ORUNTHYS

Reference

Mechanics

The same reference a Keeper opens in town, word for word. Eight sections, 59 articles. All eight sections are in English, with the game’s own numbers in every article.

59 articlesfully translated

Section 1

Getting started

Where it all begins: turn-based fights, the party, death, home and the four currencies. Ten minutes of reading — and you play instead of guessing.

8 articles
  • Turn-based fights

    Fights run in turn order, and speed sets that order: the higher the ⚡, the sooner a fighter acts.

  • Party and companions

    Companions march with the Keeper: two slots at first, three from level 30, four from level 50 — that is the ceiling. A companion is no pet: it has its own stats, skill and role.

  • Death and recovery

    Defeat takes neither levels nor items: the hero comes to at the hearth and loses part of the gold carried.

  • Home and hearth

    Home is the Keeper’s rear: the hearth heals the party, the forge and the jeweller work on items, the yard receives caravans.

  • Gold and emblems

    Gold 🪙 drops from fights and sales: you pay the forge, the jeweller and the market with it.

  • Where gold is paid

    Per hour of play, world fights, a dungeon run and Spiral tiers pay the same gold: the difference between them is in currencies and items, not in the purse. There is no point chasing “the most profitable” activity — there is none.

  • The weekly emblem ceiling

    Emblems ⬥ are counted once for the whole week: fifteen hundred from ALL sources at once. There are no separate limits per system — play whatever you enjoy.

  • The exchange price corridor

    An order’s price stays inside a corridor: from half the reference price of the good to a quarter above it. The reference is the shop price for a shard and the cutting price for a gem.

Section 2

Combat

How a hit is counted. Here live the numbers that make “+5 attack” matter more at level five than at level fifty.

5 articles
  • Damage and defence

    A hit is counted from the striker’s ⚔ attack against the target’s 🛡 defence: defence does not cancel damage, it shaves off a share of it.

  • Crits, blocking and the killing blow

    Your party crits in 14 cases out of a hundred (the “Strength of the Blow” talent adds five), enemies in six. A crit multiplies damage by 1.8.

  • Soul energy and the ultimate

    Energy builds from actions: the hero’s strike gives 25, a companion’s 10, damage taken by the party 15, and a crit adds on top.

  • Threat and roles

    Bosses do not strike at random: they pick whoever has gathered the most threat, and a fighter’s role multiplies their threat.

  • Conditions and effects

    Poison and bleeding take ❤ at the start of a turn; stun and petrification take the turn itself; weakening cuts damage.

Section 3

Enemies

Who you will meet: rank and file, elites, bosses, conditions, the Blight and the night. An enemy in Orunthys is a set of rules, not a bag of health.

5 articles
  • Kinds of creatures

    Beasts, undead, spirits, golems, Echoes and bosses differ by more than the picture: each kind has its own stats and its own habits in a fight.

  • Elites and the hunt

    Every land has its elite — a beast stronger than the rank and file, weaker than a boss. A mark on it is issued once a day.

  • Bosses and their mechanics

    A boss is no bag of ❤: it strikes by threat, heals, calls for help or mows down the party at once, and each has its own mechanic.

  • The Blight and corruption

    The Blight is not decoration: corrupted creatures are stronger than their clean kin and drop different loot.

  • Creatures of the night

    Days in Orunthys run their own course: at night the world holds creatures you will not see by day, and their loot is nocturnal.

Section 4

Gear

Six slots, five rarities, six tiers of a build. Forging, gems, runes, sets, Awakening — everything that makes an item yours.

8 articles
  • Rarities and slots

    There are six gear slots: weapon, shield, armour, amulet, ring and relic — each with its own main stat.

  • Sets

    Parts of one set pay in steps: a bonus for two parts and a second one for the full set of four.

  • Gems and the jeweller

    A gem goes into an item’s socket: it adds its own stat, and three identical ones are fused by the jeweller into one of a higher grade.

  • The forge: reforging and runes

    Reforging swaps one stat of an item for another for gold and materials: it does not make the item stronger, it makes it yours.

  • Skill runes

    A rune adds no numbers but changes a rule: “Spring” returns energy for a block, “Thorn” gives part of the blocked damage back to whoever struck.

  • Legendaries: forging and upgrading

    A legendary is either knocked out of a lair lord or assembled at the forge from parts: the parts drop in labyrinths, from bosses and in the Spiral.

  • Awakening legendaries

    A spare legendary is dissolved into relic ash, and that ash raises the tier of the one you wear: five tiers give up to eighteen per cent to the slot’s OWN stat, and each next tier adds less than the last.

  • Loot filter and salvage

    The filter salvages junk right in the fight and puts the materials into your pouch: the salvage summary is shown after the battle.

Section 5

Growth

Levels, talents, path tiers, Rebirth, the Codex. What keeps accruing once the levels run out.

8 articles
  • Levels and talents

    Experience from fights raises your level, and a level gives stats and talent points. A point is spent into one of the branches — and it stays there.

