How to play

Ferravum is a turn-based MMORPG that runs in your browser. This is everything a new player needs: how a fight works, what to spend your time on first and where the game opens up as you level.

Your first minutes

Create an account, pick a server in the lobby and make your character: a name and a look. You can have one character on every server, all under the same account.

You start in Stonehaven, the first of five regions. Open the adventures, pick the one for your level and attack. Every fight is resolved turn by turn on the server, and you can replay it blow by blow afterwards to see exactly why you won or lost.

Action points

Every fight costs an action point. They refill on their own, a little at a time, up to a cap — so Ferravum is a game you check in on through the day rather than one you grind for hours. Out of points? Sell your loot, visit the town, plan your next upgrade and come back.

Premium raises the refill rate. It never adds a point you could not have earned by waiting.

Adventures and bosses

Each adventure is four enemies deep, each stronger than the last, and ends with a boss. Beat the boss and the adventure is cleared; be the first on your server to do it and the feat — and its title — is yours for good.

Every enemy card shows a verdict before you commit, from an easy fight to an impossible one, so you can judge a risk without guessing. Wins pay gold, experience and a chance at gear. Losses cost the action point and some durability, nothing more: there is no death penalty.

Regions open by level. Travel between them takes real time, and you can only enter adventures in the region you are standing in.

Stats, gear and durability

Five stats decide a fight. Strength drives your damage and your chance to block. Dexterity drives your chance to hit and to land a critical. Agility drives parrying. Vitality is your health. Intelligence makes your criticals hit harder and lets your blows punch through armour.

Gear adds to all of it. Items come in six rarities — white, green, blue, purple, orange and red — and an item’s level tells you roughly how strong it is. A green arrow on a drop means it beats what you wear; an amber one means it would, once raised to the same rarity.

Gear wears down as you fight. A broken piece gives you nothing until it is repaired at the town, so keep an eye on the durability bars before a boss.

The town

Each region has a town, and the town is where gold goes to work.

  • The vendor sells gear and potions for your level, from a shelf that is yours alone, and buys what you do not need.
  • The healer restores you between fights, for a price that grows with the damage.
  • The trainer raises a stat for gold. Each point costs more than the last.
  • The bank opens at level 5: a stash for items you want to keep out of the bag, and loans when a purchase cannot wait.
  • The Forge opens at level 5. Mine ore in the dungeons, smelt it and craft gear of your own.
  • The Enchanter raises an item’s rarity or rerolls its enchantment — for a fee, and with odds shown up front.
  • Professions begin with Mining: find veins in the dungeons and bring the ore home.

Talents and skills

Every level grants a talent point. Talent trees shape how you fight — more damage, better defence, cheaper repairs — and you can respec if a build is not working.

From level 40 you train an active skill for your one skill slot: a heal, a ward that blunts every blow or a crushing strike. Ranks are open-ended; each one costs more and does more.

Dungeons, the Spire and the arena

From level 10, keys that drop in the adventures open dungeons: an explorable map you cross tile by tile, with enemies, a chest, ore veins and a boss sealed until the rest are dead. A lost fight never ends the run.

From level 15, the Spire asks a harder question: how many floors can you climb with no healing in between? Rewards follow the highest floor you clear.

From level 10, the arena pits your build against other players’ at your strength. Attacks are limited per day, and the leaderboard remembers.

Guilds, raids and world bosses

A guild owns its hall in shares. Members donate, vote on what to build next and fund a bank, a vault, a blacksmith and an academy whose benefits every member feels.

Raids take three: a tank, a healer and a damage dealer, each in their own role, against bosses no single character could face. Rewards come once per encounter per week.

World bosses rise on a schedule for the whole server. Everyone who fights shares the kill, and everyone who did enough rolls on its treasure.

Free, with an optional Premium

Everything in the world can be reached without paying. Premium adds convenience: faster action-point refill, fight odds before you commit, the Auto Battler that plays by rules you set while you are away, and detailed reports on where your gold and experience come from.

Premium pays for time, never for power.

Questions? Write to us: [email protected]