Game manual
In development. Not released yet. Public release probably 2027.
Temprals - Veil Walkers
Temprals - Veil Walkers
A fantasy adventure strategy game about heroes, roads, towns, relics, encounters, and readable player days. Start with the player loop first: move normally, read risk, and let time arbitrate only the conflicts that truly matter.
Five-Minute First Game
Start by reading Temprals - Veil Walkers like a classic adventure strategy map: hero, road, reward, town, fight. The time layer is the referee that prevents unfair steals without pausing everyone.
You choose destinations, not abstract timelines. The game previews action points, route cost, risk, pressure, and blockers before the world asks for a contest.
Touch the World First
The main map input is direct: click or tap the thing you mean. The game chooses the most likely action, then shows risk, cost, or contest state when that choice needs context.
Right click on desktop, or long press on touch, opens the same context menu for alternatives. The menu is there for ambiguity; it is not the normal way to play every turn.
The First Loop
- Choose a hero.Start with a hero, a town, a visible route, and a nearby piece of value.
- Scout a route.Look for roads, rewards, guarded sites, towns, and possible contact windows.
- Preview movement.The HUD shows AP cost, arrival, route state, pressure, and blockers before you commit.
- Use the labeled actions.Step advances a legal movement preview; Stop Route cancels a longer route; Hint asks the local AI guide for context; disabled actions explain why they are unavailable.
- Take value if the route is clean.Collect the relic, clear the guard, claim the site, or move toward the next objective.
- Seal your player day.End Day commits the normal cohort for your player and checks unresolved blockers before advancement. The summary gives you a visible Continue or next-mission action.
- Resolve a claim if one appears.Challenge it, ignore/yield as an observer, start the fight when the claim turns into a ready fight, or choose another legal map action that does not touch the blocker. Release and expiry happen by rule.
Read the Screen in This Order
The Relic Example
Lyra sees a relic north of town. Marcus is too far away to reach it today, so Lyra moves freely.
On the next day, Marcus reaches a road that could still intercept the relic. Lyra is warned, but not stopped.
If both heroes commit to the same relic, town, road, hero, or site, the game opens a local claim on that value.
The claim can be challenged or ignored; it can expire, release, or escalate into a ready fight. Other legal plans remain other legal plans.
Claim Decisions
The exact buttons depend on who owns the claim and whether the fight is already ready, but these are the current player-facing responses and outcomes.
| Choice | When to choose it | Immediate result | Long-term consequence |
|---|---|---|---|
| Challenge | You are an observer and want the contested value. | Your response becomes challenged. | The claim can escalate into a pending fight. |
| Ignore / yield | You do not want this local conflict as an observer. | Your response becomes ignored. | If all relevant observers ignore and the claim is not a special hold-open origin, the claim releases. |
| Let rules resolve it | The UI does not require your answer yet, or you leave the claim untouched while playing elsewhere. | The claim remains open until another response, release rule, or deterministic expiry changes it. | Unanswered observers expire when the claim expires; ignored observers can allow release. |
| Start the fight | The claim is challenged and the fight is ready. | The adventure map hands off to the encounter screen. | The encounter result writes back to the map as resolved or cancelled claim state. |
| Choose another legal map action | Your current action is blocked, but another path/objective does not touch that blocker. | You avoid this local contest for now. | You may lose tempo or value, but the whole match does not become a global pause. |
The Veil, In Plain Terms
Once the relic example makes sense, the vocabulary becomes useful: these words separate warning, future risk, active contest, and true blockers so the UI does not lie.
