Open alpha · Known limits & reporting
Eidolon is still in open alpha. Character art, equipment fit, environments and balance are improving; this is not the finished visual quality or a closed-beta launch.
Performance: Try Low graphics in Settings if play feels uneven. Phone-sized layouts are tested, but sustained dungeon and party play on real phones is still being evaluated. No universal device or frame-rate guarantee.
Story pacing: Campaign completion time and group difficulty are playtest targets, not measured guarantees. Report stalled quests, unreachable locations or unclear encounter instructions.
Progression playtest goals · not guarantees
First dungeon: Reach level 30 in roughly 2–3 hours on a fresh, unassisted character and enter Verdant Bastion with an appropriately geared party.
Level 100: About 100 hours of ordinary progression, without depending on daily-quest grinding or high-level carries.
Dark Realm: Another 8–12 hours of quests, lore and the dungeon leading to the Dark King raid. A well-geared five-player finale should take roughly 5–10 minutes.
Forge: Moderate potency during the story; +20 is a long-term endgame goal, not an expected campaign requirement.
Useful feedback: Include your class, start/end levels, approximate active time, solo/party play and any gifts or carries. Say where progress felt unclear, too slow or too generous. The optional timer below stays local unless you stop, review and explicitly share its summary.
Group play: Use Group Finder or your guild to arrange a tank, healer and damage dealers for dungeons and raids. Check the Dungeon Guide for entry requirements; every player claims their own ready quests. Returning to an active dungeon uses its latest cleared boss checkpoint; the 15-minute logout-resume window is unchanged.
Population and network limits: Up to 100 future beta players is a planning target, not a promise of 100 simultaneous sessions. Current-build crowded multiplayer headroom is still unverified. IPv4 deployment checks do not establish that every IPv6 network can reach the game.
Need help? Use Menu → Report Bug / Feature. Include what happened, what you expected and how to repeat it. Ordinary reports include build and area; Account / Progress Help and privacy requests attach no automatic context. Optional diagnostics stay off unless you select them. Do not include passwords, recovery links or payment information.
Keep your report reference after the server confirms it was saved. Administrators can review it in-game; submitting does not promise an immediate reply or automatically punish another player.
Future beta: Closed beta waits until the game is nearly complete. Existing accounts and characters retain access and progress; new beta players will be invited. Public alpha access is unchanged.
Core Controls
Left Click: Move / Basic Attack / Interact
Shift + Left Click: Move only; ignore enemies, loot and discoveries under the cursor
Right Click: Use Ability
Scroll: Zoom In / Out
WASD: Pan Camera
Spacebar: Toggle Camera Lock
C: Character Sheet
I: Inventory
M: World Map
J: Journal / current quest route
E: Inspect nearby accepted Chronicle evidence, read optional roadside lore, or examine the town portal
B: Return to Lanternhold, including from a dungeon. Also available in the Escape menu.
Detailed Keyboard Reference
Movement: Left Click to move, Click and Hold to keep moving, Shift + Left Click to move without interacting, WASD to pan camera
Combat: Left Click for melee/basic attack, Right Click to use your selected ability, 1-4 for hotbar abilities
Navigation: M opens World Map, J opens Journal, I opens Inventory, C opens Character Sheet
Camera: Scroll zooms; the default Spacebar binding toggles camera lock. Ctrl-click (Command-click on Mac) jumps toward the cursor; normal landing restrictions apply, and the casino is walking-only.
Starting Your Journey
Need help? Use Menu → Report Bug / Feature → Account / Progress Help for lost progress, a stuck character or failed world entry. After signing in, Account help also works before entering the world. Include the approximate time and keep the saved reference to check status. For sign-in problems, use Forgot your password? / Recovery link when you have a verified recovery email. Never share passwords or recovery links. No guaranteed response time or automatic restoration; payments are not enabled.
1. Meet Archmage Ilyra in town to accept your Fourfold Chronicle beneath the gold quest marker. Visit the Quest Giver outside the Forge for blue-marked daily contracts. Return to the appropriate giver and click Complete Quest to receive your rewards.
2. Open Inventory (I) to compare and equip useful drops. Favor Strength for Fighters, Dexterity for Rogues, Intelligence for Wizards and Wisdom for Clerics; Vitality helps every class survive. Use Vendor / Repair for obvious junk, Stash for anything you may keep, and Forge for Shards, Hearts, and Gems.
