There is a hum under the ash, if you listen. The old ones called it mana. Every survivor carries some of it - what you do with it depends on who you chose to be.
The world was always magical. Most people simply never saw it, because the Order made sure they did not: for a thousand years it worked in the shadows, keeping humanity safe from what magic can do. The traders are its quiet hands. The Lost Knight who speaks on this server is one of its knights.
Magister Corvane, once of the Order, wanted more. He founded the Scourge and tried to draw power straight from Agartha - the hidden world beneath this one, where mana rises from the Wellspring. The working broke. That night, the Sundering, is why the dead walk: the Hollowed are what the backlash left behind. The ferals are the Quickened; the radiated drank deepest of the breach. The Scourge never meant to end the world. Now it pretends it did.
The four roles are the Order's four disciplines: the Shield (Paladin, the storm), the Crown (Royal, the tide), the Fist (Thug, the stone) and the Mask (Jester, the fire). The Scourge answers with its Black Fortress, and with the Heralds that walk through the cracked Seal below.
The Order's Shield. A Paladin's oath was always half prayer, half thunder: holy fire for the Hollowed at the gate, and the storm for whatever comes after. Corvane was a Shield once - pride broke him before the spell did. Paladins stand where others run, and the sky follows them in.
The Order's Crown. For a thousand years the Crowns paid for the Order and kept its secret; now they lead it in the open. A Royal does not chase the horde - they decide where it drowns. Water first to soak the field, lightning second to let the sky fall on it: the combo everyone wants is theirs by birthright.
The Order's Fist. The polite ones talk to the Scourge; the Fist breaks its doors. Thugs do not cast from a distance - they turn the ground in front of them to stone, then break it with fire. Walls, statues, shatter: loud, close and very hard to stop.
The Order's Mask. Spies and fools who walk inside the Scourge's own camps, laughing, and report back. Every element answers to a Jester and none of them behave. The Jester lights the stage first - fire - and keeps the other three for when nobody is expecting them.
/cast fire, lightning, earth or water lands 8 m ahead of you, on the ground, and only hurts the dead. Costs: fire 25, lightning 30, earth 20, water 15 mana.
They react - and the reactions are the game.
Earth also raises a short stone rampart in front of you for 20 s. It will not rise inside someone else's land claim, a trader or a protected lobby.
Everyone starts with 100 mana. It comes back three ways:
Your mana sits on the HUD under the stealth bar. Logging out does not refill it - you come back where you left off, plus what you would have regained.
Finish your role's four trials and the trader offers Trials 5. Accept it and within a few seconds the Lost Knight - the Order knight who speaks on this server - finds you and walks you through five steps. Each step hands you a named quest item, and the quest tracker on your screen always names the next one. The fourth step is always the same: brew a Mana Potion at a Potion Stand in Agartha and drink it on the altar, and the Knight puts your staff in your hands.
How you always know what to do next:
/quest - your journal: every step, what to do now, and how far and which way it is.Four staves: Storm (lightning, the Paladin's), Tide (water, the Royal's), Stone (earth, the Thug's) and Fire (the Jester's). Every swing is a spell - one every 0.6 s at 100% of the /cast price, and your role's discount stacks on top because each staff is one of its role's elements.
Quality matters: each quality level takes another 3% off the cost. And a staff has mod slots, which is where the orbs go.
An orb is a staff mod. Put one in and every spell that staff casts gets bigger:
One orb per staff. Your cast message tells you which one is working.
Under Intellect, Combat. Five ranks (Intellect 1, 3, 5, 7 and 10). Every rank, on every spell - staff or /cast:
At rank 5: 200 mana refilling at 3.5 a second.
Your Trials 5 opens a second line at every trader: the Arcane Trials, where the staff learns to hit harder.
Role trials, then your staff, then two orbs: a player who walks the whole road has the full arcane kit.
Each role has one signature spell, written in its tome. Read it once and the spell is yours for good - it survives death and restarts. Only your own role can read your tome; anyone else gets it handed back.
Where tomes come from: rare in bookcases; a workbench makes one from 50 paper, 20 leather and 5 Mana Potions; and surviving the Siege pays one out.
The Black Fortress is the Scourge's: a black stone keep that rises wherever the veil to Agartha is thin, pouring the Hollowed out of it. When the radio crackles, it has risen somewhere in the field. /join takes you to its walls. Five waves, then its captain, the Warden. Kill the Warden and the Scourge loses its foothold.
Every role has its own objective - /siege mine shows yours. The Jester's is magic: cast 6 spells inside the walls. Meet your objective and survive: 500 Knight Caps and your role's tome.
Kill the Warden and its Warden's Sigil drops: use it and for ten minutes every element answers to you at your role's discount.
Die, and a Soul Echo stands up where you fell, wearing your name and fighting like your role. Anyone can put it down; only you are paid for your own - caps, XP and a Soul Relic (more XP for half an hour). Leave it standing too long and it becomes a bounty for everyone.
Some things in this world are meant to be read. Hold one and use it the way you read any book, and the page opens on your screen; put it away (or wait a minute and a half) and it closes. Nothing is used up - read them as often as you like. Codex volumes turn up on bookshelves and in book piles; the tomes open their page when you learn the spell; the hint papers come from the Lost Knight during your fifth trial.
Pick a role and finish its trials. Trials 5 takes you to Agartha, where the Lost Knight gives you your staff and the Herald gives up its heart. The Arcane Trials give the staff orbs. Put points in Arcana. Read your tome. Kill things to keep the mana flowing - and when the radio crackles, bring all of it to the fortress.