1 / 7Your adventure, in the cloud New: cloud saves. Verify your wallet once (a message it signs, never a transaction) and your adventure saves online by itself and follows your wallet to any device. Played before? Bring your adventure up once. Two devices at once? You choose which to keep. Offline? It keeps saving in your browser. Every screen recorded straight from the game.

Winner ยท Rare Friends Vibeathon ยท FriendSDK v0.1.4

RareFriendsRealm

An old-school adventure starring the Rare Friend you own, shared with everyone online. Chop, fish, mine, smith and fight across a hand-built 2.5D island lit by a real sun, lamps and fire, join the Order of the Dawn, ride horses and unicorns, duel your friends, bring down a world boss together, and end the Hollow King's reign.

โš” Play the Realm
Needs a browser wallet on Robinhood mainnet holding a hardwired Rare Friends Generations NFT. $RAREFRIENDS is simulated: no contracts, signatures or transactions.
Dusk over Friendhollow: long shadows across the square, a knight in gold Dawnplate and villagers in hats and capes
Dusk in Friendhollow: every building, tree and Friend casts a shadow that follows the sun.
What's new

Return of Raria

The world runs much further west. Past Westmarch's end the West Road goes on into Deep Westmarch, a border nobody drew: the Kingdom of Hollowmere's last post at Westwatch (Friendhollow's kingdom has a name now), the Stone Field where the first fighting was, ruins, deserters and a hollow in the cliffs with one way in. Behind the Drakespine stands Raria, a walled city round a palace, where Her Radiance Queen Rara, Keeper of the Wise Friend's Law, sits beside her small kind husband. Everything there is beautiful, orderly and polite, and the Raria Royal Rangers are behind every pillar. Nobody in Hollowmere can say where Raria came from.

The Rare Realm Regiment holds the road with camps and a checkpoint; its captain writes writs, and the quests after that make you part of the machine. Once you're received, the Order of Dusk will keep the Wise Friend's Law for you, and your Magic and Faith tabs turn Rarian: edicts, judgements and vigils, the commandments in place of prayer, the rites in place of the old light. In the Free Marches the Free Friends Federation keeps to itself in the FFF Fortress: wizards, knights, rangers and artisans, fourteen devices running in the Great Hall, a cannon, an admiral who is a chicken, and Fellow Free, First Free of the Federation, who is weird, brilliant and dangerous. Between them lies BarkReach, a deep wood of redwoods and ironbarks, and in Ashfall the Burned walk the ash round the Ember Fortress. Every Order now has its own card looks, sealed until you meet its leader, and there are 218 Adventurer Cards to find.

And Raria is not a sliver behind the Drakespine: the world has grown by a whole second continent to the west. The capital is a great walled city of towers, offices, markets and barracks round the palace; round it lie the Crownlands and their lake town, the Vesperwold's abbey and the Royal Rangers' Hold, the snowbound Silent Peaks and their blindfolded watchers, and the Crown Road east to Lawgate on the eastern march. South of the kingdom the Greyfields hold Fort Ordinance and the Federation's forward camp across a battlefield, and south again BarkReach is a great wood of thousands of trees, with the Heartwood at its oldest end, where the Ironbark Elder walks.

Before that: the Rare Friends Ring, three new dungeons, and faith weapons in every metal

West of the Deadwood, across the river, stands the Rare Friends Ring: a round building the shape of a Hoverer, built long ago so the best fighters in the land could meet. Its concourse holds every shop a fighter needs; its courtyard is the arena, with the Ringmaker's statue over a fountain that runs red, a garden, a rock field, a little volcano and bones everywhere. Name a match with the Ringmaster (or choose your own foes), pay a quarter of the purse at the gate, and the creatures come for you; the iron arena gates stay barred until the last one falls or you do, and the Ring's magic stands the fallen back up in the lobby. Matches pay Frens and bloodmarks, Friend Fights pay laurels, and two shops take nothing else: skull masks, the Bloodmark cape, Pitfighter, Ringsteel and Wildfur armour (fur over iron that fights hardest when you're nearly done), the Champion's cape and the Laurel crown. Stone knights guard the gates; statues of the Seven, the revenant and skeletal knights of the Ring's hardest match, ring the courtyard; and the Ringbreaker warhammer throws what it hits back a step.

