Quests tab coming soon.
Who walks the path?
The fog has not yet lifted…
Yet the Erdtree burns beyond the mist.
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Quests tab coming soon.
History begins August 3, 2026 — the day the fog lifted.
Every moment the realm has shown this family, kept. Tap one to live it again.
The road goes on. So will the memories.
How each system works. Tap a section to open it. Deeper detail lives in the Realm Wiki below.
Tap a quest to complete it — tap again to undo. Log workouts and meals — and tend your companion — from the Quests tab. Everything you do before 2am counts for that day. At 2am the game scores your day, sets your Grace, applies the boss's attack, and adds Ember.
Runes are your points — the game's currency. Almost everything pays Runes: quests, workouts, meals, boss kills, and opening the app each day. Each macro target you hit (set in Settings) pays a 1,000-Rune bonus before multipliers at 2am, up to four a night. Your Ember multiplier increases everything you earn — up to 2.4x at Ember 180 — and a happy companion adds a bonus on top. Spend Runes to level up — yourself and your companion. Death takes half your unspent Runes (never more than 300,000), so spend them.
Your Daily Score comes from your required quests, plus a workout and a meal log if enabled in Settings. The score sets your Grace at 2am: 90+ Blazing · 50+ Burning · 20+ Flickering · below 20 Forsaken. Higher Grace means less boss damage that night, more Ember, and HP restored when you Rest at Grace. Tier 3 and weekly quests pay well in Runes but don't affect your Daily Score — Blazing means a perfect day on your required quests, workout, and meals.
Ember rises each night with your Grace: Blazing +1.5 · Burning +1.0 · Flickering +0.5 · Forsaken +0. Every 10 Ember is a Site of Grace: your Ember can never fall below it again, any active debuff is cleared, and a reward is granted. Ember 70 and 150 permanently add a Flask charge. Ember also drives your Rune multiplier — higher Ember means higher Rune earnings: +0.08x per 10 Ember, capped at 2.4x (Ember 180).
Vigor is your HP. The boss attacks every night at 2am — hardest on Forsaken days, lightest on Blazing. At 0 Vigor you die: half your unspent Runes are lost (never more than 300,000) and your Ember drops to your last Site of Grace. You respawn at full Vigor with Burning Grace. Levels, gear, and collectibles are never lost. Away for a while? Ask the Game Master for Last Rites — nightly judgment pauses until you're back.
A new boss is assigned every Monday. Every Rune you earn deals damage to it — your equipped weapon sets the rate. Kill it by emptying its HP or completing its weekly goal. A kill pays Runes, the boss's signature item, and a loot drop; a first kill also awakens a permanent Echo perk and grants the boss's Remembrance. Each boss also has a rage trigger and a debuff: trigger its rage and it hits much harder; on low-Grace nights it has a chance to apply a temporary debuff to slow you down.
How the hunt works
At level 6 a raid boss is assigned for 21 days, alongside your weekly boss. Every Rune you earn that damages your weekly boss damages the raid boss too — nothing extra to log. Your strikes land the moment you log them; the boss answers at night. Each raid boss has a Bane, one kind of effort it hates, which hits it harder. Kill it for a big Rune purse, loot, a skill point, Ember, and its Great Rune — and the whole realm gets Ember.
Its health bar has three gold lines, at 80%, 60% and 30%. Each one it crosses changes its form: Slumbering (no attacks, mild curses), Stirring (a clue every day; it can rage), Hunting (a small hit every night) and Cornered (harder hits, the deadliest curses, harder clues). It rages after two nights in a row below Burning while Stirring, or after one from Hunting on, and hits harder until two nights in a row at Burning or better calm it. Phases only go forward — a Monday heal never puts it back to sleep. Still under 10% on day 21? One more night: the Final Stand. Reach Blazing Grace and it dies.
When the boss crosses into Hunting or Cornered, it lashes out with a break strike: one extra hit on you that night, at its usual strength, for each line it crossed. A boss already raging skips it; the rage is punishment enough.
Each morning the raid strip on the Quests tab shows today's clue — one thing the boss fears. (Every other day while it's Slumbering. Your New Day Card reports yesterday's.) Do it and the clue flips to FOUND: your full damage lands and tonight's attack softens. Miss it and only about a third of your damage lands, and the boss gets its full turn. The clue flips as soon as you do it, and that night the whole day is counted again at full damage — though a clue about your Grace can only flip at night. A clue only asks for something you've done at least twice in the last two weeks — never a workout on a logged rest day. As it weakens the clues get harder, and in its last phase some clues stay whispered until you've done 3 tasks.
The posture bar on the strip fills with today's finished Tier 1 and Tier 2 tasks. Finish every one and your posture breaks: a critical lands at tonight's rest, +25% of everything you dealt the raid today. The bar resets each morning.
Some nights the boss leaves a curse — more often as the hunt goes on. Find the day's clue and it lands milder; miss it and it lands at full strength. Curses come in four tiers: Mild, Middling, Heavy and Deadly. Tap a curse on the strip to see its cure. You carry three at most; a fourth pushes out the oldest. The raid can kill you two ways: Blight, a Cornered curse (four stacks is death), and Doom (no Burning+ day by the day it names, and you die).
Each week the raid has one goal, shown on the strip and judged on Monday. Met: the boss is STAGGERED for 3 nights — no hits, no curses, and your damage lands harder — and you land a big critical hit. Missed: it FEEDS — it heals extra and strikes you once, hard. Either way it heals a little every Monday. The third week's goal is judged on the raid's final night; meet it and the critical still lands.