Train: Open Skill Tree (K), spend earned training points, and place learned abilities on your hotbar. On phones, use Menu → Skills & Runes and the bag button instead of keyboard shortcuts.
Recover: Anywhere inside Lanternhold restores 10% of health and mana each second. Time in town builds Well Rested, up to two hours: 10% more stats and 25% more enemy-kill XP. Its timer runs only outside safe zones. Roadside camps are not safe zones.
Explore: The atlas’s Places & lore filter shows public camps, landmarks and optional readings. Select a destination for a personal waypoint; this does not move your hero. Journal tracking controls which quest objectives appear. Optional lore does not replace Ilyra’s saved investigations or grant quest rewards.
3. Level 30 unlocks Verdant Bastion Catacombs. Later realms have higher entry requirements; check the Dungeon Guide before setting out.
4. Level 100 unlocks Heroic and Mythic dungeon difficulties.
5. If you get turned around, reopen World Map (M) or Journal (J) to recover the route.
Your Next Adventure
At your pace: Continue Ilyra’s Chronicle through the Journal. Story progress does not reset. After completing the Dark King quest, return to Ilyra for A Letter Without a Throne, an optional conversation—not another daily obligation.
Along the roads: Elemental disturbances rotate every 10 minutes through Earth, Water, Fire and Air. Check the World Map for the current site. Each window begins with one minute of warning and ends at minute eight; a victory calms nearby hazards for five minutes. Join when it suits you; there is no daily attendance reward.
Optional daily hunts: Blue-marked contracts reset at midnight Eastern Time, including daylight-saving changes. The Journal’s reset countdown helps you turn in ready contracts before reset. Dailies supplement your adventures; they are not required to continue the story.
A weekly raid: Once you qualify, organize a Dark Realm group through Group Finder or your guild. Its personal cache resets Monday at 00:00 UTC; the Dungeon Guide shows your eligibility. After claiming it, you can still help friends without receiving a second weekly cache.
A season to improve: Arena and guild dungeon seasons follow calendar quarters, beginning January, April, July and October at 00:00 UTC on the first day. Check the arena for qualification, rewards and your season record. Earned Honor remains yours; seasonal rankings are not a character or story wipe.
Together, or a quieter evening: Party members share kill credit throughout the same dungeon; in the overworld, stay within roughly two screens of the fight. Everyone turns in their own quests. Find companions, work on a build, trade at the Trading House, or visit the casino for optional entertainment—not guaranteed income. You do not need to finish every activity each day.
Classes, equipment and your bag
Compare the item type, required level and stat changes before equipping. A red type warning means your class cannot use that armor or weapon. These are the current armor families:
- Fighter · Strength
- Cloth, leather and plate. Build for the role of your chosen specialization; Vitality helps you stay alive.
- Cleric · Wisdom
- Cloth, leather and plate. Check your healing target and learned abilities before the group starts.
- Rogue · Dexterity
- Cloth and leather. Your offhand must be a weapon; equipping two legal weapons reduces your basic-attack interval to two-thirds of its single-weapon value.
- Wizard · Intelligence
- Cloth only. Check your selected ability and mana before a pull; armor appearance does not change eligibility.
Rogues cannot use staves, shields or tomes; their offhand is weapon-only. Fighters and Clerics can use every current weapon family. Other gear must still fit its slot and required level. Unknown legacy gear may have a generic type label; the server checks each equip request.
Open Skills & Runes to spend earned points, read your specialization's abilities and assign learned skills to the hotbar. Check the Talent Master’s current reset quote before changing a build; this guide does not promise a free reset.
Keep quest items for your objectives. For ordinary bag items, desktop drag-to-ground uses the world canvas, not another menu; on touch, open item details and review Confirm drop. Dropped ground loot expires after one minute. Use the Stash for items you want to keep, and check Vendor / Repair’s selling selection before selling.
Change your appearance in town, out of combat. The three buttons below the Character portrait open Wardrobe: Weapon Garment, Armor Garment and Offhand Garment. Choose an owned look, then Apply appearance. One armor garment replaces all worn armor visuals; weapon and offhand garments change their own held slot independently. Your equipped items, class restrictions and combat stats stay the same.
