IPick a quest
Twenty quests roll in every hour: mines, hunts, ruins, escorts. Each one is tuned to your level and lasts 15 to 30 seconds.
Loot heroes. Forge their gear. Seize strongholds on a living map and hold them against every rival on the moor.
20quests every hour
3chests per victory
1moor to holdEvery quest is short, every result is honest, and every chest changes your roster.
ITwenty quests roll in every hour: mines, hunts, ruins, escorts. Each one is tuned to your level and lasts 15 to 30 seconds.
IIWin and you pick one of three sealed chests. Wooden or golden, the odds are shown, and only your nerve decides.
IIIEquip four slots, upgrade what you keep, salvage what you don't. Every effect on every item is real and shown.
Runemoor tells you the success chance of every mission, and exactly where it comes from: your power against the requirement, level, quality, effects, and who is defending.
A full breakdown, line by line, on every mission
Power from HP, attack, level and gear, nothing else
Failure costs time. Never your champion, never your gear
Epic · Lv 12 · 24 s
Beyond your quest list lies the moor itself: continents split into maps, each dotted with dungeons, shrines, arenas, outposts and strongholds. Expeditions there last up to an hour and pay accordingly.
Dungeons
Shrines
Arenas
Outposts
Altars
Strongholds
Capture a stronghold and your champion stays to defend it for an hour, earning ranking points every minute. Rivals see exactly who guards it and what it will take. Lose it, and your defender walks home with the points already earned.
Monthly ranking
Points per minute held
Defender keeps the score
Every champion is drawn, named and given effects that change how you play. Mediocre to Legendary, fifty at most, and every one of them can be leveled, geared and sent.

Rare
Epic
Legendary
Normal
HeadHelms, hoods, crowns
ChestPlate, mail, robes
RingBands, signets, charms
WeaponBlades, bows, staves
Found a guild or join one. Every member receives an hourly payout that grows with each stronghold the guild holds. Officers call raids on targets no single player can take; each member sends one champion and the power adds up.
Hourly payouts in gold, ore and essence
Raids that resolve once, for the whole guild
A wall, roles, and an open or closed door
GoldLevels champions, founds guilds, oils every deal on the moor.
OreFeeds the forge. Upgrade a blade, a ring, a crown.
EssenceRare, volatile, and the only thing that lifts the mightiest champions.
Live, everywhereMissions resolve in real time on any connection. Get a nudge when a chest is waiting.
Bring a friendThey start with a Rare champion. You receive a golden chest when they reach level 5.
Runemoor PassOptional. Half again the resources, a fourth quest and a fourth expedition at once.
Fair by designNo pay-to-win stats. No energy timers. The dice you see are the dice we roll.
Free to play, ready in seconds, no download. Your first quest resolves before you finish reading this.
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