
Copper Sword
Level 50 · Attack +236

From the Sânziene Glade to the Solomonari Mountains: roadside crosses, restless forests and castles above the sea.
From level 40, follow the road east of the Valley to the Sânziene Glade. Return along the same road, without teleporting.





The Ear, Root, Shell, Copper and Cloud citadels and Twilight Castle mark the roads between the regions.
Eight characters from folk tales welcome you: merchants, a smith, an engraver and guides to the chronicle. The dark forms along the roads are creative game interpretations of Romanian folklore.

The city radius grows from 72 to 142 metres. Outer districts, the foundry and relay bring eight new enemies and 18 story objectives, followed by repeatable patrols.
See the creaturesConversations, exploration, restoring waystones and hunts. Repeatable patrols continue the adventure after the story. Expand the lists to see the objectives; they contain spoilers.
Sânziana awaits you in the Glade of the Sânziene. The village runes are fading, and the old stories have begun to intertwine.
Protect the flowers’ light. The Iele have been drawn into an endless dance, and the dead have crossed the border.
Approach the glowing stone and press G to restore the boundary seal.
Break the dance holding the glade captive. Return its stolen light to Sânziana's flowers. Objective: 6 victories. Press N for guidance.
The moroi have torn the wards from the furrows. Drive them away before they reach the village granaries. Objective: 6 victories. Press N for guidance.
Strigoi stalk the caravan road after sunset. Reopen the passage between the glade and the fortress. Objective: 6 victories. Press N for guidance.
Wolf tracks turn into human footprints. Catch the pricolici before it crosses the boundary again. Objective: 4 victories. Press N for guidance.
A band of Sântoader's riders has fallen under a curse. Stop their charge through the fields. Objective: 6 victories. Press N for guidance.
Joimărița is gathering the glade's threads of light. Break the spell before the last weaving burns. Objective: 6 victories. Press N for guidance.
The ogre guards the seal of the Grain Fortress. Defeat it and free the first boundary. Objective: 1 victories. Press N for guidance.
Return the light to the boundary stone. The way to the next region opens.
The trees no longer sleep. Follow the Fate Weaver’s thread and break the circle of spirits that lead travelers astray.
Approach the glowing stone and press G to restore the boundary seal.
The Forest Maiden lures travellers onto paths with no return. Silence the call in the woods. Objective: 6 victories. Press N for guidance.
Black roots have enslaved the wooden guardians. Clear the way to the Root Fortress. Objective: 6 victories. Press N for guidance.
The Forest Mother feeds the cursed root. Confront her before it consumes the village trail. Objective: 6 victories. Press N for guidance.
Marțolea has knotted time between the trees. Break her knots through battle. Objective: 4 victories. Press N for guidance.
Samca lurks in abandoned shelters. Rid the woods of the nightmare's guardians. Objective: 6 victories. Press N for guidance.
The Dream Wanderer steals sleep from the glade. Follow its light among the branches. Objective: 6 victories. Press N for guidance.
Statu-Palmă-Barbă-Cot has hidden the second seal beneath the roots. Free the fortress from his rule. Objective: 1 victories. Press N for guidance.
Return the light to the boundary stone. The way to the next region opens.
The Spring Spirit heard bells beneath the sea. Secure the shipping route and investigate the coastal citadel.
Approach the glowing stone and press G to restore the boundary seal.
The restless water spirits drive the sea over old roads. Restore peace to the shore. Objective: 6 victories. Press N for guidance.
The Faraoancas' song draws ships onto the rocks. Break the enchantment on the beach. Objective: 6 victories. Press N for guidance.
Drowned revenants guard the remains of the sea caravan. Open the route to the coastal fortress. Objective: 6 victories. Press N for guidance.
The Wind Spirit traps a storm between the cliffs. Defeat it so the messengers can pass. Objective: 4 victories. Press N for guidance.
The Deep Warden has darkened the springs. Bring light back to the sea's edge. Objective: 6 victories. Press N for guidance.
The Salt Dragon coils around the third seal. Defeat it before the Shell Fortress. Objective: 1 victories. Press N for guidance.
Return the light to the boundary stone. The way to the next region opens.
