Docs
Isleborn is a pixel-art online world in the browser. One server holds one island, and everyone who is signed in walks around it together. The server decides everything: where you move, what you gather, what you hit, what drops. Your browser draws the island and sends your clicks.
Getting started
Open Play, pick a name and one of 16 characters, and connect a wallet on Robinhood Chain. You sign one message and you're in. New players start in the village with a tin sword, a hatchet, a pick, a fishing rod, two healing draughts and 25 marks. Villagers with a gold ! over their heads have quests; a ? means one is ready to hand in.
Controls
- Click the ground to walk, a tree, rock, herb or water to gather, a creature to fight, a villager to talk.
- Keys 1 to 4 use your combat skills; Q drinks or eats your best healing item, E your best mana potion.
- Click an item in your pack to use or wear it; right-click for more. Click worn gear to take it off.
- Press Enter to chat; the smiley button shows an emote over your head. Scroll to zoom.
Zones and levels
The island is split into zones around the village. Creatures get stronger the further you walk from the square, and so does what they drop: each zone's own ore or logs fall from its creatures more often, and in bigger stacks, the deeper you go.
| Hollow Vale | Level 1 to 8 · safe · the village, birch, tin, herbs, mice and slimes |
| Whisperwood (west) | Level 6 to 20 · safe · pine and oakheart, snakes, walking mushrooms, owls |
| Sunscar Dunes (south-west) | Level 14 to 28 · safe · silverstone, an oasis, lizardmen, drakes, cave trolls |
| Cobalt Crags (east) | Level 12 to 30 · PvP · cobalt and silver, moles, bears, skulls, the Old Mine |
| Drowned Marsh (south-east) | Level 22 to 38 · PvP · bogroot, zombies, lizardmen, beasts, the Marsh Spirit |
| Frostfell (north) | Level 32 to 50 · PvP · gold, mithril, frostpine, icefin, wyrms, the Frozen Crypt |
Each zone has a camp with a keeper who has quests. Camps are always safe. Stronger creatures (level 12 and up) attack anyone who comes close, outside the village and the camps.
PvP
In the Crags, the Marsh and Frostfell, players can attack each other. These zones pay for the risk: 50% more XP, and every gathered resource has a one in two chance to come with an extra one. A player beaten by another player wakes up in the village and loses a quarter of every stack of resources in their pack (rounded up) to the winner, who also gets some marks. Worn gear, tools and weapons are never lost. Names of players standing in a PvP zone show in red.
Skills
Your character level and the gathering and crafting skills each go from 1 to 50. Level L needs 30 × (L − 1)^2.2 XP: about 3,800 XP for level 10, 32,600 for 25 and 157,000 for 50. Health is 10 plus twice your Fighting level, plus what your armour adds.
| Logs | Birch 1 · Pine 12 · Oakheart 25 · Frostpine 35 |
| Ore | Tin 1 · Cobalt 12 · Silverstone 25 · Gold 35 · Mithril 45 · each has a small chance of a gem |
| Fish | Shrimp 1 · Trout 12 · Octopus 25 · Icefin 35 |
| Herbs (by hand) | Meadow herb 1 · Bogroot 20 · Frostbloom 34 |
The furnace turns two ores into a bar. The anvil makes swords, battleaxes, lances, helms, body armour, boots, hatchets and picks. The workbench makes bows and wands (Woodcraft), scout leather and mystic cloth. The cooking pot cooks fish and brews healing draughts and mana potions: the Blue draught from herbs and a feather, the Wisp tonic from bogroot and spirit dust, the Starwater elixir from frostbloom and spirit dust.
Weapons and armour
Every weapon and armour piece comes in five metals: tin, cobalt, silver, gold and mithril, needing level 1, 12, 25, 35 and 45 to wear.
| Sword | Reach 1 · fast · balanced |
| Battleaxe | Reach 1 · slower · 1.45× damage |
| Lance | Reach 2 · fast · 0.95× damage |
| Bow | Reach 5 · slower · 0.85× damage |
| Wand | Reach 4 · slower · 1.1× damage |
| Plate (helm, armour, greaves) | The most defence, plus health. Forged at the anvil. |
| Scout leather (hood, jerkin, boots) | Less defence; dodge, accuracy, critical hits and attack speed. Sewn at the workbench from bars and hide. |
| Mystic cloth (hat, robe, slippers) | Little defence; extra damage and critical hits. Made at the workbench from bars, gems and feathers. |
Every swing rolls the attacker's accuracy against the defender's dodge, for players and creatures alike, so both sides miss now and then. Defence cuts the damage that lands; crits hit for 1.8 times; attack speed shortens the time between swings, up to 40%. Hover any item to see its numbers, and see the gear guide for every piece.
