A very small percentage of people may experience a seizure when exposed to certain visual images, including flashing lights or patterns that may appear in video games. Even people with no history of seizures or epilepsy may have an undiagnosed condition that can cause “photosensitive epileptic seizures.”
Stop playing immediately and consult a doctor if you experience: dizziness, altered vision, eye or muscle twitches, loss of awareness, disorientation, or convulsions.
To reduce risk: play in a well-lit room, sit farther from the screen, and do not play when tired.
🔒 YOUR PRIVACY
The First Bell collects no data. No accounts, no analytics, no trackers, no cookies.
Your save files stay on your own device — we never see them.
Across the Meridian Sea, a bell no map remembers has begun to ring. The Bellwarden’s next journey awaits.
tap to continue ▸
CHOOSE YOUR PATH
Every new hero begins in their path’s Neophyte design. Captain Bren reveals your first Ascension form after the welcome quests.
ADVENTURER NAME
SPIRIT PET · choose your permanent spirit
Your choice is permanent. Your spirit grows with your hero — Hatchling → Companion → Elder — strengthening its elemental damage and HP bonuses at every advancement.
PREVIEW
RANDOM STATS
🔔 FIRST BELL BLESSING
🎚️ DIFFICULTY
CHARACTER SPRITE AUDIT
A complete class-by-class, tier-by-tier review of the full-body art currently available for all four directions.
AUDITED · 72 SLOTS
1 · FULL-BODY DIRECTIONAL SPRITE AUDIT
Result: the six paths have all 18 approved HD front views (six classes × Neophyte, Rare and Max), but none yet has a complete, rank-matched four-direction set. Of the 72 required direction slots, 18 pass and 54 need replacement.
Steelsworn
Tier
Down / front
Up / back
Left
Right
Neophyte
PASSassets/heroes-hd/swordsmn-novice.webp
MISSINGlegacy swordsman-back.webp is a different costume
MISSINGlegacy swordsman-left.webp is a different costume
MISSINGlegacy swordsman-right.webp is a different costume
Rare
PASSassets/heroes-hd/swordsmn-rare.webp
MISSINGno rank-matched full body
MISSINGno rank-matched full body
MISSINGno rank-matched full body
Max
PASSassets/heroes-hd/swordsmn-max.webp
MISSINGknight-back.webp is blue-armour legacy art
MISSINGknight-left.webp is blue-armour legacy art
MISSINGknight-right.webp is blue-armour legacy art
Wayfinder
Tier
Down / front
Up / back
Left
Right
Neophyte
PASSassets/heroes-hd/archer-novice.webp
MISSINGlegacy archer-back.webp is hooded class art
MISSINGlegacy archer-left.webp is hooded class art
MISSINGlegacy archer-right.webp is hooded class art
Rare
PASSassets/heroes-hd/archer-rare.webp
MISSINGno rank-matched full body
MISSINGno rank-matched full body
MISSINGno rank-matched full body
Max
PASSassets/heroes-hd/archer-max.webp
MISSINGno rank-matched full body
MISSINGno rank-matched full body
MISSINGno rank-matched full body
Grand Witch
Tier
Down / front
Up / back
Left
Right
Neophyte
PASSassets/heroes-hd/mage-novice.webp
MISSINGlegacy mage-back.webp is a different design
MISSINGlegacy mage-left.webp is a different design
MISSINGlegacy mage-right.webp is a different design
Rare
PASSassets/heroes-hd/mage-rare.webp
MISSINGno rank-matched full body
MISSINGno rank-matched full body
MISSINGno rank-matched full body
Max
PASSassets/heroes-hd/mage-max.webp
MISSINGno rank-matched full body
MISSINGno rank-matched full body
MISSINGno rank-matched full body
Troubadour
Tier
Down / front
Up / back
Left
Right
Neophyte
PASSassets/heroes-hd/bard-novice.webp
MISSINGlegacy bard-back.webp is a different costume
MISSINGlegacy bard-left.webp is a different costume
MISSINGlegacy bard-right.webp is a different costume
Rare
PASSassets/heroes-hd/bard-rare.webp
MISSINGno rank-matched full body
MISSINGno rank-matched full body
MISSINGno rank-matched full body
Max
PASSassets/heroes-hd/bard-max.webp
MISSINGno rank-matched full body
MISSINGno rank-matched full body
MISSINGno rank-matched full body
Keeneye
Tier
Down / front
Up / back
Left
Right
Neophyte
PASSassets/heroes-hd/ninja-novice.webp
MISSINGlegacy ninja-back.webp is red-scarf class art
MISSINGlegacy ninja-left.webp is red-scarf class art
