The numbers used here
All distances below are in the game’s own units, the same ones the spellbook shows as each spell’s range. Your wizard walks 245 units a second, Frost Shard reaches 380, and ordinary enemies notice you at 330. You start with 100 health, gain 8 maximum health per level, and have 100 mana that refills at 8.5 a second in the adventure.
Every value comes from the game’s source; where I worked something out from those values, I say so.
Before the woods
Talking to Magister Serin and choosing Accept quest gives your first 50 XP and opens the way to Whispering Woods. While the practice yard is unfinished, using the gate brings up the practice yard instead; you can run its five steps or press Skip practice. The dummies give no XP, but each finished step refills your mana and resets your cooldowns, so it is a free place to drill C then Q.
Springs and waystones restore full health and mana and become your return point, but resting is refused while any enemy is within 350 units of you.
The core combo, in damage
At level 1 with no gear, Crystal Sigil deals 12 frost damage to everything it freezes, and a Solar Orb that hits a frozen enemy deals 29 × 1.65, rounded to 48. Together that is 60, exactly the health of a grunt or a runner in Whispering Woods, so Sigil followed by Orb kills one outright. A shaman has 65 and survives with 5; one Frost Shard (13) finishes it.
Thunder Link on a frozen pack pays more. Its five hits deal 24, 22, 20, 18 and 16 in order; on frozen targets they become 40, 36, 33, 30 and 26. Three things shatter a frozen enemy: Solar Orb, Thunder Link and the blast of the Rift Leap afterimage. Three do not: Frost Shard, Starfall Storm and the fire patch from the Lingering Embers awakening, which is excluded on purpose so it cannot use up a freeze before your Orb arrives.
Regions get tougher in health as well as numbers. Regular enemies have 1.35 times their base health in Starrest Ruins and 1.65 times in the Heart of the Rift: a grunt goes from 60 to 81 to 99, an elite from 150 to 203 to 248. Without extra levels, mastery or gear, the one-cast kill stops working in the ruins.
Budget mana around the Sigil
Adventure costs are Crystal Sigil 20, Rift Leap 13, Solar Orb 13, Thunder Link 19, Starfall Storm 25 and Prism Familiar 28; Frost Shard is free. Sigil’s cooldown is 6.8 seconds, and in that time you regenerate about 58 mana, so a Sigil, an Orb and a Link every cooldown (52 mana) pays for itself. Solar Orb on every 1.3-second cooldown does not: 10 mana a second out, 8.5 in.
Two refunds help: each kill returns 3 mana and each interrupted wind-up returns 6. The amount worth keeping in reserve is 13, for Rift Leap, because once a red circle or dash line is already on you it is the only way out. Between combos, keep Frost Shard firing; it costs nothing.
Stepping out of each enemy attack
At 245 units a second you can walk out of most attacks without spending a spell:
- Grunt: it winds up only when you are within 40 and hits only if you are still within 54 after 0.42 s. You walk about 100 units in that time, so one step back is enough.
- Runner: the dash is aimed when the crouch starts, then covers about 190 units along that line in 0.34 s. Step sideways off the red line; backing away along it fails, because the dash is longer than the 175-unit range at which it starts.
- Elite: the red circle is centred on the elite with a 96-unit radius, and you have 0.85 s, about 208 units of walking. From its edge, walk out; pressed against the elite, leap.
- Shaman: the bolt flies at 340 units a second toward where you stood when it was fired and fades after roughly 320 units, so a sidestep after the flash makes it miss. Shamans back away when you come within 170.
- Bosses: all three also swipe for 18 inside 104 units, after a 0.48 s wind-up that starts within 82.
Whispering Woods and the Rift Devourer
The woods hold 16 regular enemies in four groups and the Rift Devourer beside the wardstone. While a region’s boss lives, its seal, archive and chest refuse to open, as does any of them with an enemy within 350 units.
The Devourer has 520 health and moves at 112, faster than the other two bosses. It uses a skill every 2.8 to 4 seconds and, after the first one, strictly alternates between a slam and a fissure. The slam is a 130-unit red circle under you that lands 1.1 s after it appears, for 22 damage. At half health it enrages: it pushes you back without damage, uses skills 1.3 times as often, moves 20% faster, and drops a second slam circle 150 units ahead of the direction you are moving, so turn rather than run straight.
Purifying the wardstone gives 160 XP and Thunder Link. Like the Warden, the Devourer drops a piece of gear when it falls.
Getting between the fissure lines
A fissure is three lines of blasts fanning out from the boss toward the spot where you stood when it was cast. The blast nearest the boss goes off 0.9 s later and each one farther out 0.12 s after the last, each 55 units in radius for 16 damage. By the game’s geometry, from 300 or more units away, a sideways step of about 55 units clears the middle line without reaching a side line. Within about 200 units the three lines overlap, and you have to get roughly 135 to 160 units sideways, so up close Rift Leap is the safer answer.
The Rift Warden uses the same lines once it enrages, and from Rift Depths tier 3 it casts five narrower ones.
Starrest Ruins and the Starlight Priest
The ruins hold 21 regular enemies in five groups, including three elites and five shamans. The Starlight Priest has 740 health but moves at only 58. It acts every 3.5 to 4.7 seconds and, after its first skill, alternates between a volley and a summon.
The volley is two rings of 12 bolts, 0.35 s apart, each bolt dealing 9. The bolts fly at 300 units a second for 0.95 s, which works out to about 285 units from the Priest. Frost Shard reaches 380, so if you keep backing off to stay around 320 to 380 units away, you can keep shooting while the rings fade before they reach you. The summon calls four grunts around the Priest whenever fewer than four summoned enemies are alive. Summoned enemies give no XP and drop nothing, so keep your damage on the Priest.
The storm altar then gives 160 XP and Starfall Storm, the Prism archive 100 XP and Prism Familiar, and each region’s chest 60 XP and one piece of gear.
Where your levels come from
Each level needs 110 XP times your current level. Kills give 20 for a grunt or runner, 25 for a shaman, 45 for an elite and 200 for a boss. Story steps give 50 for accepting the quest, 160 for each seal, 100 for the archive, 100 for the Ember of Dawn, 60 for each chest and 250 for bringing the Ember home. Adding those up for a player who clears every placed enemy once and opens everything: level 3 after the woods’ regular enemies, 4 at the wardstone, 6 at the storm altar, still 6 at the Warden, and 7 once the Ember is handed in.
Each level adds 6% to all your damage and heals 28 health on the spot. A mastery point adds 12%, but only to its element’s spells; the Rift Leap afterimage and Prism Familiar get no mastery bonus. By the Warden you have five points: enough for one element’s second awakening, or the first awakening of two elements with one point spare. If your plan is Sigil then Thunder Link, two points in lightning give Overload’s two extra chain targets from level 3.
Falling, retreating and playing with a friend
After a fall you rise at your last rest point or region entrance with full health and mana and two seconds of protection. Enemies give up only once you are over 700 units from their post, over 550 from them, and 8 seconds past their last alert, so a few steps back never resets a fight.
The two-player mode is a duel, not co-op. Since 2026-10-15, Duel a friend and Create a room work without an account; Quick Duel still needs a GameNow sign-in. Guests fight without gear bonuses, and points count only when two different signed-in accounts finish by knockout. Duel numbers differ: mana refills at 5.4 a second, Crystal Sigil costs 18 on a 9-second cooldown and freezes for 1.7 s, and Thunder Link costs 17 on 5.2 seconds. You start 460 units apart, outside Thunder Link’s 350 range. There is no time limit; a duel ends at 0 health or when a player leaves.
