❓ Help & Guide
Everything you can do in Realms of Satheria, in the order you'll meet it. Jump to: First Steps · Your Region · People & Actions · Combat · Quests · Leveling · Gold & Trade · Guilds & Arena · Deadfall · Account
🌱 First Steps
1. Create a character — pick your realm, then your banner (faction). Your faction decides which species may join, where you start, and your first quest — which is already waiting in your journal.
2. Open 📜 Quests in the top navigation. Your banner's first task is there with its objectives listed. Everything you do that matches an objective counts automatically.
3. Look around your Region — 🗺 Region is your home screen: the people, creatures, buildings, and roads of wherever you're standing. Almost everything starts by clicking something on this page.
4. Talk to someone. Click a person under People Here, then Talk. Disposition rises as you socialize — high enough, and they'll share quests, trade, join your party, or more.
5. Pick a fight you can win. Creatures show a threat level (1–10). At level 1, hunt threat 1–2. Win for XP, gold, and sometimes loot.
6. Travel. The Travel card lists every connected region — travel is instant. Sea routes need a ship (buy one at a coastal dockyard).
🗺 Your Region — the main screen
Top to bottom: the region's description and type; 📜 Quests here (givers in this region); 🗺 Travel (instant, ship icons need a ship); 👥 People (click to interact); 🐾 Creatures (click to fight — slain creatures respawn after a while); ⛏ Resources (gather materials for crafting); 🛌 Rest (recover HP); 🏛 Buildings (shops, dockyards, forges, arenas); and 🏴 Territory (conquerable regions can be claimed by defeating their garrison boss).
The 🌍 Map shows your whole world — your realm only. Click any region for details; adjacent ones can be traveled to from your Region page.
👥 People & Actions
Talk / Socialize — raises disposition. Most doors open with friendship: quests, trades, recruitment, romance.
Attack — starts combat. Guards hit back hard; killing citizens has consequences for reputation.
Steal — perception-based pickpocketing. Getting caught costs disposition (and sometimes blood).
Recruit — companions with 50+ disposition can join your 👥 Party, fight beside you, and carry their own story arcs (check the Party page for each companion's personal quests).
Romance & family — deep bonds can become marriage and children; heirs can carry on after a character's death.
🧟 Infect (Deadfall zombies only) — done in combat, see below.
Children are protected: minors can be talked to and nothing else — the game enforces this everywhere.
⚔️ Combat
Turn-based: Attack (weapon + STR), Spells (cost MP, unlock by level), Flee (AGI-based; failing costs a turn), and for Deadfall zombies fighting the living, 🧟 Infect — a STR-scaled bite that ends the fight by turning your opponent if it lands, and bleeds you if it doesn't.
Death is real. At 0 HP a character dies — permanently. Their memorial remains; you can claim an heir if they left one, or begin a new story. Arena duels are the exception: they end at 1 HP, never death.
Status effects shape every fight. Spells and many creatures inflict them: ☠️ poison, 🔥 burn, and 🩸 bleed deal damage over time; 💫 stun skips a turn; 🐌 slow and 📉 weakened cut damage; 🛡️ shield blocks it; 💨 evasion dodges; 😡 berserk amplifies yours. Each creature's card shows its signature effect and the odds it lands — a viper poisons, a golem stuns, a drake burns. Check before you swing.
Slain creatures respawn after a threat-scaled wait — except zombies raised by infection, which die forever.
📜 Quests
Accepted from people (click an NPC with quests) or listed on your Region page. Your 📜 Journal tracks objectives live.
Main story — The Bloodfang Uprising, ten chapters, follows the Crown's war. The Red Banner — the Warband's own campaign, raised at Bloodfang Stronghold, tells the other side. Faction starters begin the moment you're born. Chapters unlock in order and by level.
Companions have personal story arcs — check the Party page for their quests.
🎯 Daily Bounties & Streaks
The 🎯 Bounties page posts a fresh board every day — small tasks (defeat creatures, win fights, infect, recruit) that tick up automatically as you play. Complete one and claim its XP and gold. A new board arrives daily, so there's always a reason to return.
Logging in on consecutive days builds a login streak that pays escalating gold, with a bonus every 7th day. Miss a day and it resets — so keep the chain alive.
Watch for world events (shown atop your Region page and on the Bounties board): realm-wide happenings like a Bloodfang raid or a Deadfall outbreak surge, often with a temporary XP or gold boost.
📖 Bestiary
Your Bestiary (under Progress in the menu, or from any Region's creature list) is a living codex of the realm's creatures. Fighting something new adds it as a discovered entry; defeating one unlocks its full lore, its signature status effect and the odds, and the regions it haunts. Undiscovered creatures show as locked silhouettes with only their threat hinted — a checklist of what's still out there to find. It's scoped to your character's realm, so Aetheria and Deadfall each keep their own.
🗝️ Cooperative Delves
Under 🗝️ Delve you can form a party of two to four real players and share one dungeon. Each room's enemy has a single shared pool of health — everyone chips in whenever they're online, damage persists between visits, and clearing a room advances the whole party. When the last room falls, every delver receives the dungeon's XP, gold, and reward.
Because the shared enemy is the coordination point, a delve is asynchronous: you don't all need to be logged in at once. Strike when you can; your allies will find the beast weakened when they arrive.
Delving alone? If nobody joins your party within 45 seconds, a companion answers the call — scaled to your level, striking alongside you each turn, and sometimes taking the enemy's blow in your place. If your whole party falls, the delve is lost. Clearing a room revives the fallen for the push deeper.