MISSINGlegacy ninja-right.webp is red-scarf class art
Rare
PASSassets/heroes-hd/ninja-rare.webp
MISSINGno rank-matched full body
MISSINGno rank-matched full body
MISSINGno rank-matched full body
Max
PASSassets/heroes-hd/ninja-max.webp
MISSINGno rank-matched full body
MISSINGno rank-matched full body
MISSINGno rank-matched full body
Pugilist
Tier
Down / front
Up / back
Left
Right
Neophyte
PASSassets/heroes-hd/pugilist-novice.webp
BROKENpugilist-novice-back-stable.webp still faces forward
BROKENpugilist-novice-left-stable.webp is front-biased
BROKENpugilist-novice-right.webp duplicates front bytes
Rare
PASSassets/heroes-hd/pugilist-rare.webp
BROKENpugilist-rare-back-stable.webp still faces forward
BROKENpugilist-rare-left-stable.webp is front-biased
BROKENpugilist-rare-right.webp duplicates front bytes
Max
PASSassets/heroes-hd/pugilist-max.webp
BROKENpugilist-max-back-stable.webp still faces forward
BROKENpugilist-max-left-stable.webp is front-biased
BROKENpugilist-max-right.webp duplicates front bytes
File health: every inspected WEBP decodes; no binary file is corrupt. The failures are missing or visually incorrect art. Replace every missing/broken slot with one rank-matched full-body sprite, then remove head/body compositing and all cross-tier fallbacks.
2 · AURELIS — TOWN OF THE FIRST BELL ✅ NOW IN GAME
BEFORE — flat shapes on plain cobble
→
THE CONCEPT — NOW IN GAME
Painted cobblestone plaza in concentric rings around the fountain, with stone texture and soft shadows.
Winged guardian statue on the fountain, a half-timbered clock tower with a live clock face, a Gothic-spired church, and the domed stone hall east of the square.
Trimmed hedges and flower beds ring the plaza; banner-bright colour fills the gaps and warm afternoon light lies over everything.
Layout stayed identical: same map size, same service spots (Smith Garron, Captain Bren and the Storage Keeper), same bounty board, same south gate to Sunleaf Field. Only the art changed.
3 · SUNLEAF FIELD — WHERE IT ALL BEGINS ✅ NOW IN GAME
The checkerboard meadow stays — it's Sunleaf's signature — dressed with apple trees, berry bushes and wildflower scatter through the grass.
A winding dirt road with stone edging runs gate to gate (Aurelis gate → Duskwood gate) so the route reads at a glance; sakura cluster on the west side, fences and a signpost at the crossroads, and the pond rests on the south meadow.
Same hunts: Pobble, Hopbun, Chirplet and Mushgoo spawns, levels, and Scout Wen's post on the east road all stayed put.
4 · DUSKWOOD — BEWARE THE DARK TREES ✅ NOW IN GAME
Golden dusk light: sun shafts cut through the pine canopy and a warm amber wash settles over the forest; fireflies drift through the trees.
Mushroom clusters ring the trail and mossy patches soften the path; the tall dark pines close in overhead.
Scout Wen's post and the NE gate mark the run onward to Echo Hollow.
5 · ECHO HOLLOW & THE Titan ARENA ✅ NOW IN GAME
Cold gray flagstones under drifting mist, with glowing blue sigil glyphs set into scattered floor tiles.
Blue crystal clusters and sigil stones glow through the hollow; twisted dark trees close in at the edges and warm lanterns light the south trail.
The Titan arena: a golden sigil circle cracked across the stone, light shafts falling on the golden slime throne, slime-emblem banners and blue-flame braziers around Hollowgrin's court.
Untouched: Hollowgrin himself, the Cindrake escort, every spawn and the Titan timer.
6 · HOW THE ZONES CONNECT (UNCHANGED)
🏰 AURELIS
Safe town · shops, storage, bounty board
→
🌸 SUNLEAF FIELD
Lv 1–5 · Pobble, Hopbun, Chirplet, Mushgoo
→
🌲 DUSKWOOD
Lv 5–9 · Duskwig, Eggnapp, Grayfang, Pebblor
→
👑 ECHO HOLLOW
Titan · Hollowgrin's throne
Every portal now sits on the visible road, plaza or causeway in its painted map; each destination keeps the same world connection while arrivals face back into the route.
7 · BUILT & SHIPPED ✅
All five approved world designs are in the game: the Aurelis plaza, Sunleaf Field, Echo Hollow, Duskwood and the Titan arena. Walk them, then tell me in chat what still feels off — colours, density, anything — and I'll tune it.
