Knight
A wall of steel: more life, more armour in plate, and a blade that cuts through crowds.
- Lv 1Shield Wall 20 sBrace: take 40% less damage for 6 seconds.
- Lv 5Cleave 10 sOne wide swing that hits everything round you for 120% of a blow.
Adventure
Pick a class, craft a weapon and head out of town. The wilds hold everything from rabbits to the Leviathan, every kill can drop Diablo-style gear, and other players are fair game, if they agree to it.




Classes
Each class favours an armour and a kind of weapon without forbidding any, and brings two abilities: one from the start and one at level 5, on two buttons by your thumb. Your first class is free.
Close in, take the blows and hold the line.
A wall of steel: more life, more armour in plate, and a blade that cuts through crowds.
A holy hammer: heals over time, smites hard with maces and hammers, and mends everyone near.
Strike from range or from the shadows, and pick the moment.
A patient shot: sharper eyes, and marks that make prey take more from everyone.
A knife in the dark: crits that hurt, poisoned blades, and smoke to slip away in.
Bend fire, frost and life itself, at a distance.
Fire and frost from a staff or a wand: burn one foe from afar, freeze the crowd round you.
Life is borrowed: steal it with every blow, drain it from afar, and rot what stands against you.
Roam the map and lift everyone round you.
Always somewhere new: quicker feet, richer finds, and a knack for turning up a few miles away.
A song for the road: learns faster, and lifts and mends everyone who hears.
Changing class later takes a Class Change Scroll from the Market. Abilities follow the same rules as any blow against another player.
The bestiary
86 kinds of monster roam the map. Players' land is gentle by day; the night brings hunters, and the wild flags out of town hold all of them, tougher the emptier the land. A few of the ones that already have their own models:

A friendly-looking dollop that hops about the meadows. It only bites back.

A barrel of a boar grown over with moss and bramble. Its eyes glow green in the undergrowth.

Twitchy, quick and armed with a rusty dagger.

A drifting violet gloom that only comes out after dark. It winds up slowly, then hits hard.

A shore crab whose shell is a craggy grey stone crusted with barnacles. It sits as still as a rock until you step too close to its patch of shore, then pinches.

A crouching imp of weathered stone that drops off a roof or a churchyard wall when you come too close. Moss grows in its cracks.
A scowling knot of thundercloud on glassy wings that hangs in the air and spits lightning from far off. Poison can't touch it.

Ball lightning with a face, hooded in thundercloud, that drifts through towns and over bare rock after dark.

A bulb of jungle leaves with a pod-head of a mouth. Its bite is poisoned, and the spots on it glow at night.

An old green guardian of stacked stone with a glowing seed rune on its chest. Slow, and it hits like a landslide.

A flat white crab of the salt flats, crusted with salt cubes and lilac crystal. One great claw, one small.

A hooded skirt of hanging glass round a hollow face with violet eyes. It haunts the city after dark.

A giant of crystal round a violet heart that shows through. Lightning crawls over it when it swings.

A domed grey beetle with lava glowing along the seam of its shell. Trundles about in twos and threes.

A lean basalt hound with a burning mane and a tail of flame. They run in packs after dark.

A heap of basalt boulders with molten light in its chest and fists that drag on the ground.

A ring of ice shards turning round a cold blue light. It drifts a hand's breadth off the ground after dark.

A long-legged white cat with eyes that glow ice blue. It hunts the pinewoods at night.

A stooped shaggy giant with glacier ice grown over its shoulders. Its blows leave you chilled to the bone.

A wild rabbit nibbling the verge. It bolts at the first blow.
And 66 more, from the Bandit to the Kraken
Fighting
Tap a monster to target it: you walk into reach and swing whenever your weapon is ready. Monsters telegraph their blows with a wind-up, so stepping away at the right moment dodges them. Bows and staves strike from far off; daggers are quick and close.
FireColdLightningPoison
Weapons and monsters deal elemental damage on top of their blows, and gear and draughts resist it. A campfire’s warmth keeps the cold off everyone near it.
Gear and loot
Monsters drop gear with random stats, Diablo-style: 82 bases across twelve slots, 33 affixes and 15 uniques. Weapons and armour aren't sold anywhere: you craft them, and they roll their stats like a drop.
Odds of each rarity on a drop. Magic find on your gear tips them toward the rarer ones. Drops lie on the ground for 24 hours, the killers’ alone for the first minute.
Unique Longsword · item level 22+
Unique Dagger · item level 12+
Unique Angel Wings · item level 50+
Swords, axes, bows, staves and plate come from the Workshop, at a Workbench or a Forge. Your Crafting level unlocks better recipes and adds magic find to what you make.
Clothes, capes, shields, wings, rings and necklaces only come from monsters. Trade the ones you don’t need at a Black Market.
Cosmetics you wear can show over your gear, so you can look the way you like in whatever is strongest.
Player against player
Anyone may fight on open ground, but nobody gets ganked for free. Your first blow on a stranger in a day only taps them; if they hit back within five minutes, it's a fight. Realms at war fight anywhere but safe ground.
Against another player your weapon’s damage type meets their armour class: blades cut leather but skid off plate, hammers dent plate, points burst mail. Monsters ignore it.
Fall to a player and they take 15% of the gold you carry, never items. Each such fall also weakens you for 12 hours, and every fall wears your gear until it’s repaired at a Forge. A fall drops nothing else.
Coming: dungeons
Designed and next on the list: entrances that open at random when a flag goes up, one run a day each. The Sunken Temple waits at the shore with a tide that rises; the Maze is a kilometre of walls that move every few minutes, always at night, with monsters of its own and a chest at its heart.
Be there on day one
Parallel Crossing is coming to iPhone and Android. Join the Discord to follow development, share ideas and hear first when the doors open.