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 · free to play
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.
How 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.
The loot comes home, supplies are counted and the ledger closes: what you earned, what it cost and what you had to leave behind. 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, fast exp 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, and exp as fast as any class. 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. Purses start coming home in Viridian Ducats.
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 Deep Caverns down 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, raids on the Bastion Warden, the Forge Tyrant, the Rimecrown Colossus and the Radiant Seraph that take the whole guild to bring down - and guild wars: a week against another guild, six days, six axes, one axis a day.
A friends list from level 1, private conversations between friends and dungeon invitations by name. Bring someone new with your invite code, and both of you earn gems as they level up.
Five dungeons, from Bristlewarren to Emberthrone, run with friends or hired mercenaries: Bramwell holds the line, Kara heals, Odric and Wren burn things down. The dungeon shelf trades tokens for gear of your choice, gear and material chests, scrolls, imbue shards, dyes and outfits.
Cerberus and the World Serpent take turns week by week. Every tier fights its own copy, one charge a day per character, and the spoils go to those who struck it.
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. Late in the game a gold piece can take up to three stars, each fused from another gold piece of its tier.
Every trip leaves a report. Quests count kills, profit and deliveries, rankings compare characters by level, kills, skills, best trip and profit per hour, and the journal keeps the story.
A chest for each day you log in, worth a slice of a hunt at your own level, with gems at the end of the week - and a missed day steps the streak back instead of wiping it. On weekends one monster in every tier pays +50% experience.
From level 76 every spell grows its own tree: crit, cooldown, mana cost and resistance stripping. Each level is bought with the elixir that does the same job for one trip, plus a catalyst from the deep tiers, so the choice is always the same one: drink it now, or distil it for good.
One outfit per tier from the final quest, one per dungeon from its token shelf, and a premium shelf for gems. Every set is drawn for all four classes, and none of them changes a single number.
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, spell mastery 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 sees every hit and heal in the same combat log.