⚜ NEOPHYTE TO MAX CLASS
Six paths, three complete designs each. Every hero advances from Neophyte to a radiant max class.
NEOPHYTE · THE BELL'S CHOSEN
Every path begins as a travel-worn Neophyte. Choosing a path reveals the Basic design; Captain Bren’s Ascension trial awakens the Rare form, and felling Vulkhar, the Cinder Crown, earns Bren’s Ascendant quest — the rite that awakens the Max form.
○ Neophyte◆ Choose path◇ Art Lv 10 trial★ Ascendant quest
Hero
Steelsworn
Hero 1Art 13 pts
🪙 0 barya
MAIN QUEST
OBJECTIVE
ASCENSION
OBJECTIVE
Casting
SKILL TRIGGEREDSkill
🔔
Preparing the road…
Loading the complete destination before your hero arrives.
Loading map… 0%
CHARACTER
⚔️
Equipped item
Item status
TAP EQUIPPED GEAR FOR FULL STATUS. View every stat, rarity, enhancement level, and etched Echo effect. ENHANCEMENT · +0 to +10 — every enhancement level adds +2 flat ATK & MATK and +1% ATK & MATK while worn. The item’s glow brightens with its level.
STATUS · points available
BASE STATS · BASE + BONUS
COMBAT STATUS · BASE + EQUIPMENT
DISPLAY
📛 Name & HP window Name, portrait & HP/SP bars (top-left)
SKILLS · points
💡 → Hot lets you choose the exact hotbar slot (1–0) and replace what's there, or clear slots. In game, press & hold any hotbar slot to change or clear it on the spot.
INVENTORY
🎒 Bag space · 0 / 24
Clean through rarity:Common
One tap sells eligible unequipped Bag items at or below the selected rarity. Echoes and all Crimson, Amber, and Golden Draughts are always protected, along with equipped items and Godly finds.
⏳ OVERFLOW POUCH · 0 / 12
When all bag etchings are occupied, new loot waits here instead of being lost. Free bag space, then move it across. The pouch is included in your downloaded save.
Tap an item for details.
STORAGE VAULT
Speak with a Storage Keeper in town to return here. Tap several items to select them, then store or withdraw the whole selection at once. Your 24-slot bag, 32-slot shared vault, and overflow pouch are included in downloaded save files.
🎒 BAG · 0/24
🗝 VAULT · 0/32
🎯 UPDATE HOTBAR
Tip: in game you can also press & hold any hotbar slot (or right-click it) to change or clear it on the spot.
SPIRIT PETS
QUESTS
📖 THE FIRST BELL CHRONICLE
You were an ordinary person in an ordinary world — until you heard a bell that should not exist, and woke in Aurelis. Thirty chapters. This is your storyboard.
SIGIL STONES
Awakened sigils tint your skills with elemental power.
Equip one sigil stone — dropped by monsters across the world.
🔔 PORTAL NETWORK
Return to any place you have reached for 100 barya. Enter a map through its road or portal once and the Portal Network remembers it.
🪙 barya · 📍 ·
⚒️ ENHANCEMENT — Orin's Bench
Improve any weapon, armor, boots or accessory from +0 to +10 — Godly gear included. Each + on a worn piece adds +2 ATK/MATK and +1% ATK/MATK. The % stacks across everything you wear — a full +10 set is +80 ATK/MATK and +40%. The gain is the same at every rarity — only the price rises. Cost rises 65% each level and with rarity. From +5 a ring can miss — its exact chance is printed on every row before you spend. A miss spends the barya but never breaks or lowers your gear, and each miss builds that piece's streak bonus (+10% per miss) until a ring lands.
🪙 barya
What a + costs (barya) — the gain is the same at every rarity: +2 ATK/MATK and +1% ATK/MATK per level, per worn piece. First step: Common 180 · Uncommon 288 · Rare 396 · Epic 503 · Legendary 612 · Godly 720 Last step (+9→+10): Common 16,316 · Uncommon 26,106 · Rare 35,896 · Epic 45,686 · Legendary 55,476 · Godly 65,266 Full +0→+10: Common 41,139 · Uncommon 65,824 · Rare 90,509 · Epic 115,193 · Legendary 139,878 · Godly 164,565 — the no-miss path; a missed ring still costs its price and builds your streak bonus.
