
Tidecaller Clans
Flow and healing
Water channelers set the pace of battle and are the only ones who can heal with their own element.
- Water Lash
- Healing Tide


Channel the four elements. Choose your nation. Write your legend.

Your journey starts here
Every adventurer arrives on the isle neutral, with no channeling and no nation. Before leaving, they must learn the basics of all four elements, like a rookie on Rookgaard.
Just the clothes on your back. Explore the village, talk to the merchants and face the first creatures to earn gold and gear.
The masters of Water, Earth, Fire and Air teach you the first technique of each element.
At level 8, the Oracle lets you leave the isle and swear allegiance to one of the four nations.
Water · Earth · Fire · Air

Flow and healing
Water channelers set the pace of battle and are the only ones who can heal with their own element.

Endurance and resolve
Earth channelers wait for the right moment, take the hit and strike back with stones and walls.

Strength and determination
Fire is born from breath. It deals the most direct damage, for those who like to strike first.

Freedom and agility
Air is the element of movement: area attacks, dodges and speed to cross the world.
Tibia mechanics, Ragnarok soul
Earn points as you level up, strengthen your Punch and open the paths of the four elements. Master two and unlock fusions like the Fire Meteor.
Tile-based movement, combat and live chat with other players, all connected over WebSocket.
Skin, hair and eyes at creation. Later, every hat, cape, mask or weapon you earn shows up on your character.
Try different nations without creating another account.
Firefly owls that follow you around and cloud foxes to ride across the world.
No download, no install. Open the page and play.
Bestiary
From the cellar rat to the minotaur of the ruins: each one is a step towards level 8.

A common rodent that infests the village cellars and crops.

Weaves webs between the trees of the western forest. Fast, but fragile.

A hard-shelled beetle that lives in the tall grass. It bites harder than it looks.

A clumsy creature from the southwestern hills. Hits hard with its club.

Warriors from the eastern camp. They move in groups and never back down from a fight.

Guardian of the southeastern ruins. The final challenge before leaving the isle.