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Getting in

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1

The Journey

Everything on the server feeds into this path.

1

Infected

You join already carrying the Nightmare Spell. Gear up while you can.

2

First Nightmare

A solo trial: Combat, Utility or Support. There's a hidden fifth path too, if you go looking.

3

Judgment

The Spell drags you into a starfield void, reads back what you did and grades it. You get your Aspect. Do well enough and it may offer a True Name. One shot only.

4

Climb

Hunt, loot, rank up. Then the Second and Third Nightmares: multi-hour party trials that branch and end differently.

2

Aspects & Flaws

Over 80 Aspects, each with its own abilities and a Flaw that works against you. Some fight, some heal, and Hatefor commands a whole modern army.

✦ Rarity

Dormant to Divine

Every Aspect has a rarity. The rarer it is, the more it can grow into.

♛ Scarcity

One Divine Each

Rolls favour Aspects nobody holds. A Divine Aspect only has one bearer per server.

◆ Beyond

Deeper Powers

Domains, Legacies and Divine Lineages wait for those who get far enough.

Browse them all on the Aspects page.

3

Your Soul

Your rank caps which of your Aspect's abilities you can use, and sets your Health, Essence and damage.

Dreamer› Awakened› Ascended› Transcendent› Supreme› Sacred› Divine
Soul ShardsFrom kills, fill your core
Soul CoresBeast up to Titan
Soul StabilityBreak it and it shatters
StatsPoints you invest
Weapon MasteryPer weapon type
Pathway of the Spell50 stages

Challenges of the Gods and daily Training keep you busy between runs. The full breakdown is on Progression.

4

Combat

Vanilla combat is gone. You parry and riposte, dodge and dash-roll, and guard with Stability. Hit something hard enough and it staggers.

Bleed, poison, death and temperature build up before they go off. A separate Soul HP pool takes soul attacks. Bosses fight in phases, and a world boss shows up every hour.

5

Memories & Echoes

⟡ 170+ relics

Memories

Hand-made weapons, armour and stranger things. They live in your Soul Sea, wear down with use, and earn up to five mastery stars.

☉ Captured

Echoes

Some creatures leave an Echo when they die. Summon it to fight for you with Essence. If it dies for good, it's gone.

✎ /scripter

Make Your Own

Wire cards together into a Memory of your own design. Staff review it before it's real.

6

The Worlds

The Waking World

Not every part of your life revolves around a Nightmare. The Waking World is a hand-built map with a full city, homes to rent and trades to pursue. It gives you a life outside the trials: a place to earn a living and establish yourself while your journey through the Spell continues.

⌂ Housing

A Place of Your Own

You can rent a home in the city using Government Credits. Housing is part of the city economy, not just scenery. Start with /housing to explore the housing system.

⚒ 20 trades

Choose Your Work

Pick from twenty trades, ranging from cook to soldier. Work lets you level up in your trade and earn money, giving you something to build towards beyond fighting. Start with /jobs.

◆ City economy

Government Credits

Government Credits pay for your home in the Waking World. Earning money through a trade and putting it towards housing connects your work to your everyday life in the city.

Gate Quarries & Extraction Sites

Nightmare Gates are group challenges. Clearing a Gate leaves an extraction site: the Gate quarry you can mine after the fighting is over. The reward is not just completing the raid, but gaining access to the resources it leaves behind.

Clear the GateTake on the group challenge
Extract resourcesMine the site left after the clear
Flawless oreFound only at Gate extraction sites

Flawless ore comes from these Gate extraction sites, not ordinary mining. Gate quarries connect combat and resource gathering: first overcome the challenge, then mine what it unlocks.

Where to start: get familiar with the city, look into a trade and explore housing. When you are ready for group challenges, take on Nightmare Gates and the extraction sites they leave behind. Building a life here is part of the server too.

/jobs/housing
Click a command to copy it, then use it in game

The Dream Realm

Beyond city life, the Dream Realm is where the danger lives:

Forgotten ShoreThe Dark Sea floods it every night.
Chained IslesFloating islands. Take a chain, get a bridge.
Hollow MountainsImpassable. Use a rift portal.
GodgraveWhere the gods' bodies lie.
BastionGreen country and a castle.
Barrens & AbyssWhatever is left.

The Void Realm sits under every world, reached by falling out of one. The Dreamscape is for duels, and nothing you lose there counts.

7

A Living World

Wander the world and you'll run into more than monsters.

Creature WarFactions fight for ground
OnslaughtsCreatures attack settlements
Nightmare GatesGroup raids, Flawless ore
Corrupted RegionsKing of the hill
DungeonsEight rooms, one boss
8

Clans & Economy

Cohorts are your party for a run. Clans earn prestige, build strongholds and hold citadels and outposts. Trust grows slowly, so a new clanmate isn't safe to turn your back on yet.

Everything worth having is player-traded: the Memory Market, the Bank, the Shard Exchange, Job Listings, Bounties, Sunny's Emporium, and Gate quarries, the extraction sites left after clearing Nightmare Gates.

/nightmare/market/clan/cohort/challenges/training/pathway/emporium/housing/jobs/scripter
Click a command to copy it

Good luck, Dreamer. You'll need it.