Set Out to Sea

Set off on an adventure at sea

As soon as your heroes reach level 8, the ship awaits. Every island is born from a randomly drawn element, archetype, rarity and affixes: no two are alike, and you will never face the same challenge twice.

Never the same challenge twice

Element, archetype, rarity, affixes, biome effects: every island is drawn at random. None looks like the last, none plays the same way.

Five seas to conquer

From the Coastal Waters to the Far Reaches, every sea takes you farther from the village to conquer rarer, fiercer islands… and richer ones.

No turning back

Once ashore, the island must be cleared down to the last fight, or fled with a return scroll, giving up the rest of the voyage!

All or nothing

Every heart torn out goes into the hold. Make it home alive and it’s all yours. If you die, the sea keeps everything!

Storms and surprises

Your voyage will be strewn with storms and events: cove, merchant ship, floating wreck, lighthouse, maelstrom… and other secrets.

Double-edged treasures

The islands hide the Island Hearts: a fearsome bonus for one of your skills… and the price to pay.

5 seas

From the coast to the Far Reaches

The farther you sail from the village, the greater the rewards the islands can offer — but they are also far more dangerous. How far will you dare to go?

  1. Coastal Waters
  2. Offshore
  3. High Seas
  4. Open Ocean
  5. Far Reaches

The islands

How an island is born

Five draws, and an island no one has ever seen.

  1. 1

    An element

    11 islands, one per element: you know what awaits, so adapt to stand up to them.

  2. 2

    A rarity

    Common, Rare or Legendary: the rarer the island, the deadlier its creatures… and the more precious its treasures.

  3. 3

    An archetype

    9 possible faces, from the peaceful island to the cursed one: it shows what you will find when you land.

  4. 4

    Affixes

    Every creature on the island carries them: faster, tougher, elusive…

  5. 5

    Biome effects

    Drawn when you land, they weigh on the party throughout the island’s exploration.

Archetypes

  • Wild

    an untamed land, where beasts of every kind obey a master.

  • Infested

    a single species has overrun the island, down to its smallest nook.

  • Guarded

    formidable guardians share the island between them.

  • Teeming

    here, no creature hunts alone.

  • Forbidden

    an islet where a single creature lives, and it tolerates no other.

  • Peaceful

    a calm island, where happy finds await.

  • Cursed

    an ancient blight gnaws at the island and all that lives on it.

  • Misty

    a mist so thick you never know what waits further on.

  • Blessed

    a spared land, where the very air feels lighter.

Affixes

  • Swift

    A much faster creature.

  • Colossal

    A creature with much more health.

  • Armored

    A far better armored creature.

  • Headsman

    A creature that hits harder.

  • Revenant

    A creature that gets back up once.

  • Unyielding

    A creature immune to debuffs.

  • Elusive

    A creature untouchable by melee and area attacks.

  • Cornered

    A creature that turns deadly when wounded.

  • Thorned

    A creature that hurts those who attack it.

11 islands

One island per element

Volcanoes, arenas, haunted forests, lightning-struck reefs… Every element has its island, and every island its threat.

Magma Archipelago

Eternal Arena

Phantom Forest Isle

Isle of Last Rest

Clearwater Archipelago

Stormwrack Reef

Haunted Bastion

Celestial Gardens

Clay Cliffs

Cyclone Rock

Fractured Floe

Island Hearts

A bonus, and its price

Conquered islands may leave an Island Heart: extra power for one of your skills, and the trade-off that comes with it. It’s up to you to decide where the price is worth paying.

All Island Hearts