Field Manual

Complete Guide

Everything in one place: the shared World Map, the basics, every tower and its specializations, all enemy types, the three-act campaign and its fifteen bosses, Ascension, Endless and Abyssal Endless, plus the strategy that turns a short hold into a rankings run.

The basics

Enemies walk a fixed road toward your gate. Every one that reaches it costs a life. Your job is to turn that road into a killing field.

  1. Place towers on empty ground beside the road. Each costs gold and starts covering its radius immediately.
  2. Kill enemies to earn most of your gold, then spend it on more towers or upgrades. Objectives, achievements and stage clears add smaller bonus payouts; Gold is the only resource during a run.
  3. Click a tower to upgrade it or choose a specialization once it reaches the required level.
  4. Cast spells when a wave breaks through — they are your recovery tools, not your opening move.
  5. Read the battlefield objective — Act II introduces split roads; Act III adds watchfires, repairable barricades, and void rifts that can shut down nearby towers.
  6. Prepare for attrition — after every cleared campaign stage, deployed towers return to reserve one level lower. Level-1 towers are lost completely, even when aura-bound.
  7. Survive the wave, then the boss at the end of each stage. Stage 6 opens Act II and Endless, Stage 12 opens Act III, and defeating the Crown Sovereign in Stage 15 completes the campaign and unlocks Abyssal Endless.
Pausing freezes the field — you can inspect towers, but you can't place new ones until you resume.

World Map — the shared Ashen Realm

The World Map button opens a common 80 × 80 realm, not the Campaign selector. Anyone can pan the map and inspect other defenders’ fortresses. The four outer reaches—Mossward (NW), Ridgewatch (NE), Greenwater (SW), and Stonefall (SE)—surround the neutral Emberheart Sanctum at the centre. Sign in, choose clear unoccupied ground, and name the fortress that will carry your banner. The western river, visible rocky ridge zones, the Sanctum, and prepared enemy grounds cannot hold a citadel; the map stays visually clean, then a green or red foundation check appears when you select a site. A valid tile can be claimed by only one account, so the server confirms every founding choice before it is placed.

Your first battle: the game opens at Play Modes with Campaign focused, so the story path is ready immediately. Choose Campaign to select your next unlocked stage; World Map is the separate shared-realm destination in the Command Deck. An interrupted run still opens its Resume screen first.
Shared enemy hosts: heroes can deploy only to crossed-swords markers, never to arbitrary tiles. Twelve prepared grounds receive a new random game-mob host every 20 minutes. Their remaining mob count is shared by every player: arrive, strike once using your current Hero Power, and earn Crystals only for the enemies your hero defeats. Other defenders can reduce the same host before you arrive; when its count reaches zero, it is cleared for everyone until the next muster. Each host’s inspector keeps a private Hunt Ledger with only your kills and Crystals from that current muster. Campaign stage selection remains under Play Modes → Campaign.
Inside your fortress: press your own banner on the World Map, or choose Home keep, to enter the inner courtyard. The Citadel, Scout Lodge, Rift Observatory, Rift War Room, Banner Hall, and Cartographers’ Hall have dedicated building sites there, so upgrades happen on the structure itself rather than in the map inspector. The wider city plan also keeps prepared empty foundations for the Training Grounds, Armory, Emberforge, Dawn Infirmary, Ashguard Barracks, and Oath Hall. Hover or select one of those plots to inspect its blueprint; they do not spend Crystals or unlock unfinished systems yet. Each completed realm building appears physically on its prepared courtyard foundation and grows brighter at higher levels. Raising the Citadel shortens future travel; improving the Scout Lodge adds one Crystal per level to every enemy defeated; the Observatory adds one Crystal per level only to enemies defeated in the rotating World Rift host and can plot its route straight from the courtyard; the War Room shortens only World Rift travel by 8% per level. The Banner Hall unlocks a public motto at level 1, banner colour at level 2, and a curated honorific at level 3 — all visible to other defenders on the common map. Cartographers’ Hall level 1 identifies a host’s tactical trait, level 2 forecasts the kills and simple Crystals of your next strike from your current Hero Power, and level 3 charts the name and tile of the next World Rift before it manifests, marking that battlefield with a teal diamond and allowing you to focus it from the Hall.

Kill combos — the hidden score multiplier

Every kill within 2.6 seconds of the last one extends your streak. The multiplier climbs as it grows: ×5 kills multiply score by 1.25, ×10 by 1.5, and ×20 by 2. Finishing a ×10 or longer streak grants bonus score on top.

A single enemy reaching the gate breaks the combo with no reward. Protecting your lives protects your score twice over. Kill bounty scales with stage depth and Endless cycles, and Ascension can improve it, but it is deliberately lower than the old economy — plan around upgrades and objectives, not endless filler kills.