You can still move into uncertain tiles. The Veil prevents omniscient map reading: exact rewards, sites, and recruitment stay vague until your hero has a real read.
| Term | Player meaning | Blocking? | Typical reaction |
|---|---|---|---|
| Clean route | No active claim touches this action right now. | No | Move or take the value. |
| Pressure | A rival can threaten this route soon. | No | Continue, prepare, or choose a safer route. |
| Frontier | A future contest window exists beyond the immediate pressure slice. | Not yet | Watch the line and plan around it. |
| Claim | A specific value is already contested. | Local / actor-scoped | Challenge, ignore as an observer, fight when it opens, or take another legal map action. |
| Finality | A reward, capture, building, hire, trade, or map scar is provisional, contestable, or sealed. | Only while unresolved | Trust it when the game shows it as sealed. |
| Ownerless site | A neutral camp, dwelling, or unclaimed place can read from the day your hero reaches it where that system supports it. | No by itself | Scout it, then seal the result by interacting. |
| Veil passage | A threshold crossing allowed by a named object or rule. | Only if the passage or a claim blocks you | Cross when allowed, but do not assume everything beyond is already stable. |
| Blocker | This hero/action/day cannot proceed until the listed issue resolves. | Yes | Resolve it or take another legal action that does not touch it. |
| The Veil | The visible time-veil stack: what your hero knows, where your hero could still matter, and where rivals may still contest. | No by itself | Use it to read where the next real contest may emerge. |
Adventure Systems
Movement Terrain
| Terrain | Current movement cost |
|---|---|
| Road | 1 |
| Plain | 1 |
| Forest | 2 |
| Swamp | 3 |
| Mountain, water, lava | Impassable unless a specific effect allows it. |
Resources And Economy
The current game uses a deliberately small resource set. The point is not bookkeeping for its own sake: resources ask whether you grow a town, recruit, prepare magic, or keep moving toward the next claim.
Multiplayer Today
Play with friends through Direct LAN inside the desktop game: one player hosts a realm and the others join its shared address. Chronicle rooms and invitations are still in development and remain closed until that online passage is ready.
FAQ
Is this real-time or turn-based?
Neither in the classic sense. You play the normal heroes in your player-day cohort inside one shared history, and the game interrupts only when a real local contest or blocker exists.
Can I keep playing while others are elsewhere?
Yes. If their possible future cannot contest your current path or value, your hero can keep acting.
Does pressure force a fight?
No. Pressure is a warning that someone can threaten a route soon. It is not yet a claim or a fight.
What is a claim?
A claim means a specific tile, route, site, hero progress, ritual, or other value is contested.
Can I refuse a claim?
If you are observing a claim, you can ignore it. If you are blocked by a claim, you can resolve it or choose another legal action that does not touch the blocker.
What does Seal the Dawn / End Day do?
It seals the normal cohort for your player day and checks blockers, overlap, and day effects. If unresolved blockers exist, the game refuses the seal instead of silently advancing.
What happens after a day or mission ends?
The summary screen shows what changed and offers a visible way to continue: return to the map, retry, move to the next mission, or return to title when that is the available path.
What does the AI know?
AI feedback is shown as contextual assistance and automated rival action. Automated rivals use the same movement, town, claim, encounter, and day rules as players: they can prepare in town, recruit, trade, learn, visit sites, answer claims, start fights, capture towns, and use eligible map rites when the world allows it.
When is a capture or reward truly mine?
When the result is sealed, or when the related claim or contest window resolves in your favor. Until then, the Veil may show pressure, a claim, or an unsettled result.
Do neutral sites use one global clock?
Not always. Ownerless camps, dwellings, and unclaimed places can read from the day your hero reaches them where that system supports it, then interaction seals the concrete result.
Does a Veil passage make everything beyond it safe?
No. A passage can allow a threshold crossing without making the treasures, towns, sanctums, or claims beyond it final.
Does Continue restore my campaign?
Yes. A saved campaign resumes at its saved mission with the current world position, hero stats, campaign flags, and day state.
Can someone steal my reward by clicking faster?
Not if their hero cannot honestly reach or contest that reward. Contests come from reach and claim law, not APM.
What happens if players are on different in-game days?
The causal frontier compares actor days and rival days. Distant lines continue; overlapping windows become pressure or claims.
Is combat random?
The current encounter rail is deterministic card and spell resolution. Your company, hero state, town support, and choices drive the outcome.
Can I use Chronicle rooms now?
Not yet. Chronicle rooms are still in development. Direct LAN play is available inside the desktop game today.