✦ ELEMENTAL ATTUNEMENT — Sigilsmith Maera
Choose a worn or bagged weapon, then bind Fire, Water, Wind, Earth, Light, or Dark damage to every basic strike. Re-attuning replaces the weapon’s previous element. Legendary and Godly weapons also require Obsidian Shards. Re-binding replaces the old element. Enhancement, echoes, and Godly Arts are always kept.
🪙 barya · ◈ Obsidian Shards
SHOP
🪙 barya
MENU
🔊 Sound Effects Hits, skills, coins
🎵 Music Field and cinematic scores
📳 Screen Shake Camera shake on hits and skills
🎙️ Narration Voiceover during cinematics
🎚️ Difficulty
🔔 Portal Network Return to maps you have already discovered
⚓ Unstuck Rescue Move to the nearest safe portal approach on this map
💾 Save File One tap saves your adventure to its single file, named for your current class.
📂 Load File Load a downloaded save
📖 Story Board The First Bell Chronicle — 39 chapters
🎬 Cinematics Replay the eight painted story sequences
🔔 Lore Codex World lore, every NPC, every monster and every Titan
❓ How to Play
🏠 Title Screen
STORY CINEMATICS
Replay any unlocked chapter film. The opening is always available; later films unlock as their chapters are reached.
LORE CODEX
Browse one group at a time. Select an entry for its full description, weaknesses and known locations.
Unring, the Crownless
STORY
The Bellkeeper who tried to silence grief itself. Each toll stripped away more of him until only the promise remained.
The Bellkeeper who tried to silence grief itself. Each toll stripped away more of him until only the promise remained.
The Four Tones
STORY
Mirth, Lament, Tide and Abyss: living memories carried by Hollowgrin, Siren, Demon Brinejaw and Leviathan. Together they can wake the True Peal.
Mirth, Lament, Tide and Abyss: living memories carried by Hollowgrin, Siren, Demon Brinejaw and Leviathan. Together they can wake the True Peal.
Demon Brinejaw
STORY
The Reef Stalker — a low, fast Titan of black chitin, living coral, and cyan abyss-light.
The Reef Stalker prowls the Brine Abyss. His Reef Lunge crosses the arena in a heartbeat, while Tide Slam breaks the flooded stone in a crown of water.
The True Peal
STORY
Corvin reforges the four recovered tones into the only bell that can answer Unring without erasing the world around him.
Corvin reforges the four recovered tones into the only bell that can answer Unring without erasing the world around him.
The Silent Spire
STORY
A tower beyond the Dead Sea where no ordinary sound survives. Its Crownless Belfry is Unring’s final sanctuary.
A tower beyond the Dead Sea where no ordinary sound survives. Its Crownless Belfry is Unring’s final sanctuary.
Aurelis · Ansel
STORY
The archivist who unseals the truth and names the older purpose of the bells.
The archivist who unseals the truth and names the older purpose of the bells.
Hearthbloom · Odo
STORY
The retired guardian who hardens Aurelis’s defenders before the final march.
The retired guardian who hardens Aurelis’s defenders before the final march.
Tidehaven · Marisol
STORY
The only captain willing to cross the Dead Sea when its waters stop answering the moon.
The only captain willing to cross the Dead Sea when its waters stop answering the moon.
Bellforge · Corvin
STORY
The bellwright whose forge gives the Four Tones one voice: the True Peal.
The bellwright whose forge gives the Four Tones one voice: the True Peal.
Steelsworn — The Blade-Dancer
STORYTHE SIX ANSWERS
The sword-forms of Aurelis were transcribed, not invented — the opening stance is the First Toll's attack, the closing guard its decay.
The sword-forms of Aurelis were transcribed, not invented. Centuries ago, Bellkeeper swordmasters stood beneath the First Bell and wrote down what the tolls told their bodies to do — the opening stance is the First Toll's attack, the closing guard its decay. The order of the Bell's Blades swore to defend the song itself, not any town or king. When the bell went silent, they lost their music. You are the first Steelsworn in a generation to hear it again. When your blade moves, the bell remembers being whole.
Unlocked
Complete Ilsa's rite “The Salle of Echoes” in Sunleaf Field.
Wayfinder — The Gadget Archer
STORYTHE SIX ANSWERS
If the song is infrastructure, someone keeps the lines up — the lesser bells need maintenance, calibration, and defense.
Bellforge's smiths learned that resonance could be aimed. Your trick arrows, resonating bolts, and harmonic traps are field applications of bell-harmonic engineering — and your true office is Bell-relay warden: the lesser bells strung across Aurelis that carry the First Bell's song outward need maintenance, calibration, and defense. If the song is infrastructure, someone keeps the lines up. When Unring's silence eats the relay network, it is your life's work going dark — and you are the only one who can re-light it.
