
Emberholme is an old-school open-world RPG inhabited by 100 simulated adventurers who learn and progress by the same rules as you. Train skills, craft, trade, build a home, fight bosses, play alone or with up to three friends, and grow stronger across ten Ember Cycles.
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About

Emberholme is a singleplayer fantasy RPG with the feel of an old-school MMO. Train 13 skills to level 100, hunt for that elusive equipment upgrade and make a name for yourself in Emberholme. There’s always another goal to work towards, and you decide which one matters next.
You share the realm with 100 living adventurers finding their own way through it. They’re earning better gear, discovering unfamiliar places and chasing drops of their own. You’ll meet them on the roads, trade with them in town and hear about their adventures while making a few stories yourself. Set out for a quiet evening’s fishing and see how far you get before something catches your attention.

Find a weapon you want to wield and work towards it. Train melee, ranged and magic on the same character, with no fixed class locking you into one style. A rare staff might give you a reason to learn magic; a difficult boss might send you looking for a different approach.
There’s always something else to get sidetracked by. Follow a clue trail, take a Huntcraft assignment or help someone whose troubles turn out to be bigger than they first let on. Quests take you from village life into buried halls and across the sea, with decisions that shape how their stories end.
Choose a goal and chase it, or see where the day takes you. When you need a little direction, your journal can point you towards something you’re ready to begin.

The adventurer you pass on the road has somewhere to be. They gather, train, bank their supplies, trade at the Exchange and prepare for fights. Come back later and you might find them in better gear, working towards a different goal.
They learn the realm as they explore it. A place they haven’t discovered or heard about is still unknown to them. Conversations can give them a new lead, and experience teaches them what equipment works against the bosses they encounter. Each adventurer builds their own knowledge of the world, with discoveries still to make and lessons still to learn.
Their money and equipment belong to them. They earn what they use and can lose possessions when a plan goes wrong. Stop for a conversation to ask what they’re doing or hear about an earlier trip. Rare finds appear in the World Drop Journal, including the ones you wish you’d found first.

Start with a fishing spot, a vein of ore or a tree worth cutting. Turn your haul into meals, bars, equipment and runes, or sell it to fund something else. Higher levels open up new resources and recipes, giving you a reason to return to familiar places and push further afield.
Out east, excavate lost artefacts, restore your finds, work glass and escort supply caravans. Install workshops at home when you want your tools close by.
Every item and every coin traded on the Exchange has been earned in the world, by you or one of its 100 living adventurers. Nothing is generated just to stock the market. Those fish were caught, that sword was forged or looted, and someone worked for the gold they’re spending on your supplies. Early on, rare gear is scarce because adventurers are still earning their way towards it. As they train, explore and tackle harder fights, new finds reach the Exchange. The world grows with you, and so does its economy.

Pick your weapon and pack for the fight. Fast attacks suit some encounters; others reward a heavier hit or a spell cast from a safe distance. Watch for an enemy's warning, move out of danger and use the arena's cover when you can.
Hunt rare weapons and armour, learn special attacks from scrolls and choose Mastery perks with benefits and trade-offs. Imbue prized equipment, forge boss materials into stronger gear and fill out a collection log with over 300 items to discover.
There are companions to find and train, bosses to learn, and longer challenges in the Rookery, Skybreak Hunt and Rekindling Trials. Sometimes the next goal is a clear. Sometimes it's one more kill for the drop.

Follow mountain roads across the Crownspine, walk beneath Heartwood's giant redwoods, or pick your way through the western marshes. Travel east to Namar's workshops and desert ruins, then take a ship to Sunwrack's prehistoric coast.
Day turns to night, weather rolls in, and each region has its own creatures, resources and places to investigate. Discover waystones on foot to make the return journey shorter.
Blightmoor is more dangerous. Hostile adventurers can hunt you there, and defeat at their hands costs your tradeable carried gear and coins. Decide what you're willing to risk before crossing the boundary.
Search the live Adventurer's Codex for items, creatures, bosses, quests, places, shops, spells, Vows, Mastery perks and minigames. Spoiler controls keep boss strategies and full quest solutions hidden until you choose to reveal them. You can also discover the Gilded Knuckle, an illegal fight club where adventurers stake their own money foor a chance to make it big..

Earn the right to buy a holding on the Westfen road, choose a Timber Cottage or Country Farmhouse, then make the rooms and garden your own. Decoration Mode lets you arrange furnishings, useful fixtures, displays, garden features and animals, with staged changes that can be applied or cancelled safely.
Plant onions, carrots, pumpkins and corn, then cook them into compact two-portion meals. Chickens, cows, pigs, sheep and llamas produce useful supplies while you are away, storing up to 72 hours of provisions in the household chest. The fireplace works as a cooking surface and a place to reflect on recent quests, levels, bosses and discoveries before choosing a temporary skill or boss-drop focus.
Your Hearthstead, layout and ownership survive death and Rekindling. Friends can visit in co-op, rest by the fire and use ordinary facilities, while building, decorating, crops and provisions remain under the homeowner's control.

When you're ready for a fresh start, Rekindle into the next Ember Cycle. Training becomes slower, enemies get tougher and rare drops become more attainable. Choose the heirlooms you'll carry forward and work towards harder Trials.
Your quests, collections, companions, capes, home and purchased Mastery progress survive the reset. Later Cycles let you bind mastered skills so they return at level 100. Across ten Cycles, each new beginning gives you something different to aim for.
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Languages: English**languages with full audio support
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