Below the lake, the library and the standing stones: the Deepglass Caverns, the Drowned Archive and the Howling Vault, each with a boss behind a door that takes a key, archers that shoot from across a room, wraiths that drain faith, a keeper who mends himself, and coffers in every dungeon with loot that belongs there and a slim chance at something rare. Three quests, six Slayer tasks, and a statue at every dungeon's mouth of what waits below. And for those who fight by faith: a mace and a flail in every metal, the aegis and the round shield, and the Faith spellbook.

Before that: the Wider World, a continent around the Realm you know

The mainland is now the heart of a world four times its size, itself untouched: the Deadwood and Gravesend to the north, Westmarch and the Drakespine to the west with Ashfall, the dragons' country, at the peninsula's end, Southshore, Hollyhock and Dyemoor to the south, Ironreach, Cragmaw, The Wilds and Quillhaven to the east, the Pale Isles at sea. Seven villages in their own clothes with their own quests, four hidden underground dungeons, twenty new tracks. Two new skills: Apothecary (herbs by ecosystem, potions, poisons that matter, antidotes and nine Friend mixtures) and Presence (a character profile: name your Friend, found a fellowship, earn titles and reputation). Before that, in the same month: Wayfaring, the Warden's creatures, the Heartguard and Dawnhold Keep. Agility is now Wayfaring, with three courses, slips, Wayfarer's marks and Coach Skip's outfit; five new Slayer-only creatures each drop an armour set with its own effect (thorns, faith, stealth, fire-proofing, sigil-saving); heavy weapons take Strength and swing harder with it; the Heartguard is red-and-white armour earned a piece every ten Hitpoints levels; Dawnhold has a keep with corner towers and a taller chapel; every altar has a statue of the bearded Old Friend; the quest journal is grouped and coloured, bones offer themselves until you run out, and the Dawn Vigil's ossuary bag holds sixty of them.

Before that: real light, and the Order of the Dawn

The Realm is lit for real now. The sun crosses the sky and everything casts a shadow that follows it, long and golden at dusk, short at noon, faint under the moon. Lamps, torches, fires, forges and spells light the ground and whatever stands near them, walls and trees block their light, and it bounces softly round corners. Alleys and forest floors sit in soft shade, lava glows and dungeons are truly dark. The Faith update brings the Order of the Dawn: five quests, faith weapons and gold Dawnplate you can see on your Friend. And the townsfolk dress up.

