Hearths against the Wane
Towns live around Hearths lit from the First Flame. Beyond their light the Wane unmakes the land and grows it back wrong, and the world gets more dangerous the farther and deeper you go.
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Beyond the light of the Hearths, the Wane unmakes the world and grows it back wrong. Dig, build and forge your way into the dark, hunt monsters that evolve as they feed, and carve out a place of your own among other players.
From the game
Your name is waiting in the ledger
Free to play. All you need is a name and a password.
The world
Three hundred years ago King Aurel tried to chain the Wane with a ring of iron beacons, and it burned his city to the ground. What is left of Nyrath lives around the Hearths. Everything past their light belongs to the Grown.

The Grown
Out past the Hearths, creatures feed, grow and change. Goblin warbands, orcs, skeletons and dragons roam the far lands, and the farther and deeper you go, the older and hungrier they get.

The forge
Forge from wood to mythril and beyond, then take it further. Upgrade it up to +9 with jewels that can fail. Push a power rune into it and it gains a right-click move: dash, leap, whirlwind, nova. A sigil gives it an element, and a Wanestone reforges it into something new, or shatters it.

The deep
Underground you see only what your light reaches. The world is endless and every block can be dug, from copper near the surface to crystal and mythril far below, and the deeper you go, the older the things that live there.

Dungeons and rifts
Read a dungeon scroll and the world folds around you. Every dungeon is built fresh: long halls, deep descents, climbs, caverns or chasms, with rooms that are crypts, pillared halls, towers of ladders and walkways, or pits of spikes. Monsters wait inside and wake when they see you, so you get a moment before the fight.

Hearths
Step through the gate and the view turns top-down. Every Hearth has its own layout, people and trade. Sell at the Trade Post, list on the Market Board, carry trade packs to far ports for profit, and travel between waystones you have found.
Your adventure
Real screens from the game. No classes and no fixed path: what you become depends on what you take, what you make and where you dare to go.

At a glance
Towns live around Hearths lit from the First Flame. Beyond their light the Wane unmakes the land and grows it back wrong, and the world gets more dangerous the farther and deeper you go.
Creatures that feed, grow and change, goblin warbands, orcs, skeletons and dragons. Elites and bosses have powers of their own, packs call for help and flank you, and every fight leaves blood on the ground and on you.
Shape your character on a skill tree of nearly 200 nodes. Forge gear from wood to mythril and beyond, upgrade it up to +9, and give your weapon a right-click power: 7 moves, 6 elements and 4 tiers, reforged at the anvil.
Every hearth has streets, stalls and people to talk to. Sell at the Trade Post, list on the Market Board, and carry trade packs to distant ports.
Groups share experience, land and doors. PvP is your choice, but anyone who murders a peaceful player is marked with a skull.
Dungeons built fresh every time, in five layouts and six kinds of room, with waves, keys, puzzles and bosses. Rifts open for ten minutes and anything goes inside.
Craft a bed and choose to wake there when you fall. Climb ladders, dig 3x3 with a quarry pick, and light your way with a delver's lamp helm.
Every block can be dug, from copper near the surface to crystal and mythril far below. Build anywhere outside the Hearths, and the deeper you go, the older the things that live there.
Biomes with their own level bands, walled hunting grounds, waystone travel and a Mu-style reborn at level 150.
Development

Every innkeeper now has work: thin the Grown, bring what the town needs, then put down the Unsworn that walks its region and take back the lost page it carries. Help three Hearths and Oswin sends you after the cold light. Daily and weekly bounties are in the new Journal (J).

Found a guild: a tag over your head, guild chat, shared land and doors, and a hall with a banner you can travel to. The Crimson Rift has a weekly ladder. Down on the isometric floors: weapon powers, bows and glaives, elite affixes, ambushes, treasure chests (some bite), and bosses with phases and warnings drawn on the ground.

A new world event: a crimson tear opens somewhere in the wilds, and everyone who steps in fights together on an isometric floor of rooms, spikes and Grown, with a dragon waiting in the lair.

Hearths are now drawn in isometric: real houses, walls and roofs you can walk behind. Scroll dungeons hide stairs down into a Lower Crypt with a guardian and its hoard.

Five layouts and six room shapes, arenas with waves, ladders and walkways. Monsters now wait in their rooms and wake with a warning, so opening a door no longer means getting jumped.

A quarry pick that digs 3x3, a tunneller's pick, the Mythril excavator, the Crimson reaver that makes foes bleed, a builder's ring and a delver's lamp helm. Upgraded weapons now show it with a glow.
Nyrath is its own world, but if you loved any of these games you will feel at home. These are the ideas we borrowed:
Nyrath is an independent game. It is not affiliated with or endorsed by the makers of these games, and their names belong to their owners.
Free in your browser. No download, no install.
Play free nowNyrath is the First Kingdom: towns huddled around Hearths lit from the First Flame. Beyond their light the Wane unmakes the land and grows it back wrong, and the Grown come from it. When you die, the Hearth rekindles you in Aldhearth. The rest of the story is out there: on waystones, in what people say, and on lost pages you dig up or take from the Grown.
The world never ends: new towns and ports appear every few hundred tiles left and right. Towns are safe. Each region between two towns has its own biome and monster levels, rising the farther you go and the deeper you dig. Contested Wilds between some towns are open PvP.
Crafting works like Minecraft: logs to planks to sticks, 2x2 by hand, 3x3 at a Workbench, smelting in a Furnace. Farming: hoe grass, plant seeds, harvest when the crop glows. Trade packs made at a Workbench pay more the farther the port you carry them to.
Everything important happens on the server, so progress is safe and cheating does not work.