LANTERNFALL

The sun went out three hundred years ago. Keep your lantern lit.
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4 vocations99 levels15 bosses8 regions338 items37 spells43 quests
The Dimming

Three hundred and twelve years since sunrise.

The sun went out over three days. The songs say King Aurel of the Sunward Crown reached into the sky and caught its last light in his crown, so that he would never end. The sky went dark, and he became the Hollow King.

When the sun died the dark came in like a tide, and things came with it. Light holds the Gloom back. Nothing else does. The first Hearthwardens built six beacons from shards of sunbrass the king left behind. They have been failing, one by one, for a century.

You wash ashore on Driftlight Isle with nothing but a lantern. Relight the beacons. Cross the Mirewood, the Greymoor, the Saltmarrow Coast, the Frostspire and the Cinder Wastes. Then go down beneath the Crown Gate, and take the sun back.

A warden with a lantern on the snow road to the Crown Gate
Choose your light

Four vocations

Old-school class fantasy, the way online RPGs used to feel. Skills train by use, spells are learned from guild trainers, and every death costs you.

Warden

Warden

A shield-bearer who holds the line. Heavy armour, melee weapons, the most health.

Hunter

Hunter

A tracker who kills from a distance with bows, crossbows and thrown spears.

Kindler

Kindler

A caster who shapes ember and frost into bolts, waves and walls of fire.

Mender

Mender

A healer who calls on root and dawn. Strong healing, poisons and radiant light.

How it plays

Keep your lantern lit.

The Gloomtide

Every so often the dark swells. Your light shrinks, beasts grow bold, and gloom-touched things walk. Find a fire, or fight through it.

Six beacons

Each region's beacon needs a heart carried out of its deepest dungeon. Relight all six and the Crown Gate opens.

Death has teeth

Fall and you lose experience, the gold you carried, and maybe a piece of gear. Bank at the depot. Carry a warding charm. Or don't.

Enchanted steel

Smiths bind venom, storm, frost and fire into your blade or bow. Poison that ticks, lightning that arcs, arrows that explode.

Fifteen bosses

From the Rat Tyrant under Wickhaven's sewers to the Hollow King on his throne. Each has its own tricks, and its own painting when it first sees you.

No grind wall

Level 10 in your first half hour. Level 50 and the endgame after a long weekend. Ninety-nine if you are that kind of person.

The mainland

Eight regions, one dead sun

Driftlight Isle

Driftlight Isle

Wickhaven Vale

Wickhaven Vale

Mirewood

Mirewood

Greymoor Highlands

Greymoor Highlands

Saltmarrow Coast

Saltmarrow Coast

Frostspire Reach

Frostspire Reach

Cinder Wastes

Cinder Wastes

Gloomwood

Gloomwood

Kneel

The ones you will remember

Hollow King

Hollow King

LEVEL 55
Weeping Knight

Weeping Knight

LEVEL 50
Choirmaster Vesk

Choirmaster Vesk

LEVEL 48
Cinderheart

Cinderheart

LEVEL 44
Frostfang

Frostfang

LEVEL 36
Captain Merrow the Drowned

Captain Merrow the Drowned

LEVEL 32
Leaderboard

Who carried the light furthest

Connect a wallet in the game and your character counts. Fastest runs are play time from waking on the beach to the Hollow Crown. Accounts with any flagged save are left off.

Fastest to the Crown

Nobody has finished yet.

Highest level

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Token

LanternFall

The LanternFall token launches together with the game. Ticker, chain and contract will be announced on X first, and only there. Until then there is no token to buy: anything claiming otherwise is a scam.

The lanterns are waiting.

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