The world map over the capital of Raria: a great walled city of houses and offices round the palace and its gardens, the Vesperwold to the north, the Crownlands to the east, the Silent Peaks' snow to the west
The Kingdom of RariaA second continent to the west: the capital round its palace, and the kingdom round the capital.
Inside the capital: violet and ivory roofs in rows, the training yard, Regiment soldiers
The capitalStreet after street, every house the same, one book in each.
BarkReach: a great wood of red redwoods, grey ironbarks, oaks and maples, greatstags among them
BarkReachThousands of trees, far to the west, and the Heartwood at its end.
The throne room of Raria: Queen Rara, tall and crowned, and the small King Pell by the throne, Royal Rangers at the pillars and statues of the Wise Friend
Queen RaraHer Radiance, Queen of Raria, Keeper of the Wise Friend's Law, and King Pell beside her.
The Federation's Great Hall: copper devices running everywhere, Fellow Free in a wizard's hat, a knight asleep, a cannon, banners with FFF
The Free Friends FederationFellow Free's Great Hall: fourteen devices, three swords from the ceiling, a cannon and an admiral.
Outside Raria's walls: violet Regiment banners, halberdiers at the gate and the training ground
RariaA city behind the Drakespine that was not there in spring.
A Rare Realm Regiment camp: stake walls, violet tents, a supply wagon and soldiers
The Rare Realm RegimentCamps, checkpoints and a war in Deep Westmarch.
A street in Raria with a Royal Ranger standing behind a pillar
The Royal RangersBehind every pillar. Leave them be.
The FFF Fortress courtyard with its cannon, targets and the Wizard Tower
The FFF FortressFortress, academy, workshop, laboratory, library and armoury at once.
BarkReach: red redwoods and grey ironbarks, a greatstag and the hunters
BarkReachRedwoods, ironbarks, greatstags and the bows they make.
The Burned in faded red walking the ash round the Ember Fortress, every build of villager
The BurnedAshfall's dead villagers in faded red, levels 54 to 69.
Hollowmere's soldiers at Westwatch in crimson capes
HollowmereFriendhollow's kingdom, named, and its soldiers at the end of the West Road.
The Magic tab under the Wise Friend's Law: dark violet and gold, Edicts, Judgements, Vigils, Offices, Summons and Rites
The Wise Friend's LawMagic as Raria keeps it: edicts, judgements, vigils, offices and summons.
The Faith tab under the Law: the eight commandments
The CommandmentsFaith as Raria keeps it, in place of the Old Friend's prayers.
The Adventurer Cards collection, sorted by kind
Adventurer Cards218 to find in the world, never given.
An adventurer card with the new Dawn backdrop: Dawnhold at sunrise
The Dawn backdropDawnhold at sunrise behind your Friend.
An adventurer card in the Order of Dusk's Vespers layout
Order layoutsEvery Order's own card, sealed until you meet its leader.
An adventurer card in the Federation's Workshop layout, copper and gears
The Workshop layoutThe Federation's copper, gears and red string.
Friendhollow at night: lamp pools and a campfire lighting the cobbles, a knight in gold
Night in the squareLamps pool light on the cobbles, a campfire warms the faces round it, and your own small light goes with you.
The world map of the whole continent: the Deadwood north, the Drakespine and Ashfall west, Southshore south, Ironreach east, the mainland in the middle
The Wider WorldThe whole continent on one map, the original Realm at its heart.
Gravesend: dark cottages round a lamplit square, graves to the north, villagers in mourning charcoal and lantern-purple capes
GravesendThe graveyard settlement at the Deadwood's edge. Lanterns against the dark.
Saltmarrow: the harbourmaster's office, the fish market, planked docks with boats and the bank on the bay
SaltmarrowFishing village on the south bay; the ferry to the Pale Isles.
Hollyhock: the apothecary and its glasshouse, herb beds in strips, a well on the square
HollyhockMother Yarrow's apothecary, where the skill begins.
Cragmaw: stone buildings in the mountain pass, the furnace and anvil, the shaft down to the deep mine
CragmawThe Ironreach mine, and the shaft to the deep mine under it.
Dawnhold from above: the white chapel with its bell tower, the gold-roofed hall, and the new stone keep with round corner towers joining them above the sea
Dawnhold KeepA two-storey stone hold with corner towers now joins the chapel and the hall, its gate facing the causeway from Highcairn.
Dawnhold's courtyard, chapel and hall, with knights of the Dawn
DawnholdThe Order of the Dawn's chapterhouse: offer bones at its chapel altar, train Faith, earn Dawnplate.
A Friend in gold Dawnplate with the Cape of the Dawn and a Radiant greatsword
DawnplateGold armour with white trim, and armour you can see: breastplates, greaves and helms closed all round.
Inside the Dawnhold chapel at night, lit by torches
The chapel by torchlightFive quests for the Order, from the Dawn Vigil to sealing the Hollow's gate.
Whisperwood at midday, every tree casting its shadow