Unlocked
Complete Warden Tilda's rite “The Silent Relay” in Duskwood.
Witch — The Hex-Slinger
STORYTHE SIX ANSWERS
Every hex is borrowed dissonance — a thread pulled from the Discord, shaped by will into something that serves harmony.
Every hex is borrowed dissonance — a thread pulled from the Discord, the formless noise before the First Bell, shaped by will into something that serves harmony. You speak the enemy's native tongue, and the orthodox Bellkeepers have never forgiven you for it. Your existence is the argument that dissonance can serve the song. Unring knows it too: every hex is proof the Discord is still useful, and he is listening for your doubt. Borrow carefully, borrower. Return everything changed.
Unlocked
Complete Vesper's rite “The First Borrowed Hex” in Echo Hollow.
Shinobi — The Shadow-Striker
STORYTHE SIX ANSWERS
Shadows are where Unring lives — and you walk that edge deliberately. You fight him on ground you have already walked.
Shadows are where Unring lives — the silence between heartbeats, the dark between tolls — and you walk that edge deliberately. Your art was founded by a Bellkeeper who went into the silence to understand it and came back changed but unbroken. Every Shinobi carries a personal debt to the dark: someone lost to it, or a night they almost didn't return from. You do not fight Unring from the outside. You fight him on ground you have already walked — and survived.
Unlocked
Complete Sable's rite “The Night I Didn't Come Back” in Aurelis.
Troubadour — The Battle-Conductor
STORYTHE SIX ANSWERS
Your songs are fragments of the First Song itself — battle-conducting is your liturgy, and you are a junior keeper of the song.
The most direct bond of all. Your songs are fragments of the First Song itself — the college at Aurelis preserves them the way monks preserve scripture, and battle-conducting is your liturgy. When you play, nearby allies harmonize with the bell's resonance; that is not metaphor. You are a junior keeper of the song, and Keeper Ansel knows your college master by name. If the song dies, your entire art — your religion — dies with it. So you will not let it die.
Unlocked
Complete Provost Ellery's rite “The Expelled Verse” in Aurelis.
Pugilist — The Bare-Fisted
STORYTHE SIX ANSWERS
The body's rhythm is a microcosm of the bell's toll — the most honest instrument in Aurelis: the song, through flesh.
Your school teaches that the body's rhythm — heartbeat, breath, footfall — is a microcosm of the bell's toll. The spectral light around your fists is not magic; it is resonance made visible. When a master strikes, the impact carries a tone, and that tone is tuned to the First Bell. The bell shaped the world, the school says — and it shaped the body, and the body remembers. No blade, no gadget, no borrowed noise. The most honest instrument in Aurelis: the song, through flesh.
Unlocked
Complete Elder Flint's rite “The Body Remembers” in Hearthbloom.
Bell of Might — Blessing Origin
STORYBLESSING
Fell from the First Toll's attack — the bell's striking force, the moment bronze met will. Bearers hit like the clapper itself.
Fell from the First Toll's attack — the bell's striking force, the moment bronze met will. Bearers hit, they say, like the clapper itself. It deepens at every trial — the bell, striking through you.
Recognition
Corvin, at the first Bellforge meeting (Ch. 12–13): “That's a striker's shard. The forge remembers that tone.”
Bell of Grace — Blessing Origin
STORYBLESSING
Fell from the toll's decay — the long graceful fade after the strike. Dancers and duelists carry it; the note that lingers longest.
Fell from the toll's decay — the long graceful fade after the strike. Dancers and duelists carry it; the note that lingers longest.
Recognition
A Troubadour of the Aurelis college teaches a bearer a flourish on a return to Aurelis, then stares — “Your shard already knew that step.”
Bell of Warding — Blessing Origin
STORYBLESSING
Fell from the bell's bronze itself — the metal's endurance, the part that refused to crack. The shard thickens at every trial.
Fell from the bell's bronze itself — the metal's endurance, the part that refused to crack. The shard thickens at every trial; so do you.
Recognition
Odo, at the Ch. 32 muster — he clasps the bearer's shoulder: “The bell gave you its skin. Don't waste it.”
Bell of Insight — Blessing Origin
STORYBLESSING
Fell from the silence between tolls — the bell's listening. It hears Unring first. That is the point — and the danger.
Fell from the silence between tolls — the bell's listening, the pause it uses to hear the world answer. It hears Unring first. That is the point — and the danger.
Recognition
Ansel, unsettled, when the hero returns to him after the early chapters: “You carry a piece of the quiet. Be careful what you hear.”