💗 Rest & Recovery
Health and Spirit return on their own. Every 5 minutes (a "tick") you recover 5% of your maximum Health and 8% of your maximum Spirit. Ticks accumulate while you're away — step out for an hour and you'll come back much restored — but the well runs dry during combat, so you can't wait out a fight. Innkeepers are still the fast way to full.
Consumables speed things along, and some do far stranger work:
- Restoratives — potions and rations mend Health; draughts like the Spiritwell restore Spirit for casting.
- Cleansers (Antivenin of the Reeds, Field Antitoxin) purge poison, burn, bleed, stun, slow and weakness — and leave your own buffs untouched.
- Battle tinctures (Ghostcap Powder, Ironbark Salve, Draught of the Bear, Adrenaline Shot) grant 💨 Evasion, 🛡️ Shield, or 😡 Berserk for a few turns. These only work mid-fight — the game won't let you waste them.
Aetheria's apothecaries stock the common tinctures; the rarest sit on Faelar's Herbarium shelves. Deadfall has no shops left standing — its supplies are scavenged from the dead.
🔧 Deadfall: Scavenging & the Arsenal
Deadfall has no shops. Nothing is for sale, because nobody is selling. Everything you carry, you took from something that no longer needs it — or built it yourself.
- Makeshift melee is everywhere. Pipe wrenches, nail bats, crowbars, fire axes and machetes drop readily from the horde, and can be lashed together at any Salvage Bench (every Deadfall town and city has one) out of Scrap Metal, Duct Tape, Rebar and Chain.
- Firearms are precious. Nobody is manufacturing ammunition any more. Guns drop rarely — a Rusted Revolver at 8%, a Police Sidearm at 6%, a Pump Shotgun or Hunting Rifle at 5% — and only from the worst things in the world. The Service Rifle is held by the Blacksite Aberration; The Marshal's .357 answers only to whoever puts down The First Risen.
- A found gun can be kept alive: Gun Parts and Spent Brass let you reload ammunition and even restore a ruined revolver at the bench.
Crafting is realm-locked — a survivor doesn't forge elven steel, and an Aetherian smith has never seen duct tape.
🕰️ The World Clock
Time moves on its own. The clock in the top bar shows the in-world hour, the day and the year — every player sees the same moment. A world day runs from midnight to midnight; daylight lasts from 08:00 to 20:00. A full day and night passes in a few real hours, so if you need the dark, it is never far away.
🩸 Vampires
A vampire carries a fourth bar: Blood. It ebbs by 2 every 5 minutes whether you hunt or not, and only the living can refill it.
- Below 25 blood the hunger dulls you — every strike lands 15% softer.
- At zero you wither: 1% of your maximum health each tick. Starvation will bring you to the edge of death but never over it — you stop at 1 HP.
- 🩸 Drain (combat) is a softer strike that takes blood back and knits a quarter of the damage into your own wounds. The bloodless — zombies, constructs, the walking dead — have nothing to give.
- 🦇 Turn (combat, versus an adult townsperson) spends 25 blood to make a childe. The nearer to death they are, the likelier it takes; your Strength and Agility carry the rest. On success they live — keeping their name and their place — but their disposition toward you is pinned to 100. Fail and you lose the blood and take a wound.
☀️ The Sun
A vampire who travels between 08:00 and 20:00 arrives scorched, losing 25% of maximum health. It will never kill you outright — you arrive at 1 HP, smoking — but it is a hard toll. Wait for dusk, or find The Duskmare: a black mare foaled in a grave who trails a canopy of settled dusk no noon has burned through. Beneath her shadow you may cross the whole bright world unharmed. She will suffer no living rider, and she waits in the mires.
📈 Leveling & Spells
XP comes from combat, quests, socializing, gathering — nearly everything. Leveling grants stat points and skill points.
Spend them on your character sheet (click your name in the top bar): raise stats, train skills, and learn spells — each spell has a level requirement, and every realm has its own spellbook.
Skills (Blacksmithing and friends) improve by doing: gather at ⛏ resource regions, craft at a 🔨 forge.
💰 Gold & Trade
Shops in cities buy and sell. The player marketplace lists other players' goods. Direct trades use safe escrow — both sides confirm or nobody loses anything. Crafting turns gathered resources into gear at a forge. Buildings you construct in claimed territory generate income over time.
🧟 Deadfall (💎 advanced realm)
The world after the outbreak. Survivors hold the enclaves and thin the horde — the turned die forever. Zombies spread the hunger: win the bite in combat and your victim rises as a creature of the horde. Every region shows The Infection — the living versus the risen, the world's scoreboard. PvP is on: the arena pits the quick against the dead.
⚙️ Account & Membership
The Account page manages characters (advanced members run several at once, across realms), username/email/password, and deletion. Forgot your password? The sign-in page has a reset link.
💎 Advanced Membership (Account → Upgrade) unlocks multiple simultaneous characters, advanced
species, and advanced realms like Deadfall — via PayPal or an upgrade code (SATH-XXXX-XXXX-XXXX).
Stuck? Contact us or leave feedback — it lands straight in the admins' inbox.
🏰 Guilds, Arena & Boards
Guilds — join or found one; guild levels grant XP bonuses for everyone.
🏟 Arena (PvP-enabled worlds, at arena buildings) — non-lethal ranked duels against snapshots of other players' characters. Entry fee, Elo rating, daily limits, and a leaderboard tab. You can never die in the arena.
Leaderboards, Achievements, Legend — how you're doing, what you've done, and the long hunts: conquest, notorious foes, and legendary items, each scoped to your realm.