A free browser game

Send your champions into the mist.

Loot heroes. Forge their gear. Seize strongholds on a living map and hold them against every rival on the moor.

See how it plays

No download. Plays on phone, tablet and desktop.

  • 20quests every hour
  • 3chests per victory
  • 1moor to hold
The loop

Fifteen seconds to your first chest.

Every quest is short, every result is honest, and every chest changes your roster.

I

Pick 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.

II

Choose a chest

Win and you pick one of three sealed chests. Wooden or golden, the odds are shown, and only your nerve decides.

III

Forge and level up

Equip four slots, upgrade what you keep, salvage what you don't. Every effect on every item is real and shown.

No hidden dice

Know your odds before you send anyone.

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
Sunken Vault of Gale
Epic · Lv 12 · 24 s
78%
Base chance+50.0%
Power 1 940 vs 1 620+19.8%
Ranger's Instinct (ruins)+6.0%
Epic difficulty-4.0%
Quality match+6.2%
Send78% chance · 24 s
A living map

Continents, maps, and the points that matter.

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
Hold the moor

Take a stronghold. Then keep it.

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
Your roster

Champions worth collecting.

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
The Warrior
Holds the line. Stronger on strongholds.
Epic
The Mystic
Reads shrines and altars. More essence.
Legendary
The Ranger
Faster hunts. Better chests.
Normal
The Rogue
Slips through ruins. Finds more gold.
HeadHelms, hoods, crowns
ChestPlate, mail, robes
RingBands, signets, charms
WeaponBlades, bows, staves
Guilds

Thirty players. One raid. Everyone paid.

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
Three resources, one economy

Gold, ore, essence.

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.
The mist is waiting

Your legend starts with one click.

Free to play, ready in seconds, no download. Your first quest resolves before you finish reading this.