Current catalog
Reference Catalog
This reference uses the current playable catalog. It is here for lookup after the first-game guide, not as required reading before play. Open only the family you need.
The catalog is generated from the current playable data. Core heroes are the public-facing set shown first; variants, premium entries, units, items, and active actions stay folded until you choose to inspect them.
Factions
Veil Walkers
Masked scouts, witnesses, and pathfinders who read thresholds, memory, and mist. They win by moving first, slipping past pressure, and striking where a route becomes uncertain.
Chronos
Academy technomages, constructs, crystals, and causality beasts. They slow, rewind, and redirect moments in battle without turning the whole future into certainty.
Avalon
Oath-lit citadels, disciplined soldiers, and practical banners. Avalon grows through strong keeps, steady economy, and companies that hold the road when the day is sealed.
Necropolis
Crypt hosts, ash wings, bone ranks, and the memory of the dead. Necropolis wins through fearless pressure, attrition, and soldiers that keep marching after loss.
Neutral Auxiliaries
Free companies, local militias, scouts, and hired sentries who can serve any banner without belonging to a major faction.
Heroes
Core heroes 4
Lyra Swiftarrow
Ranger Scout
Trailwise archer who finds the road others miss and the ambush others never see.
Aldric the Wise
Chronomancer
Chronomancer who bends sequence and consequence to open paths through danger.
Sir Marcus
Knight Commander
Seasoned captain who wins by discipline, timing, and a line that does not break.
Lord Vexaris
Death Knight
Undead warlord who turns betrayal into cold, relentless conquest.
Variants 14
Seraphina Windstep
Blade Dancer
Sword-dancer who turns speed, grace, and misdirection into a killing art.
Grokæn
Quantum Entity
Triune anomaly who speaks with three wills and chooses from splintered futures.
Thorgrim Stoneheart
Dwarven Thane
Dwarven thane whose patience is as dangerous as his hammer.
Moroes the Undying
Necromancer
Necromancer who tends the dead as though they were a kingdom still listening.
Ventus
Ventus Operative
Swift guild operative built for pursuit, witness, and the first decisive strike.
Axis
Axis Operative
Chronos field agent who treats time, pressure, and position as one weapon.
Terra
Terra Operative
March commander bred for hard roads, shield walls, and victories paid in endurance.
Nyx
Nyx Operative
Shadow-bound operative who unravels rivals through fear, rumor, and precision.
Pathfinder
Scout
Scout who can turn broken country into a road for everyone behind them.
Scout of Witness
Scout
Field observer sworn to return with the truth, however costly.
Rival Warden
Warden
Chronos warden who seals breaches and punishes those who overreach.
Rival Warden
Warden
Border warden who answers trespass with law, steel, and memory.
Rival Wayfarer
Wayfarer
Restless traveler who always seems to arrive when a road becomes dangerous.
Valley Scout
Scout
Lowland ranger who knows every crossing, ridgeline, and hidden descent.
Premium and experimental 3
Samurai Ronin
Ronin Vanguard
Exiled swordmaster who reads the wind, the silence, and the instant before steel is drawn.
Bull Emperor
Bull Emperor
Ironclad tyrant whose charge breaks lines, shields, and weaker wills.
Treant Mage
Ancient Treant
Elder wood-sage who turns root, sap, and buried memory into sorcery.
Towns and economy
Avalon Keep
Veilwalker Hideout
Chronos Spire
Necropolis
Combat specialty words
Unit and creature specialties are real encounter rules. This glossary explains the words used on those cards before the catalog lists every company and threat.