The White Vâlvă found a trail of blood in the mine. The Zmei have opened the gates of Twilight Castle.
Approach the glowing stone and press G to restore the boundary seal.
Black mine wardens have sealed the copper mines. Clear the road for the glade's smiths. Objective: 6 victories. Press N for guidance.
The Copper Zmeu gathers weapons for the castle. Stop his guards in the hills. Objective: 6 victories. Press N for guidance.
The Zmeoaica weaves a new spell over the towers. Break the circle before it seals the pass. Objective: 6 victories. Press N for guidance.
The imps carry letters of the curse between fortresses. Break their connection. Objective: 4 victories. Press N for guidance.
Avestița has blackened the stone between the two castles. Confront the keeper of the curse. Objective: 6 victories. Press N for guidance.
The Vampire Voivode gathers a court without dawn. Defeat him and unseal Twilight Castle. Objective: 1 victories. Press N for guidance.
Return the light to the boundary stone. The way to the next region opens.
The Solomonar entrusts you with the last knot of weather. Climb the white-stone road and bring back the dawn.
Approach the glowing stone and press G to restore the boundary seal.
The eclipse beasts devour the mountain's light. Keep the route to Cloud Fortress open. Objective: 6 victories. Press N for guidance.
Stone giants block the storm scholars' path. Remove the guardians of the pass. Objective: 6 victories. Press N for guidance.
Duskbringer is trapped between sunset and night. Break the chain feeding his fury. Objective: 6 victories. Press N for guidance.
Midnight holds the mountain beneath an endless night. Stop his guards and let time flow. Objective: 4 victories. Press N for guidance.
Dawnbringer has been turned against dawn. Break the curse on the frozen peaks. Objective: 6 victories. Press N for guidance.
Lost storm scholars summon tempests over the glade. Interrupt their mountain rituals. Objective: 6 victories. Press N for guidance.
Iron zmei defend the last gates. Clear a path to the fortress above the clouds. Objective: 6 victories. Press N for guidance.
The Storm Dragon binds the sky to the seal. Defeat it to weaken the final circle. Objective: 1 victories. Press N for guidance.
Scaraoțchi has gathered shards from every boundary. Confront him before he joins them. Objective: 1 victories. Press N for guidance.
The Ogre Emperor guards the heart of the curse. Win the last battle and return to Sânziana. Objective: 1 victories. Press N for guidance.
Return the light to the boundary stone. The way to the next region opens.
Return to Sânziana. The boundaries are restored, but their guardians will always need your help.
Broker Zero: The city has outgrown its old networks. Someone is rewriting the machines’ identities. Follow the signal to OMNIMIND.
Investigate the new district. Its terminals still hold traces of the intruder.
Photonic sentinels have sealed the eastern district. Recover their access keys. Objective: 5 victories. Press N for guidance.
Investigate the new district. Its terminals still hold traces of the intruder.
The scrappers are recycling the city's residents too. Stop the foundry units. Objective: 5 victories. Press N for guidance.
Investigate the new district. Its terminals still hold traces of the intruder.
Mirages project false orders onto the boulevards. Destroy the mobile transmitters. Objective: 5 victories. Press N for guidance.
Investigate the new district. Its terminals still hold traces of the intruder.
The Conductor synchronizes the network's defences. Break the link between the relays. Objective: 5 victories. Press N for guidance.
Investigate the new district. Its terminals still hold traces of the intruder.
Biosynths carry an unstable mutation. Isolate the batch before it reaches the plaza. Objective: 5 victories. Press N for guidance.
Investigate the new district. Its terminals still hold traces of the intruder.
NULL units erase citizens' identities. Recover the memory fragments. Objective: 5 victories. Press N for guidance.
Investigate the new district. Its terminals still hold traces of the intruder.
The Archivist has hidden the original protocol. Force the archive open. Objective: 5 victories. Press N for guidance.
Investigate the new district. Its terminals still hold traces of the intruder.
OMNIMIND holds the districts under one command. Stop the core and restore the city's memory. Objective: 1 victories. Press N for guidance.
Bring the protocol to Broker Zero. The city still needs patrols in its new districts.
Copper: level 50. Sky: level 75. Six class weapons and five equipment pieces in each tier.