Shadows everywhereTrees, rocks, walls, characters and mounts.
Whisperwood at night: a campfire lighting the trees, fireflies overhead
A night in the woodsFireflies, and a fire you lit yourself.
Villagers in Friendhollow in wizard hats, feathered caps and capes
Townsfolk dress upHats, capes and amulets, and tools for the trades.
The tailor's shop on Market Street, a Friend in a striped cape and feathered cap
Threadneedle TailorsCapes in ten colours and seven patterns, and hats to go with them.
Castle guards in helms, breastplates and red capes with battleaxes
The castle guardHelms, breastplates, red capes and battleaxes.
Rain over Friendhollow at night, lamps glowing through it
Storms at nightLamplight through the rain.
The Murkmire crypt lit only by fires, skeletons in the dark
Truly dark dungeonsOnly fire holds back the crypt's dark. Faith weapons hurt the undead more.
Lava glowing in the dark around Old Cinder's crater
Wyrmreach at nightLava lights the crater around Old Cinder.
The snowy peaks around Highcairn seen low across the Greyhorn Highlands
The Greyhorn HighlandsTurn and tilt the camera anywhere: the land draws back to front at every angle, and the haze follows it.
Two players on a unicorn and a black warhorse chatting by the Friendhollow fountain
Play togetherEveryone online shares the Realm: see each other's Friends, gear and mounts, chat and whisper, trade, fight the same monsters, and earn +5% XP near friends.
Highcairn, a stone mountain town with a fountain square, banners and snowy pines
HighcairnA mountain town in the new Greyhorn Highlands, east of the dunes.
Sheep in their pen at Hollow Farms, some woolly and some freshly shorn
Sheep and stringShear the sheep, spin the wool, and string your bows and amulets.
A wizard casting six spells at once: a little flame, a water drop, a whirlwind, a boulder, a curse and a star
Pixel spellsFire flies as a little torch flame; water, wind, earth and curses have sprites of their own.
A Friend wearing a Grumblin head and an inkcoal satchel at the Grumblin camp
A Grumblin headA very rare drop you can wear, and the inkcoal satchel on your back.
The bank with tabs: gear, ores and bars, rare finds and sigils each in their own tab
Bank tabsDrag items to rearrange them or file them into up to nine tabs.
A Friend in ashenheart armour with a glowing ember plume, shield and sabre beside the Friend statue
Forged gear, levels 50โ€“90Six metals above rarite, smelted from what the strongest creatures drop: frostsilver to ashenheart.
Fernwick, a woodcutters' village of timber houses around a street, with a willow pond, chopping blocks and a log pile
FernwickA woodcutters' village in the heart of Whisperwood, and the only place that sells war bows.
A Friend holding a rarite crossbow with a moonsilver shield, by Hazel's War Bows
CrossbowsSix tiers, from pewter on a plain stock to rarite on yew. One-handed, so a shield fits.
A Friend from behind with Hazel's quiver on its back and a yew war bow
War bows and Hazel's quiverHeavier bows that hit harder, and a quest-reward quiver that calls four in five shots home.
A Friend in a moonsilver helm with a sword and shield riding a unicorn through Friendhollow
Ride a unicornEight mounts, each faster than running, each with a gift.
The Friendhollow stables beside the Rare Market, with a rider on a chestnut horse and the paddock's horses and unicorn
The stablesMarigold's stables and paddock, beside the Rare Market.
Hollow Farms: a stone windmill with lattice sails, the miller's farmhouse, a chicken coop and the cow pen
Hollow FarmsThe windmill, the farmhouse, the coop and the cows.
The Ashen Colossus, a huge ember-red giant, in Wyrmreach
The Ashen ColossusA world boss every two hours. Everyone who wounds it shares the loot.
Two players dueling inside the fenced Sparring Ring
The Sparring RingSafe duels between players, with wins and losses counted.
Level-up fireworks bursting over Friendhollow square at night
Level-up fireworksIn your skill's colours, and everyone nearby sees them.
A lightning bolt striking Friendhollow in a rainstorm
StormsRain, lightning and thunder that every player shares.
Ground fog over the Hollow Farms at dawn
Misty morningsGround fog at dawn, and the Murkmire's mist.
A Friend in a rarite helm with a sabre, shield and trimmed cape
Gear you can seeHelms, shields and weapons painted into your Friend's pixels.
A Friend in a wizard's hat holding an ember staff upright
Staffs and hatsStaffs stand upright with an orb of their element.
A rare drop glowing in a beam of golden light at night
Rare dropsA beam of light and a chime when something good drops.
The Friends tab with pets and a hiscores table, and Mote the pet floating beside a Friend
Pets and hiscoresSix pets to find, and hiscores of everyone you've met.
The Realm Daily popup with a 7-day streak and three challenges
The Realm DailyA login streak, three daily challenges and a chest.
The achievements tab with earned and locked achievements
32 achievementsSkills, combat, quests, collecting, together and daily.
What it is