| Word | What it does | Fantasy read |
|---|---|---|
| Specialty | A named battle rule on a unit or creature card. | The trait that makes this company or threat play differently from plain stats. |
| Ward | A temporary guard layer that softens incoming damage. | Shield wall, bark armor, divine oath, stone hide, or a magical guard. |
| Tempo | Stored momentum for the next offensive move. | The fighter keeps the rhythm and turns one opening into the next hit. |
| Hand Pressure | Disrupts the enemy's card options and makes their next plan less clean. | Fear, command disruption, grave whispers, or an omen clouding the enemy plan. |
| Vulnerable | Marks the enemy as easier to hurt on the next impact. | Armor cracked, line opened, target exposed, or a breach made visible. |
| Healing | Restores a small amount of health to the acting side. | A wound closes, life is drained back, or time rewinds a small injury. |
| Softened first hit | The first hit against that creature lands with reduced force. | Skyhide, rebirth, or temporal distortion turns the opening blow aside. |
| Weakened strike | The enemy's next attack starts with less force. | Spectral drag, dread aura, or arena control makes the first swing falter. |
Warband units
A hero carries a warband. In encounters, those units appear as cards with a clear role, simple stats, and a battle style.
Veil Scout
Moves lightly, reads the fight early, and helps the warband keep tempo.
Witness Runner
Moves lightly, reads the fight early, and helps the warband keep tempo.
Elf Archer
Applies pressure from behind the line and looks for exposed enemies.
Ranger
Applies pressure from behind the line and looks for exposed enemies.
Threshold Duelist
Hits hard when an enemy line opens.
Memento Lantern
Stabilizes allies and keeps the battle plan moving.
Path-Seer
Stabilizes allies and keeps the battle plan moving.
Treant Guardian
Protects the front and makes enemy advances costly.
Veilwing Drake
Threatens angles that ground troops cannot easily cover.
Eclipse Witness
Holds key ground and shields the warband through long fights.
Chronos Apprentice
Turns magical force into focused battlefield pressure.
Causal Gargoyle
Threatens angles that ground troops cannot easily cover.
Paradox Lancer
Hits hard when an enemy line opens.
Z-Flux Channeler
Turns magical force into focused battlefield pressure.
Academy Sentinel
Protects the front and makes enemy advances costly.
Chronomancer
Turns magical force into focused battlefield pressure.
Timeworn Golem
Protects the front and makes enemy advances costly.
Hourglass Seraph
Threatens angles that ground troops cannot easily cover.
Causal Dragon
Holds key ground and shields the warband through long fights.
Chronos Titan
Holds key ground and shields the warband through long fights.
Avalon Archers
Applies pressure from behind the line and looks for exposed enemies.
Avalon Pikemen
Stands in the front rank and makes space for the rest of the warband.
Avalon Runeguard
Stands in the front rank and makes space for the rest of the warband.
Avalon Marksmen
Applies pressure from behind the line and looks for exposed enemies.
Oath Hammer
Hits hard when an enemy line opens.
Cloister Monks
Stabilizes allies and keeps the battle plan moving.
Rune Priest
Stabilizes allies and keeps the battle plan moving.
Avalon Bombard
Brings heavy force against armor, formations, and fixed positions.
Avalon Champions
Breaks through with momentum and punishes weak positioning.
Dawn Paladins
Anchors the line and leads dangerous pushes.
Gravebound Zombie
Absorbs punishment and keeps a fragile line from folding.
Orc Warrior
Hits hard when an enemy line opens.
Skeleton Warrior
Stands in the front rank and makes space for the rest of the warband.
Wolf Rider
Breaks through with momentum and punishes weak positioning.
Berserker
Uses raw mass and shock to crack protected lines.
Fallen Seraph
Delivers decisive pressure once the fight has opened.
Lich Hierophant
Turns magical force into focused battlefield pressure.
Ogre
Uses raw mass and shock to crack protected lines.
Vampire Duelist
Delivers decisive pressure once the fight has opened.
Bone Dragon
Threatens angles that ground troops cannot easily cover.
Frontier Militia
Stands in the front rank and makes space for the rest of the warband.
Glass Archers
Applies pressure from behind the line and looks for exposed enemies.
Path Sentries
Absorbs punishment and keeps a fragile line from folding.
Town Militia
Stands in the front rank and makes space for the rest of the warband.
Watch Archers
Applies pressure from behind the line and looks for exposed enemies.
Wind Scouts
Moves lightly, reads the fight early, and helps the warband keep tempo.
Creatures and site threats
Neutral sites, guarded roads, lairs, and story fights use authored creatures. Elite threats can carry special battle rules instead of only higher numbers.
