Emberwild

Features

Everything in the wild

A classic-style RPG with modern comforts: fight, gather, craft, explore and collect, all on your own time and all offline.

Combat

Fight your way

Choose the Knight, the Paladin or the Wizard. Close in with a blade, keep your distance with a bow, or burn mana on bolts of fire and frost. Kite, position and time your abilities.

Shield BashWhirlwindBattle CryUnbreakableVolleyPoison ArrowPiercing ShotRain of ArrowsFireballFrost NovaMeteorStarfall

12 abilities, unlocked as you level. Monsters fight back with special moves: ground slams, rage when wounded, poison and slows. Casters back away from you, and dragons and giants breathe fire or hurl rocks if you try to keep your distance. Elites roll traits that change the fight.

Meet the vocations →

The story

The Waking

A questline in 11 chapters. It starts with an errand for Elder Maren and ends somewhere far below the Cinder Keep. Your journal keeps the story so far.

  1. 1A Warm Wind
  2. 2The Bonelord's Ember
  3. 3The Shrine Keeper
  4. 4What the Deep Keeps
  5. and 7 more…

Alongside it: 113 more quests, 115 board tasks and 18 treasure trails.

Read the chapters (spoilers inside) →

Loot

Every drop can be the one

Gear can drop at a higher rarity, with better stats and more gem sockets. When something good lands, a beam of light marks it.

NormalFineRareEpicLegendary
Antler CrownAshen BulwarkAshen CrownAshwing's WingcloakBarrow King's ShroudCaptain's TricornCrimson SashCrown of MorvaneCrown of the BarrowCrown of the PeaksCrown of the UnmadeEye of the DeepFiendcaller OrbGravewalker Boots

92 legendaries, many with effects of their own, 27 gear sets, 8 socketable gems, 11 runes, and a collection log to fill.

Browse every item →

Rifts

Never the same twice

Step through a Rift Stone into a dungeon of 3 floors, laid out from a seed so every run is new. Clear a floor to unseal the stairs. At the bottom waits an elite guardian and a chest that bursts with loot.

3 tiers, from shallow to abyssal.

Rift tiers and rewards →

A living world

Day, night and weather

The sun sets, rain sweeps in and snow keeps falling on the high pass. Creatures change with the hour: some only come out at night, some only in the rain.

Alpaking RexThe Brigand HuntmasterCaptain RedbeardCaptain Vorr, the Ash-SwornThe Drowned AdmiralGorrak the Hill GiantOld GnasherOld Mossbeard

16 named rares and 9 world events, from a bee swarm to a demon incursion, keep the roads interesting.

World events →

And more

Reasons to come back tomorrow

Pets and mounts

12 pets, each a tiny version of the boss that drops it, and 4 horses to ride across the wilds. The fastest two are boss drops.
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Slayer

Take tasks from a Slayer Master, get paid in points for masks, helms and capes, and learn to fight the 5 monsters only a Slayer can hurt.
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The Shattered Peaks

The mountain top above Frostfang, levels 50 to 65, and Skarnveil, the Storm Wyrm, whose fall tears the sky open.
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Mistveil Isle

A fog-wrapped island by ferry from Port Varrow for levels 52 to 62: giant beetles and mantises, a grove ruled by Mistjaw, and the Veiled Oracle in her sanctum.
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Cinderwatch

Emberwatch's camp on the Ashen lands for levels 42 to 50: a burned patrol post, old trenches and black glass fields, with the Citadel's monsters out in the open.
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The Riftwastes

A broken land beyond the sky for levels 60 to 75, with the Voidsteel, Riftleather and Nullweave tier and the two-floor Unmade Spire, where Vaelith, the Unmaker, waits at the top.
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Port Varrow and Kingsreach

Two great towns: a walled harbour with wreckers, smugglers and Captain Blackwake's caves, and a royal city with brigand woods and catacombs where Morvane, the Lich-King, waits.
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Gear for every slot

Eleven slots with gloves and capes; daggers, maces and flails; two-handed claymores, halberds, spears and scythes; thrown javelins, knives and chakrams; orbs and codices; and five-piece sets right up to the endgame.
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Daily bounty

One monster to hunt each real-world day, paid on the spot. Finish them on days in a row and the streak raises the pay.
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Achievements and titles

162 achievements, 59 titles to wear, and a bestiary that rewards you for every creature you hunt.
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Mastery

From level 15, earn mastery points and spend them on 10 lasting bonuses.
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Region diaries

51 lists of things to do across the regions. Finish one for GP and a perk that lasts.
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The Proving Pit

12 waves of fights for Pit Tokens and the Quartermaster's gear.
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Your house

Buy a home in Brookhollow with a hearth, an alchemy table, a bank chest and trophies for your deeds, then furnish it: beds, bookcases, lamps, rugs and more, placed wherever you like.
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Photo mode

Classic, Close and Free look cameras, and a photo mode (F10) that pauses the game and hides the HUD.
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Plan your hunts

Monsters your quests, bounty and Slayer task need wear a gold mark, and the map shows where they live, so one trip can finish several quests. Bosses show up as stars on the minimap.
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Treasure trails

Follow a clue scroll from step to step for a casket at the end.
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Heroic dungeons

Beat a dungeon once, then light its sigil for heroic: tougher monsters, better loot, and Heroic Marks for the quartermaster's rings.
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Vocation trials

At level 30, your vocation's master sets you a three-part trial. Beat your shade in the Hall of Trials to unlock a fourth ability.
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Garden and enchanting table

9 crops that keep growing while the game is closed, and 12 enchantments for weapons, armour and jewellery.
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Wardrobe

77 hats, capes, colours, auras and weapon looks to earn from bosses, trials and travels, and three saved outfits. Looks only, never stats.
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Shops, bank and trade

Buy, sell and bank in town. Waystones and ferries get you there faster.
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