Pack
Potions, food, ammunition and an empty backpack. Weight and slots are a two-sided limit: together they decide how many hours the trip can last before your character turns back.
Idle MMO · Android and iOS · closed beta
The hunt is a ledger, not a health bar.
Your character hunts on their own, online and offline. You run the expedition: what to pack, how much it weighs, where the profit is, and how much risk to carry home.
Closed beta in progressHow it plays
Reckoner never asks you to press attack. It asks whether the trip pays for itself.
Potions, food, ammunition and an empty backpack. Weight and slots are a two-sided limit: together they decide how many hours the trip can last before your character turns back.
Choose a spot and go. Your character fights alone for hours, and the whole trip is settled on the server, so the outcome is the same whether you watched every swing or slept through it.
Loot is sold, supplies are counted and the ledger closes: exp per hour, profit per hour, what it cost, and how close it came to going wrong. Then you plan the next one.
Four classes
Every class has health and mana. What differs is how a trip is paid for, how smoothly it goes, and what an unlucky hour looks like.
Sword and shield, the largest health pool, the deepest backpack. Cheap hunts, slow exp and the most predictable trips in the game: a blocked hit is a whole hit gone.
A crossbow at range, holy and physical damage. Balanced on every axis, with one thing nobody else carries: ammunition, a third supply in the pack and a third cost to manage.
Fire and energy, the fastest exp in the game, paid for in mana potions. Fragile: defence comes from robe armor alone, so every trip is a bet with a known price.
Ice and earth, lower upkeep, slower exp. The strongest self-heal of the four, and a real choice in the off-hand: a shield for survival, or a crystal for healing tempo.
Six lands
Each land is a tier of monsters, prices and supplies. The road from the first meadow to the Abyss is the whole game.
Open, sunlit surface. The first hunting grounds.
Old woodland under a closed canopy. Green light, deep roots.
Wet heat and rot. Everything here grows over everything else.
Cold, cramped underground. Crafting awakens here.
A fortress that outlived its garrison. Stone, iron and old orders.
Endgame depths, lit only by ember and ash.
Beyond the hunt
Everything past the first trip is built on the same idea: value has a source, a weight and a price, and players set most of it.
A bigger pack means a longer trip, and it is loot, never a purchase. Gold weighs too: a purse from the Castle comes home in Viridian Ducats, a hundred gold to the coin.
Shop prices are the floor. Above it, the auction house is where players set the real value of a drop, and where a good hunt turns into a fortune.
Alchemy, Cooking, Enchanting and Inscription. Materials drop for everyone; a profession is the right to turn them into potions, meals, imbues and runes.
Shared perks, trade between members, and raids on the Bastion Warden, the Forge Tyrant and the Rimecrown Colossus that take the whole guild to bring down.
Five dungeons, from Thornhollow to Emberthrone, run with hired mercenaries: Bramwell holds the line, Kara heals, Odric and Wren burn things down. The dungeon shelf trades tokens for scrolls, imbue shards, dyes and outfits.
Cerberus and the World Serpent stand against the whole server at once. Everyone's damage lands in one pool, and the spoils are shared.
A stack of matching pieces goes in; one piece a rank higher comes out, or nothing does. The odds climb after every failure, and the forge remembers. The building itself levels up in parts, and its tempering half rolls permanent bonuses onto the slots you wear.
Every trip leaves a report. Quests count kills, profit and deliveries, rankings compare characters by level, skills and gold, and the journal keeps the story.
Bestiary
Wolf
Goblin
Spider
Treant
Minotaur
Stone Golem
Frost Titan
Demon
Dread Sovereign
Storm Titan
Abyssal Overlord
Bastion Warden
CerberusCompendium
Every item and where it drops from, every monster and its loot table, all four professions with their recipes, the dungeons, the bosses, the token shelf and the guild systems - read straight out of the game's own catalogs.
Fair play
Premium buys convenience and time: a fuller journal, more depot pages, a restock that remembers the last trip. It never buys gold, potions, items, safety or content, and the numbers are exact for everyone: a free account plans with the same calculator.