Treant Guardian
A rooted warden suited for sacred sites, relics, and temporal sanctums.
Wolf Pack Alpha
A fast pack leader suited for roads, dens, and wild borders.
Ancient Treant Guardian
A premium ancient guardian suited for core-grove encounters and high-drama sacred sites.
Bull Emperor
A premium arena boss reused from the imported hero lane without changing hero ownership.
Bull Emperor
A scenario-calibrated Bull Emperor guard for the Titan Heart route.
Young Wyrm
A mid-tier draconic threat suitable for guarded caches, crystals, and volcanic approaches.
Wolf Pack
A light beast pack for opening-map pickups, dens, and soft route checks.
Bandit Ambush
A low-tier ambush suited for first-act reward lanes and side-road caches.
Goblin Warband
A small early roadblock used for opening route pressure without becoming a midgame sentinel.
Spectral Knights
A readable spectral patrol for portals and first-act threshold guards.
Yeti Brute
A heavy neutral bruiser suited for cold, cliffs, and isolated treasure routes.
First Light Sentinel
A light opening guardian for early objective lessons on the First Light route.
Objective Sentinel
A light guardian suited for early relic and core lessons without becoming a boss encounter.
Orc Raider
A brutal neutral attacker suited for camps, chokepoints, and rough frontier roads.
Chrono Phoenix
A rare temporal creature that marks high-drama relics and time-fractured sites.
Skeleton Mage
A brittle necromantic caster suited for haunted crypts and cursed ruins.
Skeleton Warrior
A brittle but persistent undead sentry used for low-tier ruins and roadblocks.
Ghost Stalker
A spectral watcher suited for haunted ruins, crypts, and relic approaches.
Artifacts and items
Travel items 13
Mountain Helm
Lets a hero traverse mountains safely.
Boots of Levitation
Lets a hero float over mountain ridges.
Forester's Treads
Soft-soled boots woven from living bark. The wearer moves through swamps and forests as easily as open road.
Pendant of the Golden Dawn
A sun-shaped amulet that hums at first light. Grants a surge of vigor each dawn when camped on open ground.
Drifter's Compass
An ancient brass compass that always finds the shortest path. Guarantees a minimum daily march even through hostile terrain.
Trailrunner Boots
Travel-stained boots that make forests and marshland feel like a well-known path.
Mana Orchid Bloom
A humming bloom that resonates with keeps and towns at dawn.
Marshwalker Greaves
Waxed leather greaves that shed mud and water. Swampland feels like packed earth.
Dawn Circlet
A thin silver circlet that hums at sunrise. Grants a burst of energy when the day begins on open ground.
Windrunner Sandals
Light sandals woven with wind-thread. The wearer always covers ground, no matter how rough the road.
Mountain Guide's Map
A creased parchment charting every pass, ledge, and goat trail through the high peaks.
Boots of Swiftness
Light silver boots that keep the bearer moving even when the road turns hostile.
Missed Routes Compass
A restless compass that points toward the path the bearer almost took, then helps them correct course.
Portal items 3
Portal Sigil
Unlocks the world's linked portal network and lets the bearer attune portal waystones and authored sanctum-shrine sites when the day is sealed there.
Town Portal
Attunes the hero to owned towns and keeps for anchor intel and teleportation.
Pocket Portal
A folded anchor gate that snaps the bearer back to a stored beacon.
Temporal items 6
Veil Breaker
A hooked prism that tears a narrow passage through the Veil for a single step.
Anchor Beacon
A brass spike used to pin a personal temporal anchor into the current tile.
Temporal Talisman
A paired charm that lets the bearer keep their ground while sliding two days through the Veil.
Chrono Seed Pouch
A sealed pouch of seeds that can be planted on an earlier revision of the main timeline.
Alchemy Satchel
A satchel of retorts, crucibles and seals for Veil alchemy reactions.
Drake Brood Satchel
A rune-stitched satchel for carrying brood sigils, warming sand, and hatch hooks.
Veil items 10
Watcher Lantern
A patient lantern that reads ghost traces, hidden paths, and temporal anomalies without lying about reach.