Choose Original gear and apply it to clear that slot’s appearance. Clearing the armor garment reveals your current gear and individual armor appearances. Learn owned looks records eligible gear styles from your bag, stash and equipment without consuming the items. Veyra’s VIP Outfitter beside the casino entrance offers additional permanent appearance unlocks for EP; review the preview and price before confirming. Use Pose and Moment to examine a look, then compare it with your equipped appearance. VIP membership is not required to use the outfitter.
Parties, raids and player safety
Use Group Finder to advertise an activity and roles, or arrange it with your guild. Joining a listing does not bypass anyone’s level or story requirements. For dungeons, plan a tank, a healer and damage dealers; solo Normal entry is possible, but does not mean every encounter is balanced for one player.
Raids need a formed 5–10-player raid and a launch ready check in the Party panel. Every traveler must qualify personally and be alive, connected and in the required launch location. The leader starts a new run; each member uses Continue when returning to an existing run.
Party kill credit is shared inside the same dungeon. In the overworld, stay within roughly two screens of the fight for shared XP and credit. Accept objectives before attempting them, and claim your own ready quests; a leader’s turn-in does not claim everyone’s rewards.
Social and Player safety provide contact and chat controls. A player report or moderation appeal requests private review, not an automatic penalty or reversal. Arena participation and earned Honor are separate from story progress; check the current arena’s rules and rewards before joining.
Story, dungeon gates and the Dark Realm portal
Follow the Journal’s current route and visit Ilyra for saved Chronicle investigations and turn-ins. Finishing an objective makes it ready, not claimed. Optional roadside lore does not replace an accepted investigation.
Open Journal → Story for your current chapter or Contracts for accepted side quests and dailies. Select which quests to track, then use a tracker entry to review its objective and destination. Accept a quest before working on it; when it is ready, return to its giver and claim your own rewards.
Journal → Lore Book keeps your earned story recap, completed chapters and recorded discoveries together. Search your memories by person, place or phrase, or browse Chapters, Discoveries, People and Places. Use Read to open a related account, then Return to resume your previous selection. What I’m doing now shows your current story task and other accepted work; Open current quest returns to Story. Use Show quest on map from the journal or Lore Book to find the next mapped objective or manual turn-in without changing your tracked quests. Return to map restores your previous map search and filters. The book records your progress without revealing chapters or discoveries you have not earned.
- Verdant Bastion Catacombs · Earth · level 30 minimum.
- Abyssal Well · Water · level 60 minimum.
- Molten Core · Fire · level 70 minimum.
- Tempest Spire · Air · level 70 minimum.
- Umbral Nexus · Dark Realm · level 100 minimum and personal story eligibility.
The realm dungeon finishes that area’s chapter and gives access to its crystal raid after your personal turn-in. Clear the full raid and guardian, then defend Artificer Maelin through all three repair waves. Each wave also has a ritual task; read the Guide’s Guardian, Vigil and personal rewards briefing. Killing the guardian alone does not restore the crystal. Return to Ilyra and claim each ready repair quest.
Find the Fourfold Resonance Portal in Lanternhold’s southeast plaza, east of the Dungeon Guide and south of Ilyra. Each traveler needs level 100 and all four claimed crystal restorations; the leader cannot unlock it for you. Eligible veteran passage remains preserved. The Dungeon Guide also offers passage.
The portal reaches the shared Dark Realm’s safe Resonant Foothold. Speak with Ilyra’s projection and continue the expedition. The Umbral Nexus is a separate party-owned dungeon; finish its route and personally claim the ready Fifth Note before preparing the Dark King raid. Reaching level 100 alone does not skip this story.
Use Return to Lanternhold from the game menu to recover. Continue returns you to the latest cleared boss checkpoint, or the entrance before the first boss. A completely empty live run expires after 5 minutes; saved dungeon logout restoration has a separate 15-minute window. Watch the Guide’s timer. Reset is a new run: everyone must leave first, and only the leader can reset.
Heroic and Mythic require level 100. The live Guide’s eligibility, available run levels and encounter warnings are authoritative; old saved runs can retain their original scaling. Clearing or resetting an instance does not reset the weekly reward limit.
