storage, Market) open when you walk up and tap them or press F.
Chat is on the bottom bar (or Enter). Red dots on the buttons mean there is something to do there.
Team and swapping
You play with 2 characters: one in the field, the other in reserve. Tap the dimmed card on the bar (or Tab / Q) to swap.
| Rule | Value |
|---|---|
| Swap cooldown | 1.5 s |
| Skill cooldowns | Keep running in reserve |
| HP and MP | Kept; reserve only regains MP, slowly |
| Entry skill | Fires when swapping in (15 to 20 s cooldown) |
| Stunned | Cannot swap |
If the fielded character falls, the reserve steps in on its own (forced swap). The team only loses when both fall.
Why swap: put a second element on top of the first one's aura, use the other while skills recharge, change range.
Elements and reactions
An elemental hit leaves an aura on the target for 8 s (the colored outline). A different element on that aura consumes it and triggers a reaction. Order matters.
Every reaction leaves a residue for 6 s (the dots above the enemy's health). An element not yet in it triggers the 3-chain (damage ×2 plus a burst) and a fourth closes the 4-chain (damage ×3). Some sets have their own name and effect, like Absolute Zero (water, ice, lightning) and Supercell (lightning, metal, sand, wind). Each character has one element, so chains are a group thing.
| Element | Color |
|---|---|
| Fire | Orange |
| Water | Blue |
| Ice | Light cyan |
| Lightning | Purple |
| Wind | Light green |
| Earth | Golden brown |
| Nature | Dark green |
| Metal | Steel blue |
| Poison | Toxic green |
| Sand | Pale gold |
The 11 reactions (aura + hit)
| Combo | Reaction | Effect |
|---|---|---|
| Fire + Ice | Melt | Damage × 2 |
| Ice + Fire | Melt | Damage × 1.5 |
| Fire + Water | Vaporize | Damage × 1.5 |
| Water + Lightning | Electrocute | Damage over 4 s, jumps to wet foes |
| Ice + Lightning | Superconduct | DEF −40% for 8 s |
| Fire + Lightning | Overload | Area blast |
| Ice + Water | Freeze | Held 3 s; a physical hit shatters it |
| Fire + Nature | Burn | Damage over 6 s, spreads |
| Water + Nature | Bloom | Heals nearby allies |
| Earth + other | Crystallize | Shield for whoever triggered it |
| Wind + other | Swirl | Area damage and copies the aura |
Elemental mastery raises reaction damage. Any player in the room can react on someone else's aura.
Rooms
| Type | Players | What it is |
|---|---|---|
| Mob room | 1 to 4 | Waves of enemies; no key needed |
| Dungeon | 1 to 4 | Several rooms, boss at the end, 1-key chest |
| Boss | 1 to 4 | Single arena in phases, 2-key chest |
| Legend | 2 to 4 | Rare boss with a level minimum; essence on the first win of the week |
| Incursion | 1 to 4 | Wednesday and Sunday: 10 elite waves |
Up to 4 players per room; enemy health grows with the player count (100%, 170%, 240%, 300%). Loot is personal: nobody fights over items.
If everyone falls, the room ends without the final chest, but what you picked up stays. Lost connection? You have 60 s to rejoin the same room.
Legends need at least 2 players and give star essence once a week each. Check the Agenda.
Keys and chests
Keys only gate the gear in chests. Tomes, gold and materials always drop, no key needed.
| Rule | Value |
|---|---|
| Regeneration | 1 key per hour |
| Maximum | 10 active + 14 stored in the vault |
| Dungeon chest | 1 key |
| Boss chest | 2 keys |
| Extra legend in a week | 3 keys (no essence) |
| Mob room | No key |
Finished without a key? The chest is held for 24 h and opens in Bag > Chests once a key comes back. Keys are never sold.
Progression
Nobody gains XP by playing. XP only comes from tomes, which drop in combat and can be used on any character: Character > Status.
Each level gives 3 attribute points. Raising an attribute costs more every 10 points (steps), so spreading pays off.
| Ascension | Levels | Max skill | Material |
|---|---|---|---|
| 0 | 1 to 20 | 3 | None |
| 1 | 21 to 50 | 5 | Boss |
| 2 | 51 to 60 | 6 | Boss |
| 3 | 61 to 80 | 7 | Boss |
| 4 | 81 to 100 | 8 | Boss |
| 5+ | 101 to 500 (every 50) | 10 | Legend |
At a gate the level locks until you pay the ascension (gold and materials). Each ascension gives permanent HP and raises the skill and weapon caps.
Heroes and skills
You do not create a character: you recruit a hero. There are 12, two per class, each with a name, class, element, weapon and 4 skills of their own. The first 2 are free; the rest are recruited at the Micélia tavern with gold and a drop material.