Bell of Fortune — Blessing Origin
STORYBLESSING
Fell from the toll's overtones — the harmonics no one intended, the beautiful accidents of bronze. The rarest shard.
Fell from the toll's overtones — the harmonics no one intended, the beautiful accidents of bronze. The rarest shard.
Recognition
Marisol, at the Ch. 33 dead-sea crossing — she calls its bearers “the bell's accidents”: “Luck like yours is just the song improvising.”
Bell of Swiftness — Blessing Origin
STORYBLESSING
Fell from the toll's travel — the note crossing the world faster than rumor. The couriers' blessing. The bell's message, still running.
Fell from the toll's travel — the note crossing the world faster than rumor. The couriers' blessing. The bell's message, still running.
Recognition
A Duskwood courier spots a fellow bearer by the rhythm of their stride and falls in beside them without a word.
Bell of Valor — Blessing Origin
STORYBLESSING
Fell from the First Toll's courage — the decision to ring at all. It does not make you fearless; it makes the fear ring true.
Fell from the First Toll's courage — the decision to ring at all, struck before the hands were steady. It does not make you fearless; it makes the fear ring true, and carry.
Recognition
The Bell's Blades salute its bearers on sight — Captain Bren passes on their salute in Aurelis.
Bell of Serenity — Blessing Origin
STORYBLESSING
Fell from the lullaby that put Unring to sleep — the gentlest shard the bell ever shed. The note Unring most wants silenced.
Fell from the lullaby that put Unring to sleep — the gentlest shard the bell ever shed. It is the note Unring most wants silenced — and the one he cannot touch.
Recognition
Sister Lin, at the sanctuary (Ch. 13 / the Ch. 26 dream): “You carry the sleep-song. He'll hate you most.”
Bell of the Wanderer — Blessing Origin
STORYBLESSING
Fell from the echo — the toll returning from far away, changed by everything it touched. Wanderers, map-makers, the lost.
Fell from the echo — the toll returning from far away, changed by everything it touched. Wanderers, map-makers, the lost. No bearer has ever failed to deliver it.
Recognition
Pip of Bellforge's message, carried by Zephyr Post once the hero reaches the forge — he asks every bearer to carry a message “to wherever the echo goes.”
Dawn Bell's Kiss — Blessing Origin
STORYBLESSING
Not a shard of the old bell — a promise from the new one, granted only to heroes woken after the Chapter 10 restoration.
Not a shard of the old bell — a promise from the new one. It is granted only to heroes woken after the Chapter 10 restoration, when the First Bell rang whole again — a hero woken at Ch. 1 could not carry a blessing that did not exist yet. Its bearers are, Ansel says, “the bell's answer to itself.” The youngest blessing, and the one the finale was written for.
Recognition
Ansel, when he names it: “the bell's answer to itself.”
No entries match that name.
HOW TO PLAY
🧭 New Hero Tutorial
Learn movement, stat points, and saving in three quick steps.
⚒️ Enhancement — Orin's Bench (Bellforge)
Each + on a worn piece adds +2 ATK/MATK and +1% ATK/MATK; the % stacks across everything you wear — a full +10 set is +80 ATK/MATK and +40%. The gain is the same at every rarity; only the price rises (65% per level, and with rarity). Rings to +4 always land; from +5 up a ring can miss — its chance is printed on the row before you spend, a miss never breaks or lowers the piece, and every miss adds +10% to that piece's streak bonus until a ring lands. The bench shows your exact ATK/MATK, before → after, on every row — trust that line.
Maera binds one element — Fire, Water, Wind, Earth, Light or Dark — to a weapon, so every basic strike hits in that element. Re-binding replaces the old element; enhancement, echoes, and Godly Arts are always kept. Legendary and Godly weapons also need Obsidian Shards, dropped by Obsigolems in Cinderfall Ridge.
💾 How to Save
Choose Save in MENU or ask Courier Bea. Your hero has exactly one save file, named for their current class — a Nightblade saves to the-first-bell-night-blade.json. Saving again always overwrites that same file; no second file is ever created.
iPhone or iPad: in the share sheet, choose Save to Files, then Replace to overwrite your one file. Android or Desktop: the file arrives with that same name — choose Replace if your device asks.
To continue, choose Load, then pick your save file. Save files saved by older versions still load.
To move devices, save first, send the file by AirDrop, email, or cloud storage, then Load it on the other device.