Level 50 · Attack +236

Level 50 · Attack +236

Level 50 · Attack +236

Level 50 · Attack +221

Level 50 · Attack +221

Level 50 · Attack +228

Level 50 · Defence +58 · Life +360

Level 50 · Defence +42 · Life +430

Level 50 · Defence +68 · Life +680

Level 50 · Attack +28 · Defence +24 · Life +100

Level 50 · Defence +24 · Life +230

Level 50 · Attack +146

Level 50 · Attack +179

Level 50 · Attack +208

Level 50 · Attack +146

Level 50 · Attack +179

Level 50 · Attack +208

Level 50 · Attack +146

Level 50 · Attack +179

Level 50 · Attack +208

Level 50 · Attack +137

Level 50 · Attack +168

Level 50 · Attack +194

Level 50 · Attack +137

Level 50 · Attack +168

Level 50 · Attack +194

Level 50 · Attack +141

Level 50 · Attack +173

Level 50 · Attack +201

Level 50 · Defence +36 · Life +223

Level 50 · Defence +44 · Life +274

Level 50 · Defence +51 · Life +317

Level 50 · Defence +26 · Life +267

Level 50 · Defence +32 · Life +327

Level 50 · Defence +37 · Life +378

Level 50 · Defence +42 · Life +422

Level 50 · Defence +52 · Life +517

Level 50 · Defence +60 · Life +598

Level 50 · Attack +17 · Defence +15 · Life +62

Level 50 · Attack +21 · Defence +18 · Life +76

Level 50 · Attack +25 · Defence +21 · Life +88

Level 50 · Defence +15 · Life +143

Level 50 · Defence +18 · Life +175

Level 50 · Defence +21 · Life +202

Level 75 · Attack +352

Level 75 · Attack +352

Level 75 · Attack +352

Level 75 · Attack +330

Level 75 · Attack +330

Level 75 · Attack +341

Level 75 · Defence +87 · Life +540

Level 75 · Defence +63 · Life +645

Level 75 · Defence +102 · Life +1020

Level 75 · Attack +42 · Defence +36 · Life +150

Level 75 · Defence +36 · Life +345

Level 75 · Attack +218

Level 75 · Attack +268

Level 75 · Attack +310

Level 75 · Attack +218

Level 75 · Attack +268

Level 75 · Attack +310

Level 75 · Attack +218

Level 75 · Attack +268

Level 75 · Attack +310

Level 75 · Attack +205

Level 75 · Attack +251

Level 75 · Attack +290

Level 75 · Attack +205

Level 75 · Attack +251

Level 75 · Attack +290

Level 75 · Attack +211

Level 75 · Attack +259

Level 75 · Attack +300

Level 75 · Defence +54 · Life +335

Level 75 · Defence +66 · Life +410

Level 75 · Defence +77 · Life +475

Level 75 · Defence +39 · Life +400

Level 75 · Defence +48 · Life +490

Level 75 · Defence +55 · Life +568

Level 75 · Defence +63 · Life +632

Level 75 · Defence +78 · Life +775

Level 75 · Defence +90 · Life +898

Level 75 · Attack +26 · Defence +22 · Life +93

Level 75 · Attack +32 · Defence +27 · Life +114

Level 75 · Attack +37 · Defence +32 · Life +132

Level 75 · Defence +22 · Life +214

Level 75 · Defence +27 · Life +262

Level 75 · Defence +32 · Life +304
Sânziene Dew, Neon Steel and Quicksilver join the refining materials. Moon and Sun runes add eight hybrids. The shop includes auras and back ornaments. Explore the new collection of 12 relics, 6 trails and 6 sigils, with availability shown on each product.