Quantum Monocle
A cracked lens that catches the nearest hostile echo before the eye can see it.
Volcanic Focus
A shard-tuned focus prepared for future world-mutation rites.
Drake Whelp Charm
A tiny fang-talisman that sharpens the bearer’s instincts in dangerous fog.
Chrono Bloom Petal
A petal that remembers nearby timelines and sharpens local temporal sight.
Farseer's Spyglass
A collapsible brass spyglass ground from temporal glass. Pierces fog to reveal what others cannot.
Scout's Cloak
A mottled cloak that blends with fog and shadow. Extends sight when the world hides itself.
Lantern of Truth
A clear-flamed lantern that exposes ghost traces, hidden paths, and the shape of nearby danger.
Phaseglass Vial
A sealed vial of pale mist that lets the bearer read one more layer of the Veil without breaking it.
Rival Thread Spindle
A quiet spindle that tugs when another story passes too near. Reveals the nearest rival trace and sharpens fog reading.
Combat items 16
Ironbound Cuirass
Layered plates of star-iron over blessed chainmail. Absorbs the brunt of every blow in battle.
Phantom Cloak
A shimmering mantle that blurs the wearer's outline. The first strike in any encounter barely connects.
Conqueror's Seal
A signet ring that grows warmer with each victory. The wearer strikes harder for every rival previously defeated.
Survivor Charm
A stubborn charm that knits the bearer back together after a hard-won fight.
Healing Blossom Essence
A fragrant blossom extract that helps a hero recover after a victorious encounter.
Sword of Valor
A broad-bladed sword carried by champions who never learned to retreat. The bearer fights harder when cornered.
Shield of the Sentinel
A tower shield etched with watchtower sigils. The bearer absorbs punishment that would break lesser guards.
Warhorn of Command
A brass horn that rallies troops into formation before the first blow falls.
Frost Ward Amulet
A pale-blue gem set in frozen silver. The first blow in each encounter barely registers.
Bloodstone Pendant
A dark red stone that drinks in the heat of battle and returns it as mending after victory.
Veteran's Medallion
A tarnished medal awarded for campaigns survived. Each defeated rival sharpens the bearer's instinct.
Champion's Gauntlet
An armored gauntlet lined with war-runes. The bearer's counterstrike is devastating.
Tower Shield
A full-body shield of reinforced oak and iron. Reduces incoming damage to a dull ache.
Rallying Banner
A battle-worn banner that saps the courage of those who face it. Enemy morale falters at the sight.
Amulet of Protection
A warded amulet that turns the first hard hit aside and softens the blows that follow.
Echo Stone
A silver relic that remembers old incantations and gives the bearer one more line of play when combat opens.
Economy items 3
Bastion Ring
A fortress signet that hardens the bearer whenever walls, towers, or town stones stand nearby.
Prospector Kit
Field tools for opening crystal seams, ore veins and sulfur beds safely.
Keep Master's Signet
A signet ring of a castle lord. Stone walls and garrison towers answer the bearer's presence.
World items 1
Herbalist Tools
Field tools for planting and harvesting stable medicinal herbs.
Passive items 4
Commander's Baton
A polished field baton carried by officers who keep a warband moving as one. Increases the bearer's command.
Duelist's Signet
A blade-edged ring worn by champions who settle a fight before it can become a siege. Increases the bearer's attack.
Warden's Pauldron
A reinforced shoulder guard carried by keep wardens and bridge-holders. Increases the bearer's defense.
Emberglass Prism
A warm crystal focus that steadies small spells before they become rituals. Increases the bearer's power.
Spells and active actions
Many relics and hero powers appear as active actions: movement tricks, Veil readings, claim tools, temporal moves, plant and reaction work, and world-shaping rituals.
Encounter spells
Temporal Bolt
Deal 3 direct damage to the enemy side.
Battle Insight
Draw 1 card from your encounter deck.
Slow Mark
Apply Hex -1 to the enemy side's next action.
Veilfire Lance
Deal 4 direct damage to the enemy side.