🎮 Controls
Desktop: Click the ground to walk · Click a monster to attack · Keys 1–0 use the hotbar · WASD to run. Mobile: Drag anywhere on the left side of the field to move · Tap a destination to walk there · Tap monsters to fight · Tap hotbar icons to cast. Hotbar: Set what's on the bar in the SKILLS panel (→ Hot picks the exact slot) or from your Bag — and right in game, press & hold any hotbar slot (or right-click it) to swap or clear it.
⚔ Combat
Tap AUTO to target the nearest monster, move into range, attack, and continue to the next target until Auto is turned off. Tap a monster for a single manual target instead. Skills stay manual, use SP and have cooldowns; bigger spells have a cast bar that breaks if you get hit — dodge! Each field holds only 10–12 monsters; defeated monsters return after a short, unpredictable delay at a new location. Regular monsters only start fights when they are at or below your Hero Level; stronger monsters leave you alone unless you attack first. A living territory Titan makes eligible minions bolder, with a wider detection range and a longer chase. Defeat that Titan and its minions return to the normal level rule and shorter leash. Titans and bosses themselves always stay aggressive.
🐾 Spirit Pets
Open TOOLS → PET to view your hero’s permanent spirit bond. The spirit chosen at hero creation stays bonded to that hero. Your pet stays beside you on every map and fires an elemental ball at your current target when it enters the pet’s 220px range. Its form automatically follows your class: Hatchling as a Neophyte, Pet after first Ascension, and Elder after Captain Bren’s Ascension trial. The bonded spirit grants +20% / +35% / +60% matching elemental damage and +10% / +20% / +35% Max HP.
🎚 Difficulty
Picked at hero creation (change it any time in the MENU). The smoother XP curve keeps the journey moving at every level. 🌱 Easy: +120% EXP, +80% damage dealt to regular monsters, 400% damage dealt to bosses and Titans, and −35% damage taken.
⚔️ Normal: +55% EXP with normal damage taken. 🔥 Hard: +15% EXP, −30% damage dealt, +35% damage taken, and every quest asks for 5 extra kills.
📈 Levels
Two progress bars: Hero Level grants stat points · Art Level grants skill points.
Reach Art Lv 10 then speak with Captain Bren to attempt your Ascension trial and transform (Steelsworn → Oathblade, Witch → Hexweaver...). Once Vulkhar, the Cinder Crown, falls, Captain Bren will summon you to his Ascendant quest: complete its trial and your Max Class awakens (Hero Knight, Keeneye, Grand Witch, Nightblade, Virtuoso and Astral Emperor), changing your form and granting a permanent stat boost, Legendary arts and twin-ring aura.
⚖ How stats scale
Every derived number now grows with both your Hero Level and your stat points. VIT multiplies your level HP pool (and INT your SP and magic defense), so a point of VIT at Lv 60 is worth far more than at Lv 1. STR/DEX/INT feed ATK/MATK with a bonus that grows every 10 points. DEX sharpens accuracy against monsters whose Evasion grows with their level; AGI raises Evasion and keeps quickening your attacks across the whole 1–99 range; Fortune (FOR) drives your real crit rate (the CHARACTER panel shows the true number, for swords and spells alike) and multiplies Godly drops. Boots' move-speed stat counts too.
🔔 The Silent Spire
The final arc opens after Queen Siren: gather the Four Tones, let Corvin forge the True Peal, train Hearthbloom’s guard, cross the Dead Sea with Marisol, then face Unring in the Crownless Belfry. In Unring’s silence fields, skills cost double SP; later phases add negative tolls before the Unmaking race, followed by Dark Lightning and Darkness Ball in the Ascendant phase.
🃏 Echoes & Sigils
Slain monsters rarely drop their echo — etch it into etched gear for permanent powers. Every Titan Echo has a boss-specific Signature buff (starting at +25% all damage) and rolls 1–2 permanent random bonuses when it drops; ★ Prime rolls are stronger. See the exact roll in the Bag, on the equipped gear slot, and under CHARACTER stats. Unetch it with 🃏− to return that same echo to your Bag. Six Sigil Stones now cover Fire, Water, Wind, Earth, Holy and Shadow; monsters favor dropping the sigil aligned with their own element.
🌗 Elements & Weaknesses
Every monster and Titan carries an element — target one and its frame shows the element and what it's weak to. Striking the weakness deals +50% damage; striking with the monster's own element deals less. The wheel: 🔥 Fire > ⛰️ Earth > 🌪️ Wind > 💧 Water > 🔥 Fire, and ✨ Holy ⇄ 🌑 Shadow undo each other. Town smiths now forge elemental weapons — Garron in Aurelis (your class), Bram in Bellforge (every type), Tidehaven's sea-forged stand (Water & Wind lead) — pick an element with the tabs in the shop. Damage skills strike in their own element (listed in SKILLS), basic attacks strike in your weapon's element, and monster drops can roll elemental weapons too. When you want an element on your own blade, Sigilsmith Maera in Bellforge binds one to any weapon — and Enchanter Orin, at the bench beside her, raises any gear to +10.