Forge, repairs and long-term gear
Visit Vendor / Repair for equipment repairs, and the Forge for item progression. Shards support item levels; Hearts support potency and sockets; Gems are used at the Forge. Read the selected tab’s current material cost, required level, stat preview and affordability before spending.
The Forge shows server-confirmed item and material updates. A preview is not proof that an upgrade was saved. If a request is unavailable or unconfirmed, keep the item and report the issue rather than repeatedly spending or expecting an automatic compensation.
Check the resulting item’s level requirement and whether it fits your class. Potency +20 is a long-term endgame goal, not a promised campaign requirement. Moderate potency and appropriately leveled Uncommon/Rare gear are useful starting preparations, not guaranteed raid success.
Store meaningful alternatives in the Stash. Review a saved equipment loadout in town before applying it; changing appearance or cosmetics does not grant combat stats.
Gold, EP, trading and Lanternhold Casino
Gold is the ordinary currency for vendors, trade and the public casino. Compare a Trading House listing’s item, price and current state before committing; pending claims and settlements are not a reason to submit a second transaction.
EP means Eidolon Points. In town, Character → Eidolon Points · EP offers the one-way exchange of 1,000,000 Gold for 1 EP. You cannot exchange EP back into Gold or transfer it to another player. EP is for cosmetics and EP casino play, never equipment power or an auction-house shortcut. Owning EP does not grant VIP access. Veyra’s VIP Outfitter beside the casino entrance sells cosmetic appearances.
Click Lanternhold Casino’s door, choose Enter casino, then walk to a table or machine and interact to sit. Leaving returns world controls and camera behavior. The public floor uses Gold; speak to the VIP Guard for upstairs access. The VIP floor uses EP, and EP wagers return only EP.
Blackjack supports solo play against the dealer or a shared table, shows each hand’s count, and pays 3:2 profit for a qualifying natural blackjack, plus the original stake; a dealer natural can push. Hold’em needs enough real players and does not fill seats with house bots. Watch the shared round and your turn timer; choose a legal bet between rounds, not during a locked round.
Current Gold wager or poker buy-in limits reach 100,000; EP limits reach 100. Minimums and steps differ by game—use that table’s controls. Slots animate results and can queue auto spins; Stop Auto stops unstarted paid spins. Confirmed wagers continue under their server rules if you leave; leaving is not a refund. Earned slot features remain saved.
VIP includes a recorded monthly allowance of 100 EP; administrators receive VIP access and the same monthly allowance. Payment integration is not available. Membership records do not authorize EP-to-Gold conversion or gameplay-power rewards.
Casino play is optional and can lose currency. The voluntary play-time limit and Take a break controls apply to this browser visit only, not an account lock. A break stops new opening wagers, not decisions in an already funded hand. Leaving the casino clears that visit timer. Winnings are not guaranteed income, and this guide is not a promise about future commerce.
Controls, settings, accessibility and known limits
Keyboard shortcuts in journey examples are defaults. Settings → Keyboard shows your current bindings and lets you change them; the main control labels update to match. On touch, use Menu, the bag button and skill controls rather than relying on keyboard shortcuts.
Try Low graphics if play feels uneven; adjust camera zoom and use Reset Camera when needed. Settings include audio and readable-effect controls. Ground warnings, target feedback and quest text matter more than decorative effects—report anything that becomes unreadable with reduced effects.
On desktop, drag a window by its header to arrange your Character, bag, store and other menus. Their positions are remembered on this device when you close and reopen them. Wide and compact desktop layouts keep separate positions; phones use their own viewport-safe layout. Settings → Reset window positions restores the default arrangement.
Phone-sized Chrome layouts have targeted checks, not a guarantee for every device. Real-phone sustained dungeon/party play and crowded multiplayer headroom remain under review. Campaign pacing is a playtest target, not a guarantee; public IPv4 checks do not establish IPv6 reachability.
Use Account / Progress Help for lost progress or failed entry, and ordinary bug reports for repeatable UI/gameplay problems. Keep the saved report reference. Optional playtest summaries stay local unless you explicitly choose to share them; never attach credentials, recovery links or private chat dumps.
Credits, licenses and source
Eidolon by Robert Mendola, original developer and maintainer.
Credits, licenses and editable source opens separately. Your game stays open.