Your Friend, an old-school hero

Everything you'd expect from a classic browser RPG, drawn in the Rare Friends style: black one-bit sprites with white halos on a greyscale world with faded colour.

โ˜บ

Your Friend is the hero

The verified Generations NFT walks the Realm in its canonical on-chain sprite. Its family gives a perk: Hoverers run longer, Skeletons pray better, Colossi hit harder.

โ–ฆ

Twenty-one skills to 99

Melee, Ranged, Magic and Faith, plus Sigilcraft, Woodcutting, Fletching, Fishing, Mining, Smithing, Cooking, Firemaking, Craftwork, Stealth, Wayfaring and Pursuance, on the classic XP curve. Hit 99 and wear that skill's mastery cape.

โ˜ฐ

Right-click everything

Left-click does the first option, right-click lists them all: Chop down, Attack (level-5), Talk-to, Pickpocket, Examine. In the bank, shops, spellbook and every other interface too. WASD walks, the arrow keys (or a scroll-wheel drag) turn and tilt the camera.

โš—

Apothecary

Pick herbs where they grow (forest, swamp, mountain, Deadwood, Ashfall, coast, desert), clean, grind and distil them, and brew tonics, boosts, antidotes, antifire and weapon poisons the undead shrug off and soft things don't. Nine Friend mixtures, one per family.

โœง

Presence

Who you are in the Realm, as a profile: a name for your Friend over its unchanging token id, a fellowship tag, titles earned by level and deed, reputation with every settlement, and a style read off what you wear.

โžถ

Wayfaring

Three obstacle courses (Friendhollow, the Oasis dunes, Frostpeak ice), shortcuts, slips you outgrow, run energy that comes back faster and drains slower as you level, and Wayfarer's marks for Coach Skip's outfit and waybread.

โ˜ 

The Warden's creatures

Thornbacks, cairn wights, dune stalkers, ember salamanders and Hollow weavers, each only a seasoned pursuer can wound, each dropping its own armour set: Bramble thorns, Wightbone faith, Stalker's stealth, Cindershell fire-proofing, Hollowthread sigil-saving.

โ™ฅ

The Heartguard

Red-and-white armour earned with Hitpoints, a piece every ten levels from boots at 10 to a blade at 90 that heals as it cuts. Each piece adds a hitpoint and quickens healing; all nine make food heal more.

โœŽ

Twelve quests

From baking for the Realm Feast to quieting a crypt, winning back a war-bowyer's quiver, gathering the shards of a lost Glimmer, facing the Hollow King in his throne room, and five for the Order of the Dawn.

โ˜€

The Order of the Dawn

Prayer is now Faith. Keep the Dawn Vigil at Dawnhold, walk the Pilgrim's Road, lay the crypt's dead to rest and seal the Hollow's gate, for faith weapons that train Faith with every hit and gold Dawnplate.

โœ‚

Dress your Friend

Helms, breastplates, greaves and shields you can see, capes in ten colours and seven patterns, wizard hats, feathered caps and amulets, all painted into your Friend's own sprite.

โ™ช

A soundtrack for every region

Twenty-one procedural tracks, from Hollow Square to Anvil Song and the Hollow King's battle theme, plus level-up and quest fanfares. All synthesized live, no samples.

โ›ฐ

A living, rolling world

Walkable hills lit by slope and traced with ink contours, towns of half-timbered and stone buildings, textured in the same chunky pixels as the trees, whose roofs lift as you walk in. Cloud shadows, birds, butterflies, leaves, snow, dust and fireflies, and a sound for everything from footsteps to creature calls.

โ–ฃ

Pixel art that moves

Every tree, rock, item and icon is pixel art with an ink edge, like the Friends themselves. Axes swing and chips fly, pickaxes spark, lines are cast, anvils ring.

โœฆ

A real spellbook

Darts, Lances and Bursts in four elements, curses and Rootsnare, Gilded Touch, Forgeheart, Far Reach, Bonebloom, enchantments and six ways to travel, paid in sigils.

โ˜ป

Play together

See everyone else's Friends walking the Realm, chat and whisper, fight the same monsters, trade items, emote, and earn +5% XP together. Peer to peer, no server.

โœฆ

A world with a past

The Old Friend on every altar (and one with its face chiselled off), two texts that disagree about where Friends came from, a castle built against something from the west, rumours in every village that may or may not be true, a Friend that talks back. Read the lore: deliberately incomplete.

๐Ÿ“–

Skill guides

Every skill's unlocks, level by level, and a full recipe book, in the game and on the skill guides page.

โ˜…

Mastery capes

Hit 99 in any skill and the Keeper of Capes sells its cape, worn right on your Friend's sprite. Master two and they come trimmed.

โ˜ 

A world boss

The Ashen Colossus rises in Wyrmreach every two hours for twenty minutes, for everyone at once. It takes a crowd, and everyone who wounds it shares the loot.