📜 Side Quests & Quest Rewards
Townsfolk with errands show a 📜 Side quest button when you talk to them: gather the trophy items monsters drop (jellies, eggs, fangs, scales, shards, pearls, kelp…) or cull a species, then turn in for barya, XP and gear. Main quests pay out real gear as well — always at least Rare, rising with the chapter to Epic and finally Legendary for the deepest chapters and Titan finales; the QUESTS panel shows each quest's reward rarity up front, and the kind rotates (weapon → armor → boots → accessory) so a full clear decks you out. Quest-complete banners now wait until your fight is over — if a quest finishes mid-farm you get a quiet toast with the rewards banked, and the celebration plays when the field is clear.
📖 The First Bell Chronicle
You heard a bell in your old world — and woke in Aurelis. The main quest is a 39-chapter story (chapters 11–20 continue as The Second Tolling, 21–25 as The Cinderfall Road, 26–32 as The Drowned Tolling, and 33–39 conclude at the Silent Spire); open QUESTS → STORY BOARD (or MENU → Story Board) to read the storyboard frames for every chapter you've reached.
🔔 The Drowned Sanctum & the Second Titan
East of Cinderfall Ridge the road goes down into the sea: The Drowned Sanctum, where the Third Bell sank a century ago. Hollowgrin, the first Titan, haunts the flooded road — it is Water, and Wind bites deepest: Maera in Bellforge can bind Wind to your blade. Every Titan now waits beyond a marked gate in its own dedicated boss chamber: the Hollow Throne, Flooded Court, Demon Brinejaw’s Abyss, and Leviathan Trench. Tidelets, Reefbacks and Drownsingers (Lv 23–28) haunt the flooded road — and at its heart waits a second Titan, Queen Siren, a mermaid queen with living serpent hair who sings the drowned into her choir, submerges, and crashes tides down around her. She guards the Tidecrown and her own legendary echo. Chapters 26–30 (The Drowned Tolling) tell her story; the 🌀 Warp Network reaches the Sanctum like every other map. Past the Sanctum the deep road runs on: the Coral Wilds, where Demon Brinejaw (Titan) hunts among the kelp; the port town of Tidehaven, with smiths, storage and a bounty board; and below it the Abyssal Deep, where the Leviathan (Titan), Mother of the Deep, waits below the last light. Both new Titans drop their own crowns and echoes, and the Warp Network reaches every new shore.
★ Legendary Arts & Gear
Every class awakens one Legendary signature skill with its Max Class — earned through Captain Bren's Ascendant quest once Vulkhar falls. Each signature deals 2000% elemental damage, works against any monster, and has its own class-specific cinematic FX and icon. Legendary gear still flickers ember-orange and sheds embers as you walk.
✦ Godly Gear, Godly Arts & Luck
Above Legendary sits Godly. Reforge the True Peal, then receive the Pearl of Corvin from Bellwright Corvin. That permanent story key-item and Art Lv 30 are the only path to Godly Arts. The Pearl triggers the painted Godly Descent: one God comes down from the heavens, extends a class-attuned Godly item toward the unseen Hero, awakens both class Godly Arts, says farewell, asks the Hero to save everyone, and ascends. Monsters never drop Godly Skill scrolls or unlocks. Godly gear can still drop after Art Lv 30, but it carries divine stats rather than skills.
✦ Godly Damage, Affixes & the Divine Aura
Godly Arts are stronger than Legendary without ending every fight: each class art deals 2800–3200% through its own attack pattern, pierces DEF, and never misses. Its FX now depicts the actual skill — gadget arrows, oath waves, sanctuary bells, elements, afterimages or score-rings — without light pillars or world-breaking effects. Every godly item also rolls ✦ divine affixes — bonus stats, +% ATK/MATK, +% Max HP, crit, Accuracy, Evasion, Attack Speed, move — listed on the item and folded into your stats while worn. Wearing godly pieces kindles your Divine Aura, your ✦ GODLY STATUS in the CHARACTER panel. Casting a Godly Art grants ✦ Godtouched for 12s: +8% All Damage, +5 crit, +8 Accuracy, +7 Attack Speed and +7% move.
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