Sets
Wearing the helm, body armour and boots of one line and metal gives a bonus on top. Plate sets add health and damage, from the Tin set (+8 health, +4% damage) to the Mithril set (+70 health, +14% damage, +4% crit, +3% dodge). Scout sets add crit, dodge, accuracy and attack speed; mystic sets add damage, crit and accuracy. Two sets only drop from dungeon bosses: the Delver set from the Orc Foreman (+30% gathering) and the Rimeguard set from the Crypt Minotaur (+120 health, +20% damage, +6% crit, +5% dodge).
Enchanting
Ysolde the enchanter in the village square raises gear up to +7. Each + adds 8% attack to a weapon, or 10% defence plus one point to armour. It costs marks and bars of the item's metal (one more bar per level). Every step can fail: the chance is 90% for +1, then 75%, 60%, 45%, 35%, 25% and 15% for +7. A failure takes the materials and drops the item one level, so a +5 that misses +6 comes back +4.
Combat skills
- Power Strike (level 3): the next hit deals 2.2× damage. 8 s cooldown.
- Whirlwind (level 8): hits every enemy next to you for 1.3×. 14 s.
- Second Wind (level 15): heals 35% of your health. 40 s.
- Arcane Bolt (level 25): hits your target from up to 6 tiles away for 2.5×. 20 s.
Quests and tasks
Over 20 quests in chains, from Elder Wendel's mice to Ulf the hermit's Frozen Crypt. Kill and make quests count from when you accept them; gather quests take the items when you hand in. Rewards are marks, XP and often gear. On top of that, everyone gets three daily tasks, picked to suit their levels, reset at 00:00 UTC.
Dungeons
The Old Mine (level 16 to 26) opens from a cave on the east coast of the Crags; the Frozen Crypt (level 38 to 50) from an igloo in the far north of Frostfell. Inside are rooms of creatures and, in the last hall, a boss. Everyone who damages a boss shares the reward by damage dealt and rolls for its set pieces, bars and gems. The Orc Foreman returns 10 minutes after he falls, the Crypt Minotaur after 15. Dungeons are safe from other players.
The Marsh Spirit
At every even UTC hour the Marsh Spirit rises in the Drowned Marsh and stays for 20 minutes. It starts with 120 health and gains 60 for every new fighter. Everyone who hits it splits 600 marks by damage (plus 10 each) and gets Fighting XP; the top hitter takes a Marsh heart.
Trading
Bram the merchant in the village and Sefa at the oasis buy anything at a fixed price and sell the basics. Marks stay in the game: they can't be withdrawn or exchanged for tokens or ETH.
Auction house
Fenwick the auctioneer, in the village square, lists anything from your pack at the price you set, for the whole island to buy. Up to 20 listings each; they run 3 days and then come back to you. When something sells, the marks go straight to the seller (into the mail if they're offline, delivered at next sign-in). Fenwick keeps 5%.
Player stalls
Anywhere safe, press Open a stall, name it and pick up to 10 items with a price for each. Your character sits down under a sign with the stall's name. Anyone can click you to browse and buy; the marks land in your pack the moment something sells. Walking off, closing the stall or signing out puts unsold items back in your pack.
Leaderboard
The leaderboard ranks wallets by XP gained during the week, Monday 00:00 to Sunday 23:59 UTC. All XP counts. The week's ranks are final when it ends.
Prizes
Each week's prize is split among the top 10: 25%, 18%, 13%, 10%, 8%, 7%, 6%, 5%, 4% and 4%. After the week ends, a winner opens the leaderboard, picks the previous week and presses Claim. The server signs the wallet's exact amount; the prize pool contract checks that signature and pays the wallet once. The signature names the contract, the chain, the week, the wallet and the amount, so it can't be reused.
Sign-in and entry
Signing in is an off-chain signature of a short message that names Isleborn, your wallet and the time. It costs no gas and gives the game no access to your funds. Smart-contract wallets are checked on chain. Once the Isleborn token is live on pons, a wallet needs to hold at least 100,000 tokens to enter.
Fair play
- The server runs every roll; the browser can't make you faster or luckier.
- One wallet plays in one tab at a time.
- Chat is limited in length and speed.
- Accounts that automate play can be removed from the leaderboard.
Art
The world, creatures, items and music come from the Ninja Adventure asset pack by pixel-boy, released under CC0.
Characters, armour and weapons are from the Liberated Pixel Cup sprites, via the Universal LPC Spritesheet Character Generator, licensed CC-BY-SA 3.0 and GPL 3.0. Artists include Stephen Challener (Redshrike), Johannes Sjölund (wulax), Matthew Krohn (makrohn), Nila122, bluecarrot16, Benjamin K. Smith (BenCreating), Evert, Eliza Wyatt (ElizaWy), TheraHedwig, MuffinElZangano, Durrani, Pierre Vigier (pvigier), Thane Brimhall, laetissima, Daniel Eddeland, castelonia, JaidynReiman and many more; the full list is in the project's CREDITS.csv. Thank you all.
Token
The Isleborn token launches on pons. Its address will be listed here and on the home page.
Contracts
| Prize pool | opening soon |
Isleborn