โ™ž

Horses and unicorns

Eight mounts at the Friendhollow stables, from a chestnut horse to a moonlit unicorn. Gallop faster than you can run with hoofbeats and dust, each with a gift of its own.

โš”

The Sparring Ring

Step into the ring east of Market Street and fight another player. Duels are safe: nobody dies or loses items, and your wins are counted.

โฆ

Pets and achievements

Six pets to find while you train, 32 achievements to earn, and hiscores that rank you against every player you've met.

๐Ÿ”ฅ

The Realm Daily

A login streak with a reward every day (a Lamp of insight on day 7), three daily challenges shared by everyone, and an update log after each update.

โ˜‚

Weather everyone shares

Rain and thunderstorms with lightning, morning fog and dark nights, from the real clock, so every player sees the same sky. Fireworks light it up when anyone levels up.

โ˜พ

Real light, day and night

A 24-minute day under a sun that crosses the sky: shadows that follow it, golden dusks and blue nights, and lamps, torches, forges and fires that light the ground and cast shadows of their own.

๐Ÿœ‚

Dragons

Wyrmreach's ash drakes, cinder drakes and Old Cinder (level 148) in her lava crater. Dragonfire burns through anything but King Hollis's Wyrmward shield.

โ—ˆ

The Wizards' Tower

The Archmage starts you in magic with robes, a staff and sigils. Mine sigil stones below and press them at eleven altars across the Realm: Sigilcraft.

โžด

Fletching and trade

Shafts, bows and war bows from logs, arrowheads and bolts from the anvil, crossbows from metal limbs on a carved stock, and forged gear to level 90 from monster materials. Merchants pay up to 70% for their trade: fish, logs, ore, sigils, hides, gems, bows.

โ—†

Friends, relics and saves

Your other owned Friends walk behind you (+1โ€“5% XP by generation). Rare Caskets (simulated RF) hold relics and 12 wardrobe pieces painted right into your Friend's sprite. Progress saves per wallet, in the cloud: verify once and it follows you to any device.

Explore

A 350 ร— 200 tile island

Seventeen regions and two dungeons, each with its own music: cobbled Friendhollow with its three-storey castle, stables and Sparring Ring, the Wizards' Tower, dragon-haunted Wyrmreach, the farms, Whisperwood's Grumblins and the woodcutters' village of Fernwick, the snowy Greyhorn Highlands and the mountain town of Highcairn, the Ashen Hills mine, the Emberforge, snowy Frostpeak, Glass Lake, the Pale Dunes and Oasis, Murkmire's crypt, and the Mossy Ruins above the Hollow Depths.

Friendhollow square with its fountain, bank, chapel and townsfolk Friends
FriendhollowThe fountain square, the bank, the chapel and Friendhollow Castle, where King Hollis holds court upstairs.
Friendhollow Castle's keep and four spired towers seen from the square
Friendhollow CastleA keep, four towers and spiral stairs.
King Hollis in his throne room on the castle's first floor
King HollisThrone room, library and bedchamber upstairs.
The castle battlements looking out over Friendhollow
The battlementsThe best view in the Realm.
The Wizards' Tower across the river
The Wizards' TowerSigil stones, a library, the Archmage.
Old Cinder in Wyrmreach's lava crater
WyrmreachAsh, lava, drakes and Old Cinder.
Half-timbered houses on Market Street
Market StreetArmour, weapons, bows and the Warden's lodge.
The Grumblin camp in Whisperwood
WhisperwoodOaks, maples and a Grumblin camp.
The Ashen Hills mine with pewter and blackiron rocks
Ashen HillsPewter, blackiron, inkcoal and gems.
Emberforge with its furnace hall and anvils
EmberforgeFurnaces, anvils and a cold forge.
Snowy Frostpeak with frost wolves and pines
FrostpeakFrost wolves, yetis and glimmer.
Pike's Pier on Glass Lake
Glass LakeInkcrabs, sailfish and Inksharks.
The Oasis market stalls in the Pale Dunes
The OasisMarket stalls to steal from.
The Murkmire Crypt with crypt skeletons
Murkmire CryptSkeletons, and a whispering altar.
The Hollow King in his throne room
The throne roomThe Hollow King, level 92.
Skills

Twenty-one skills, one curve

83 XP for level 2, 13,034,431 for 99, at a friendly Realm rate of ร—3. Gathering rolls, burn chances, accuracy and max hits all follow the old-school formulas.

