Nyrath Wiki
Everything about Nyrath: The First Kingdom, in one place. The reference pages (items, recipes, dungeons, rifts, the skill tree) are built from the game’s own data every time the game is built, so they are never out of date. The guides are written by hand and updated with every release.
Esc opens the game menu (settings, keys, help, the wiki, log out), Shift+1 to 9 is a second hotbar over the first (and a third waits for keys of your own), every key can carry Shift, Ctrl or Alt, a double click in the bag puts a thing in your hand, and the bag has a search: Controls .
Stuck on a quest? Quests: how to finish them tells how to finish every kind, step by step, with pictures. And people all over Nyrath have tales of their own to tell, old maps lead to buried caches, and a sage on the Grand Plaza has a riddle a day: Tales and treasure .
The hunting grounds are one road now: a mountain pass at each end of each ground leads into the next, from the Burrows to the Unlit Reach, and a road gate at each camp leads to its home town and back. No ground is locked by level any more but the Unlit Reach, which opens at level 100 (or to the reborn): The Wild Road .
Find your way: The world map is one map of the whole world you drag and zoom, from the Skyreach to the Last Dark, with a card for every place that says what you can do there. The minimap grows and zooms, and fast travel waits only 10 seconds after a hurt. In a town, M opens its own map: Towns .
Keep animals: Hale in Aldhearth sells brood hens, woolbacks, milkhorns and rootsnouts in crates, and you can tame them wild on the land with their food, or the stonemole and lanternback in burrows under it. Let them out on your Home's land, collect what they give, and breed the best to the best for better stats. The great ones drop eggs, and the ancient ones hatch Glasswings: Farm animals .
The great ones fight back: every boss of the open world has moves of its own, telegraphed on the ground: a leap, a charge, a shockwave you jump, a rain of fire or frost. Dodge, then hit it while it is exposed or stunned. Everyone who fights one gets a share of the spoils: Great ones and how they fight .
Dig for more than ore: a block of rock may crack open into a geode, turn up a find for Bram's cabinet or open a burrow, more often the deeper you go. A long dig builds Momentum, and the minimap says how far down you are: Digging deeper .
Say hello: Chat and emotes has the channels and commands, every emote icon (<3 is a heart) and the action emotes, /wave to /flex.
A town's ground ends 8 rows under its street: below that the land is yours to dig and build, and deep enough a Home may go right under the city. The open land heals over its bare holes, so keep a ladder at the top of your shaft: Homes and land .
Dig past the lava: the old floor of the world is gone, and the ground goes on. See The Deep , stratum under stratum, darker and harder all the way down.
Twenty bands go down from the old floor, each a world of its own with its own Grown, great one and chronicle: see The Twenty , and the Delvers' Lodge in Aldhearth.
Deeper is stronger: fifty-two weapons for the deep, some of them spears, greathammers, flails and twin blades that fight in new ways. Forge them from each band's materials, take them from the great ones, earn them at the end of the long quest lines, or trade the rare things you bring up to Vesna in the Delvers' Lodge for Lodge marks. See Weapons of the Deep .
Below the Twenty, 10,240 rows down, the Deep changes again: seven bands, each its own world under a seal of its own rock, from the Bone Gardens to the Last Dark. See The bands below , and look out for the Survey's lost camps on the way down.
The first two bands: The Bone Gardens , where the bone heaps get up when you fight near them, and The Drowned Halls , the drowned kingdom of Hallowmere, where you swim from air bell to air bell and count your breath.
Under the Drowned Halls lies the Clockwork Under-city , the makers' city of brass and steam, its gear vaults locked with real emberwork; and under it the Crystal Cathedrals , where the singers grew their cathedrals in geodes and the crystals still hear a fight.
The deepest three: a buried sun that never stopped burning (The Hollow Sun ), the place the grey grows up from (The Wane's Root ), and the dark from before anything was drawn (The Last Dark ), with the Floor of the World under it.
Below the Upper Deep the Grown grow in Might, and your tempers grow to match: one for your weapon, one for your body armour and one for your pickaxe, yours and not your gear's (Hild at the Master Forge, or a Deep anvil on your Home's land): Might and temper .
Who dug the deepest? Bram keeps the Book of Delvers at Aldhearth's well: the deepest of all time and of the week, the first of all to reach every band, titles on the way down, and the delve gates and the Delver's stake that bring you back to where you stopped. Only depth reached on your own trail counts: The Delvers .
Beside every delve gate stands a sanctuary, older than the gate: nothing of the Grown comes in, and nobody fights. Its font heals you, its counter sells what the band asks for, and its altar gives one of three boons that change how you play, for one who came down to it by their own way. Boons last until you fall: Sanctuaries and boons .
Cut them down quickly and a Rush builds: a counter that climbs with every kill and pays a little more experience each step, your kills told in one line and one number, their gold in your purse at once, and a beam of light over anything rare that falls: The Rush . Deep in the bands the Wane rises now and then in Wane tides , three waves of swarms in three minutes (see Events ).