The 4 skills open with the hero's level: basic at 1, secondary at 3, ultimate at 8 and fury at 12. Raising a skill from 2 to 10 costs gold and materials, up to the ascension cap.
The kinds: basic (weak, no cooldown), secondary (stronger), ultimate (long cooldown, big damage or a big effect) and fury (longest cooldown; applies the hero's second element). They sit on the 4 round buttons on the right (keys 1 to 4; on a gamepad ✕ ◻ ○ △).
Gear and the Smith
Slots: helmet, armor, pants, gloves, boots, weapon, off-hand, cape, necklace and 2 rings. Grades: Common, Rare, Epic and Legendary (more affixes). Legendaries bind when equipped.
Smith upgrades (+0 to +15)
| Level | Chance | On failure |
|---|---|---|
| +1 to +3 | 100% | — |
| +4 to +6 | 90% to 70% | Only the materials are spent |
| +7 to +9 | 60% to 40% | Drops 1 level |
| +10 to +15 | 30% to 5% | 50% to break, else drops 1 |
A Protection Stone prevents breaking (and is used up). From +10 on the piece glows.
Farm and cooking
The Farm portal leads to a peaceful map: garden, orchard, animals and woods. Harvesting is personal and each plot regrows in about 10 min.
Cook at the Tavern with your ingredients (some spices only at the Shop). Cooking is instant.
1 dish + 1 drink active at a time, 30 min each, for both characters. You cannot eat inside a room: eat before you go in.
Trading
| Where | How |
|---|---|
| Direct trade | Tap a nearby player; both lock and confirm. No fee. Account 24 h old and level 20 |
| Market | List it at the building; sells even while you are offline. 5% fee |
| Storage | 100 slots per account (up to 300 with gold); moves items between your characters |
Tomes and essence are bound and cannot be traded or listed. After locking, the trade shows the final contents for 3 s before it can be confirmed.
Guild
Founding a guild costs 10,000 gold, with a 2 to 4 letter tag and up to 30 members (leader, officers and members).
Invites last 24 h. The guild has a message of the day, its own storage and chat (/gu on PC).
Star shop
Looks only: skins, wings, mounts and familiars. Nothing from the shop changes stats, damage, speed or drops.
| Rule | Value |
|---|---|
| Cost | 160 essence per pull |
| 5★ chance | 2% |
| Guarantee | Featured 5★ on pull 30 |
| 50/50 | None |
| Counter | One per banner type, kept when banners change |
| Duplicate | Turns into star fragments |
Free essence comes from legends. Fragments buy older items in the fragment shop.
Controls
| Key | Action |
|---|---|
| WASD, arrows, click | Walk |
| 1 to 4 | Skills |
| Tab or Q | Swap character |
| F | Interact (portal, building) |
| Enter | Chat |
| Esc | Close; with nothing open, Menu |
| C, K, B (I), M, J, G | Character, Skills, Bag, Map, Agenda, Guild |
| H | Manual |
| R and Space | Training: restart and pause |
On touch: tap the ground to walk, the bar buttons for skills and the dimmed card to swap. Android back does the same as Esc.
What still needs art
Inventory generated from the game: how much of each category exists, how much is missing and how much is still art borrowed from the LPC.
| Category | Exists | Missing | Provisional (LPC) | Final art |
|---|---|---|---|---|
| Ícones de itens | 53/53 | 0 | 0 | AI-generated |
| Ícones de peças de equipamento | 30/30 | 0 | 0 | AI-generated |
| Peças vestidas no boneco | 30/30 | 0 | 27 | Jhonatan |
| Ícones de skills | 54/54 | 0 | 0 | AI-generated |
| Emblemas de classe | 6/6 | 0 | 0 | AI-generated |
| Boneco do jogador | 27/32 | 5 | 12 | Jhonatan |
| Monstros, chefes e lendas | 22/22 | 0 | 21 | Jhonatan |
| Cosméticos do gacha (skins, sets, armas, asas, familiares, montarias) | 0/38 | 38 | 0 | Jhonatan |
| Cidade | 12/12 | 0 | 0 | Jhonatan |
| Salas de combate, dungeons, arenas de lenda | 46/47 | 1 | 0 | Jhonatan |
| Fazenda (zonas e pontos de coleta) | 32/32 | 0 | 0 | Jhonatan |
| Interface | 71/71 | 0 | 0 | AI-generated |
| Efeitos de combate | 1/9 | 8 | 0 | Jhonatan |
| Retratos e material do site | 27/27 | 0 | 0 | AI-generated |
| Áudio | 4/9 | 5 | 0 | CC0 |