  • โš”Attack
  • โœŠStrength
  • โ›จDefence
  • โš—Apothecary
  • โœงPresence
  • โžนRanged
  • โ™ฅHitpoints
  • โœฆMagic
  • โœšFaith
  • โ—ˆSigilcraft
  • ๐Ÿช“Woodcutting
  • โžดFletching
  • ๐ŸŸFishing
  • ๐ŸณCooking
  • ๐Ÿ”ฅFiremaking
  • โ›Mining
  • โš’Smithing
  • โœ‚Craftwork
  • ๐Ÿ‘ฃStealth
  • โžถWayfaring
  • โŒ–Pursuance
The skills tabFighting Grumblins in Whisperwood
Quests

Twelve quests

  1. A Friend's FeastCook Mabel needs an egg, flour and milk for the Realm Feast.
  2. Grumblin TroubleCaptain Rook can't sleep. Six Grumblins must go.
  3. The Cold ForgeWake Brann's forge with the metal you smelt.
  4. Hollow WhispersBrother Ossic (#3412) hears whispers from the Murkmire crypt.
  5. Hazel's QuiverThe Grumblins stole a war-bowyer's quiver. Win it back and it calls your arrows home.
  6. The Lost GlimmerOld Glimmer (#7730) lost three shards across the Realm.
  7. The Hollow KingPass the Hollow gate. Bring food. Lots.
  8. The Dawn VigilOffer bones in the Dawnhold chapel and become a squire of the Order.
  9. Light in the GreyhornWin the Order's relic back from the golems of the Greyhorn mine.
  10. The Pilgrim's RoadKneel at the Realm's three old altars.
  11. The Restless CryptLay the crypt's skeletons to rest with a faith weapon.
  12. Dawn Against the HollowSeal the Hollow's gate and wear the Order's gold.
Talking to the Realm GuideA right-click menu over the Realm Guide
Soundtrack

Twenty-one tracks, synthesized live

Every region has its own theme, written as a motif and played by an old-school MIDI band built in WebAudio (recorder, oboe, trumpet, harp, pizzicato strings, glockenspiel, timpani, tambourine) in the region's own mode. Click any track to play it here.

Nothing playing. Browsers only start sound after a click.

$RAREFRIENDS

Rare Caskets

Simulated through the SDK's reviewed chance-game client. No real RF moves.

A casket costs 1 RF and returns 0.88 RF in expected value (12% stays with the game as prize stake). Each holds a Rare Relic, a bonus while you keep it or its RF value when you redeem it, plus a wardrobe piece drawn on your Friend.

RelicChanceRFKept bonus
Plain60%0.5+2% XP per relic (max 5)
Silver28%1+10% Frens per relic (max 3)
Moonlit10%2Gather 10% faster per relic (max 3)
Golden2%5+10% XP and a golden aura

The Rare Market

Rare traders in Friendhollow, Emberforge, the Oasis, Frostpeak, Pike's Pier, the Wizards' Tower and the Wyrmreach camp, each by a casket chest, sell bundles. Every bundle buys caskets and adds guaranteed goods: Realm tablets to travel (1 RF), a hero's hamper of food (1 RF), a Lamp of insight (2 RF), 40 Pursuance points (2 RF), an archer's quiver (2 RF), a sigil sack (1 RF), a fletcher's crate (1 RF), a dragonslayer's kit (3 RF), or the wardrobe piece of your choice (3 RF).

Five Rare Caskets opened, with relics and wardrobe piecesThe Rare Market's bundles
An adventurer card for Friend #7730 riding a unicorn in a rarite helm with a shield and sabre, with levels, quest points and achievements
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Post your adventurer card

Your Friend exactly as it looks in the Realm (helm, cape, shield, weapon, and the mount you're riding), your nineteen levels, quest points, achievements, pets and duel wins on a 1200 ร— 675 card. Post to X tags @RareFriendsNFT #RareFriends #RareFriendsRealm, or copy or save the picture.

Your progress saves through the trusted host page for each wallet and Friend, and your other owned Friends can follow you around the Realm.

Enter the Realm

Connect a browser wallet on Robinhood mainnet holding a hardwired Rare Friends Generations NFT, pick your Friend and press Begin. On phones, use a wallet app's in-app browser in landscape.

โš” Play the Realm Source code