Killing your weekly boss makes the raid flinch too. It loses 5% of its maximum HP, no strike needed. The engine applies it automatically overnight; nothing to log.
If day 21 ends with the boss alive, it escapes. Deal 70% or more and it's a Near Victory: a quarter of the kill reward and a loot roll. Deal 31–69% and it's Valiant — a line in the realm feed, no reward. Less, and it simply leaves. A Near Victory boss becomes a GRUDGE: it may be drawn again, and if it is, it returns at 85% health and its Rune reward is a quarter bigger. Grudges never expire.
Kill a raid boss and its Great Rune is yours forever. Each one gives a permanent perk, always on, plus one charge of a powerful effect, most lasting 3–7 days. Tap ACTIVATE in the Great Runes tab whenever you choose — one can be active at a time. A spent charge returns only when you kill that boss again, or with a rare Rune Arc. Death never takes a Great Rune.
When a raid begins, the boss offers the Pact, once — a harder hunt for a bigger prize. It's optional, and nobody expects you to take it. Accept, and the boss has more health, hits harder, deals a clue every day even while it sleeps, and curses one tier heavier. Kill it for double the Rune reward, 2 skill points, +2 Ember and the title Oathbound. It's offered to every hunter, but only while the boss still slumbers. It is best taken on a hot streak — Burning or better on 10 of your last 14 nights; off a streak, the offer says it is not recommended right now.
Each morning the realm deals you one Daily Quest, and each Monday one Weekly Trial — bonus challenges beyond your own quest list, judged at 2am. Winning pays big Runes (and sometimes loot); failing costs nothing. The realm never deals a quest you already do routinely — a Trial always asks for a genuine push. A Key of the Realm (uncommon loot) can be spent on any day to unlock one extra hidden quest — every Key quest pays Runes and guaranteed loot. And on every new-content day, all Runes from your tasks are doubled.
Quests, workouts, boss kills, and milestones can drop loot: Common, Uncommon, Rare, or Legendary. Duplicate gear can be sold for Runes. Arcane skill points and a happy companion raise your drop chances.
You equip one weapon, one shield, and one talisman (Armory, on the Grace tab). Weapon: sets how much boss damage your earned Runes deal — higher rarity, more damage. Fighting with no weapon equipped deals only half a common weapon's damage. Shield: reduces the boss's nightly damage. Talisman: a passive perk. Swap anytime.
The Flask restores 10% of max Vigor per charge — refill it by Resting at Grace. Extra charges unlock permanently at Ember 70 and 150. In an emergency, you can spend Runes for an Emergency Flask Refill — not cheap, but always an option. The Pouch holds consumables: greases (more damage against the boss they match), boluses (clear a debuff), wards (stop one night's Grace drop), and more.
Your companion brings two daily companion quests to the Quests tab — each pays Runes and restores 20 happiness. Happiness fades 20 every night at 2am, so completing both quests keeps them thriving. A happy companion boosts your Rune and loot gains: full perks at 50+ happiness, halved at 25–49, suspended below 25. Level your companion with Runes to grow their gifts — up to +20% Runes and +100% loot at Level 10.
Spend Runes to level up. Every 5 levels you ascend to a new class, from Hollow to Elden God. Each level grants a skill point for your six stats: Vigor +3 max HP and +25% on the nightly macro bonus · Endurance +10% Runes on every workout (not rest days) · Strength +3% weapon damage · Dexterity +1% all Runes · Faith +0.05 Ember/night · Arcane +3.5% loot chance. A respec costs 100,000 Runes — you get every Skill Point back to reassign however you'd like.
Your Daily Score expects a workout each day (if workouts are enabled in Settings). Log a Rest Day instead and you keep full workout credit — up to your cap of rest days in a row. A real workout resets the count, and days with nothing logged also count toward it. Past the cap, rest days stop giving credit until you log a real workout. The cap defaults to 4 — adjust it in Settings.
DQS grades your daily performance and determines your Grace level. Adjust how much each component contributes to your score.
How the Log Meal screen is laid out for you.
Saved as you tap.
Daily nutrition targets for bonus Rune evaluation at 2am. Set all four targets to enable macro bonuses — leaving any blank disables them entirely.
Maximum consecutive rest days before your workout DQS component scores zero. Default is 4.
Update your 4-digit login PIN. You'll need your current PIN to confirm.
Enter your PIN to unlock GM tools.
Recommended oaths per player — coach from these while they write their own. Golden rule: every oath is a yes-or-no thing they can check off before bed. Tiers 1 & 2 required; Tier 3 and Weekly optional but pay the best.
Mix life areas — health, home, connection. Workouts and meals already earn on their own, so oaths can cover the rest of life.
Mix life areas — health, home, money, connection. Workouts and meals already earn on their own, so oaths can cover the rest of life.
Skip 2am evaluation for the duration — no Grace drop, no boss damage, no death risk.
Award or deduct Runes. Use for late-joiner starter grants, rewards, or corrections. Balance floors at zero.
Set a stat to an exact value. Raw write — does not recompute derived state (setting Level won't re-derive class or max Vigor).
Drop any item into a player's inventory. Stackable items (Grace Ward, Lazuli Shard) add to the existing stack.
Celebrate a real-world milestone the app can't track. Creates the achievement, grants it permanently, and posts to the Chronicle.
Delete incorrect Chronicle entries. Newest first.
Goes live on the Realm tab immediately — no deploy. Write {countdown} in the footer to show the days until the countdown date ("in 13 days" / "on the morrow" / "today"). A lapsed date drops the footer on its own.
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