Level 150 is the top of the climb, not the end of getting better: from there your experience fills Mastery , levels without end, each a point for Edge, Vigour, Fortune or Delving, with titles on the way, kept through a rekindling: Mastery .
Level 150 is also where Oswin can light you brighter: sixty ranks of rebirth, each with its own name, a bonus to keep, a glow and, now and then, a title, and each asking for work from all over the game (a rift closed, a dungeon beaten, a depth reached, a relic offered): Reborn: the long climb .
Seven armour sets are made for the reborn, from rank 1 to rank 60, each found at its own home in the end game or made at the Master Forge from its shards. See End-game armour .
After a rebirth the story goes on: four chapters are told only to the reborn, The Ledger Below and The Last Name from your first rebirth, The Second Crown from rank 6 and Past the Threshold from rank 10, with sieges in the Twenty and something worth having at the end of every part: auras, abilities, companions, wings and Mythic titles. See Chapters for the reborn and The Wardens' gifts .
Every piece you wear has a socket for a deep rune: eight kinds, seven tiers, from the Deep (the deeper the better) and from a rift's side ways. See Deep runes .
Odile on Aldhearth's crafters' lane makes wands: a wand holds spells in a row and casts them left to right, sparks and fireballs, bubbles and chain lightning, bombs, Doubles and Triggers, and the bands below give the wands to hold them: Spellcraft .
Lava sets wood alight, and a bucket carries a tile of water or lava wherever you want it: Fire and fluids tells what burns, what puts it out, how to build right into a lake, and why a cut-off flow dries up.
Oil floats and burns, acid eats stone, sludge sickens, and steam, smoke and toxic gas rise through the Deep; wet bodies will not burn, oiled ones burn twice as long, and a spark runs through water and everyone in it. Carry any of it in a glass flask, pour it or throw it, and mind the powder kegs: Living matter .
Set down a Home Stone? Make it a home: Home life tells what a lit Home does for you (rest, the road Home, faster fires, glowcaps, warmth) and what to put in it. Set down a Home Stone deep down? The Grown will come for it: Home raids and defence tells how to hold it, with Home brick, iron gates, spikes, ballistas and ward lanterns, and what Wane-amber is for.
Tired of ladders? Put down elevator blocks and ride a shaft in one jump; dig a line, a square or a wide circle at every swing with the area picks , crack a rock face open with a miner's charge , swim through lava in an Emberward suit , and see where a door goes before you put it up: Tools and elevators .
Down in the Ember Sea the rock has seams of ember dust in it. Lay it as wire and it carries warmth: levers, plates, clocks, relays, lamps and chimes that play tunes, rams that push walls aside, floors that drop, lifts down to a deep Home, spouts that pour lava, and chutes that feed your furnace. See Emberwork .
And emberwork that sees, counts and keeps time: watchers, tally stones, far-bells that call across your land, hourglasses, dials and hue lamps for signs and pictures. See Emberwork: logic and display .
Then make the warmth work: flame jets and snares for the Grown, lures that call them, belts and gleaners that gather what they drop, sorters, bellows and harvesters, and blast charges that dig a shaft in one breath. Machines wound, people slay: see Emberwork machines .
Wick, Hild's apprentice on Aldhearth's crafters' lane, sells the dust, teaches it in three lessons (the title the Tinker ) and a fourth for those who finish them (the Clockwright ), and makes trial chests: the prize of a puzzle on your own land that anyone may try. See Wick the Tinker and trial vaults .
A quieter day? Take a rod to the water: Fishing tells what bites where, and Weather and cooking what the sky does and what to make of the catch.
New in the Living World update: letters between players (Mail ), and a hundred things worth doing with points and titles (Achievements and titles ).
The game moves now: sword arcs and critical bursts, drops that fly out and shine by rarity, level-ups, titles and rebirth with a ceremony each, cracking blocks, spells that look like themselves, and fireflies, flames and lava in the land. All of it is a picture on your screen, gentle by design, and yours to turn down or off: Effects and animation .
The pointer is yours to set: an arrow, a cross, a dot or a ring, slim to fat, small to big, and a box round the block you place or dig, even a red one where your pickaxe can't dig: The cursor and the block highlight .
Gear that breaks gives nothing until it is mended, and every furnace has its own fire: see When gear breaks and Furnaces .
Fancy a fight with nobody dying? Challenge a player to a duel, or take a name down with Kestrel for the pit: Duels and the arena .
Level 40 and up: the weekly raid, The White Flame , on Wednesdays and Saturdays at 18:00. The Events window (H) has the sign-up.
Done with the innkeepers' chains and The Cold Light? The story goes on in Chapter II: The White Flame (the top of that page has no spoilers).
Chapter II done? Chapter III: Below the Well tells why nobody may hold the surface, and gives you ground of your own below it (its top has no spoilers either). Guides Reference 1122 items, 408 recipes, 8 kinds of dungeon, 7 kinds of rift and 288 skill nodes, read from the game on 2026-11-10.