GulforPlay

Before you set out

Emberbearer’s guide

The essentials to survive the valley: pick a difficulty, read the attacks, vote at the portals and, one day, sign the Pact of Winter.

Difficulties

Difficulties

Change it any time from the menu. In a party, the host decides.

  1. Story

    Discover Valcendre without pressure: fragile, sparse enemies and generous healing.

  2. Adventure

    The intended experience: you will have to dodge telegraphed attacks.

  3. Heroic

    Tougher, more numerous and more aggressive dead. Every mistake costs you.

  4. Nightmare

    The Endless Winter. For seasoned Emberbearers — ideally in a group.

What is dead is cold

Reading the fight

  • A filled disc with a dark rim on the ground is an incoming enemy attack: it fills up until impact. Roll out of it.

  • The shape tells the blow: a disc for an area, a line for a charge, a cone for a volley, a ring for an expanding wave.

  • A glowing runic ring always belongs to a hero: never a threat.

  • The dead are frost, the living are ember: you tell each side apart at a glance.

Road portals

Road portals

After each wave, two portals: blessing, relic, forge, spring or elite. In a party, you vote.

  • Blessing

    A blessing to choose from three.

  • Relic

    A relic to choose from three.

  • Embers

    Embers for the altar, paid out at the end of the expedition.

  • Spring

    Full heal.

  • Forge

    Strengthen a blessing you already have.

  • Elite

    A harder wave with a guaranteed elite. A rare relic as the prize.

The expedition

Objective waves

  • Defend the Hearth

    The undead go for the marked brazier: keep it burning until the end of the wave.

    → Relic
  • Break the Totems

    Three bone totems raise skeletons while they stand: break them before time runs out.

    → Embers
  • Frost Storm

    Survive until the storm ends. The cold bites outside the circles of heat, which drift from brazier to brazier.

    → Relic
  • The Hunt

    An elite flees toward the edge of the arena: bring it down before it escapes.

    → Embers

The Pact of Winter

The Pact of Winter

After your first victory: tick conditions before you set out. Each has a weight; the total weight raises the embers you earn (+10% per point).

  • Bite

    Enemies are 20% faster.

    2
  • Famine

    No more healing orbs.

    3
  • Crown of Ice

    Bosses gain one more phase below 15% health, faster still.

    3
  • Long Winter

    Two more waves per act before the boss.

    2
  • Cold Ashes

    No healing between waves or when a new act begins.

    2
  • Elites Everywhere

    Every wave has at least one elite.

    2
  • Lingering Frost

    Freezes and slows you suffer last 50% longer.

    2
  • No Return

    No revival: a fallen hero stays down until the end of the expedition.

    3
  • Cursed Relics

    Each relic costs you 4% of your maximum health (40% at most).

    2
  • Pitch Night

    The fog closes in and the light dims: you see monsters coming from less far away.

    2
  • Horde

    30% more enemies in every wave.

    3

Weight max : 26

Up to 8 players

Playing together

  1. 1

    Open a party from the camp and share the invite link: your friends join without an account.

  2. 2

    The “Online” window lists open public parties: join one in a click.

  3. 3

    Between acts, the party votes for a team bonus drawn from its composition.

  4. 4

    A fallen hero gets back up: an ally just has to stand close for a few seconds.

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