Mend Thread
Restore 2 HP to your side (up to max HP).
Pressure Mark
Apply Hand Pressure +1 to the enemy side.
Arcane Dart
Deal 2 direct damage to the enemy side.
Haste Pulse
Gain Tempo Bonus +2 for this turn.
Do, the Low Note
Strike for 3 and leave a Resonance on the enemy side. Chord: strike for 5 and slow their next action.
Mi, the Third Note
Strike for 2, gain Ward +1, and leave a Resonance. Chord: strike for 3, Ward +2, and mend 2.
Sol, the Fifth Note
Strike for 3 and leave a Resonance. Chord: strike for 4 and an echo repeats 2 at the enemy’s next turn start.
Mesure: Largo
Retune the duel to Largo: spell mana ramps every second turn, for both camps.
Mesure: Presto
Retune the duel to Presto: spell mana ramps twice as fast, for both camps.
Ward Sigil
Gain Ward +1 until the start of your next turn.
Map and hero actions
Town Portal
Teleport to an owned town or keep anchor.
Fortify
Emit a defensive spatial claim on the current tile.
Sabotage
Disrupt an adjacent enemy core-hold objective.
Wind Reading
Sweep a nearby lane to expose pressure, blockers, traces, and contestable ground until reveal.
Read the Veil
Listen for nearby traces without revealing hidden sites or rewards outright.
Causal Lantern
Illuminate pressure and frontier timing around a target tile without changing claim law.
Time Skip
Skip ahead to a nearby legal tile along a bounded causal lane.
Open Convergence
Open a temporal convergence window with a hero from another day.
Rollback Self
Rewind the focused hero to an explicit sealed historical reference on the main timeline.
Summon Echo
Summon a bounded temporal clone from an explicit sealed historical reference.
Step Back
Slip two days backward while staying on the current tile.
Step Forward
Slip two days forward while staying on the current tile.
Watcher Lantern
Reveal nearby ghost traces and temporal anomalies.
Anchor Beacon
Store the hero's current tile as a temporal anchor.
Pocket Portal
Shift back to the hero's stored temporal anchor.
Veil Breaker
Tear open a locked Veil threshold on an adjacent tile and step through it once.
Conjure Lava River
Channel a contested ritual that carves a persistent lava river.
Summon Lava Surge
Channel a contested ritual that raises temporary lava before reversion.
Ice Wall
Channel a contested ritual that seals a persistent wall across a lane.
Shardwall
Drive a denser crystal barricade through a contested lane and lock the passage in jagged ice.
Smoke Veil
Raise a temporary smoke lane that remains passable but makes crossing costly.
Create Volcano
Raise a permanent volcanic crown that blocks passage; stronger eruptions burn anyone caught in the blast.
Elevation
Raise a ridge along a chosen ritual path to reshape movement pressure.
Erosion
Carve down terrain along a ritual path and flatten hostile posture.
Biome Paint
Repaint a lane into hostile biome pressure as a contested ritual.
Temporal Rift
Tear a contested rift lane that bends terrain and timing pressure.
Dispel Trace
Collapse unstable local reveals around a tile without changing claim law.
Plant Healing Blossom
Plant a healing blossom on a fertile nearby tile.
Plant Mana Orchid
Plant a mana orchid on a fertile nearby tile.
Plant Chrono Bloom
Plant a chrono bloom at an explicit past world reference or on the live timeline.
Harvest Plant
Harvest a mature plant standing on the tile.
Extract Material
Extract a ready material node while standing on it.
Distill Mana Solution
Start a mana distillation reaction at an alchemy lab.
Smelt Temporal Ingot
Start a refining reaction at a frontier refinery.
Catalyze Reaction
Feed a catalyst into an active reaction to shorten its maturation.
Harvest Reaction
Harvest a ready reaction while standing on its site.
Lay Amber Drake Egg
Place an amber drake egg now or on an earlier revision of the main timeline.
Lay Cinder Drake Egg
Place a cinder drake egg now or on an earlier revision of the main timeline.
Hatch Egg
Secure and hatch a ready egg while standing on its tile.