  • Facets of the Path

    A facet is a choice instead of a choice: the Warden takes the hit, the Berserker pays health for damage, the Weaver lives on the energy of the Source.

  • The Font of Rebirth

    The rite resets your level and returns Shoots — permanent bonuses that apply to every future hero.

  • The Codex, looks and titles

    An item you find records its look in the Codex forever: that look can be worn over any item of the same slot.

  • The season and the Battle Path

    A season runs its own weeks and resets only seasonal counts: levels, items and the Codex it does not touch.

  • Achievements

    Achievements are goals across every system at once; some of them turn into plates on the trophy wall at home.

  • The Chain of Returns

    The login calendar pays not for the visit itself but for the LENGTH of the run of visits: the chain stretches across four weeks of the season, and every seventh link is a milestone with shards.

  • Catch-up: a second hero and coming back

    A second Keeper on the account grows faster: the experience bonus measures the gap to the elder one and melts as it closes. The last fifth of the road the new hero walks on their own.

Section 6

The world

Lands, the map, gathering, contracts, anomalies, trade routes. What a Keeper does between story beats.

7 articles
  • Six lands

    The lands run in order of strength: from the first clearings to the Heart of the Blight. Entry to each next one is held by a level threshold.

  • The map and its marks

    The map shows not just the land but what waits on it: hunt marks, gathering nodes, anomalies and locked gates.

  • The day cycle and weather

    Morning, day, evening and night change on their own; weather comes in its own turn and is visible on the map.

  • Gathering and materials

    Gathering nodes give herbs, ore and shards — what you pay the forge and the jeweller with. A node recovers over time.

  • Contracts and quests

    Contracts refresh by day and by week and pay in emblems: this is steady income for what you are doing anyway.

  • Anomalies

    An anomaly is a short event in the world: a rift, a wanderer or a trace of the Blight. It finds you on the road itself.

  • Caravans and expeditions

    A caravan leaves the yard for hours and returns with resources: income that runs while the game is closed. But it pays LESS than playing: a day of caravans is under a third of your day in the game, and the yard cannot catch up with farming.

Section 7

Endgame

The Spiral, dungeons, the Heart, the raid, the Devourer, the arena. Loops that do not end.

9 articles
  • The Spiral

    The Spiral is an endless stair of tiers with no healing between them: it ends where your party ends.

  • Labyrinths and the crypt

    Labyrinths are run against the clock: the best sweep of all four is its own line in the global ladders.

  • The Heart of the Blight

    The sixth land is the funnel beyond the Titan: ordinary creatures here hit like the elites of earlier lands.

  • Orders of the funnel

    The funnel’s board holds three repeatable orders and changes them every six hours. The same order may be turned in any number of times — only what is done in the Heart and under open sky counts.

  • The Citadel of Silence

    Up to eight players against three lords: the Gatekeeper shackles an ally, the Choir sings in three voices, the Overlord demands silence.

  • The Devourer of Worlds

    The Devourer has a single pool of ❤ for the whole server and a week to live: everyone brings it down together, each with their own fights.

  • The Arena and the tournament

    The Arena counts a seasonal Elo: an opponent is matched by rating, and your fighters run the fight without you.

  • Duels and stakes

    A duel is a challenge to a live player right there in the world. Both sides put a stake of gold into escrow: the winner takes the pot.

  • The siege of home

    The Blight comes to your home in waves: the defence is a short fight of endurance, where the order of turns matters more than the force of a blow.

Section 8

Together

Orders, friends, the square, trading, mail, ladders. Everything other people are here for.

9 articles
  • The Order: ranks and treasury

    An Order is a standing company: shared weekly tasks, a treasury and a vault of items for everyone.

  • Wars of the Orders

    Once a week Orders are paired against each other: points come from members’ ordinary activity, not from a separate battle mode.

  • Co-op: parties and fighting in pairs

    Two live players can run one fight: the server synchronises the turns, and the land’s threshold is checked for both.

  • Friends and gifts

    Friends are found by world code; the list shows who is in the game right now, and from there you can call them into a party, a raid or a duel.

  • The Keepers’ Haven

    An underground hub: its dwellers, showcases of the season’s tops, a training dummy that measures damage, and the way into the shared leaderboards.

  • The World Tree

    The Tree grows on sap brought by every player on the server: milestones passed give a bonus to EVERYONE, not only to those who gave.

  • Market, auction and exchange

    The market trades what does not drop, the auction trades players’ items, the exchange trades orders on shards and gems.

  • Mail and compensations

    Rewards from seasons, tournaments and expeditions, and any compensations, arrive in your box and are claimed in one tap.

  • Shared leaderboards

    The Vault gathers seven counts into one book: the arena, labyrinths, the Spiral, the Citadel, the Devourer, the Tree and the champions.

The same reference in Russian — русский справочник carries the same 59 articles, with real numbers pulled from the game’s code.

Orunthys mechanics: the full reference