A world that has forgotten its heroes, and heroes who have forgotten themselves.
Three travelers begin a journey into a world that has forgotten what it once was.
One longs for a world they never knew.
One remembers a world nobody believes existed.
One carries a legacy they never asked for.
Darkness has crept across Nesis for centuries, so gradually that few remember life before it. The songs speak of the Age of Heroes more like myth than history. They sing of a united world where the races stood as one, with bountiful lands, far reaching roads, lamps that never needed tending and wells that never ran dry, and travelers' greatest danger was the weather. Moss-covered roads vanish beneath ancient forests, while broken watchtowers stand over trade routes no caravan has traveled in generations. Each kingdom hides behind its ever increasing defenses. Elves, humans, and dwarves have long been isolated. Travelers, who once returned with stories of distant kingdoms, now bring warnings, if anything at all.
But sometimes, people whisper the old stories of the heaven-blessed, the Anam, warriors who rose when darkness threatened to consume the world. The Anam drove back the darkness, united the great cities, and brought an age of peace. But three hundred years have passed since, and the peace they forged has nearly vanished.

The strong are meant to help the weak.
Elias has recently become the master windmill mechanic for the village of Laria. Raised by Mayor Raeges after being found as a child, Elias never knew his parents, or why an elven infant was left in an isolated human village. While most of Laria is content to let the outside world fade into rumor, Elias clings to the stories of distant kingdoms and forgotten lands. No merchant has visited the remote village in decades, and each passing year the tales grow fainter. Still, Elias can't shake the feeling that somewhere beyond the hills, the world is larger than anyone in Laria remembers.

The right path is always simple... if you're an idiot.
Falmri is terse, gruff, and to the point. At least, that's what most people notice first. The older dwarf has never been one for unnecessary words, and he is even less willing to answer questions about himself. He claims 'age' is a private matter and 'home' is a complicated question. Falmri speaks of times most people only know through songs, when dwarves lived openly among humans and elves, when mountain-forged steel was shipped by humans and enchanted by elves. Now the great roads have vanished beneath forests home to roving monsters. The dwarves have retreated into their mountain kingdoms, and humans have hidden behind their city walls.

Fate is just an easy excuse for inaction. The same world sits in front of everyone; what we do about it is what matters.
Mia has little patience for hesitation. A sorceress captain of the Geneedean Empire, one of the largest of the great human kingdoms, she is respected among her troops for her skill and feared by those who underestimate her. Mia believes Geneedea's discipline and resolve are the only things standing between its people and the darkness beyond its borders; to her, the Empire is proof that humanity can endure. While other nations hide in mountains or behind walls, Geneedea sends soldiers and protects even its far-flung citizens, and she believes strength is the only reason the Empire and the Westfel Valley still stand. The onslaught of monsters, from the sea, the mountains, and even the sky, threatens it constantly. Dragons have begun appearing over the northern villages with alarming frequency, and Mia and her unit have been sent north on a critical mission to aid them.
Nesis can be played with a keyboard, controller, or the on-screen controller provided on phones and tablets. On desktop, the mouse may also be used in menus and during combat.
Movement in the field is directional. Use the keyboard, a gamepad, or the on-screen controller to walk through the world. Mouse point-and-click movement is not used while exploring.
| Setup | Use |
|---|---|
| Full keyboard | Keyboard movement and action keys |
| Keyboard + mouse | Keyboard to move; mouse for menus and combat |
| Controller | Full game control |
| Phone / tablet | On-screen controller |
Use W A S D with the left hand to move and navigate. The four action keys — O K L ; — are arranged beneath the right hand like the face buttons of a controller.
| Key | Command |
|---|---|
| W A S D | Move / navigate |
| L | Confirm · Interact · Attack |
| ; | Cancel · Back |
| K | Open the menu |
| O | Show / hide scene-exit markers |
Use W A S D to move through the field. The mouse can be used to select menu commands, inspect combat cells, choose actions, and select targets during battle.
Move the mouse to use the pointer. Press a movement or keyboard command to return to keyboard navigation.
The mouse does not move the character through the field.
On a phone or tablet, hold the device in landscape orientation. The web app places a controller around the game: a directional pad on the left, four face buttons on the right, and shoulder buttons above them.
The game itself does not use direct touch-to-move controls. Use the on-screen controller just as you would a physical gamepad.

| Button | Command |
|---|---|
| D-pad | Move / navigate |
| ✕ Cross | Confirm · Interact · Attack |
| ○ Circle | Cancel · Back |
| ☐ Square | Open the menu |
| △ Triangle | Show / hide scene-exit markers |
| L1 | Show / hide the combat log |
| R1 | Change battle speed |
| R2 | Hold the remembered battle speed |
Cross confirms and Circle cancels, following the familiar PlayStation layout.
Any controller recognized by the browser can be used. The face buttons match the phone and tablet layout above.
| Button | Command |
|---|---|
| Cross | Confirm · Interact · Attack |
| Circle | Cancel · Back |
| Square | Open the menu |
| Triangle | Show / hide scene-exit markers |
| L1 | Show / hide the combat log |
| R1 | Change battle speed |
| R2 | Hold the remembered battle speed |
Press R1 to cycle through 1×, 1.5×, 2×, and 4× battle speed. Press it again after 4× to return to normal speed.
R2 remembers a faster speed. While the game is already running faster than normal, press R2 once to remember that speed. Return to 1×, then hold R2 whenever you want to use the remembered speed temporarily. Release R2 to return to normal.
TIP: Remember 4× and use R2 to hurry through a long enemy turn. Release it when your own turn approaches.
The road ahead is only part of Nesis. Speak with the people you meet, enter buildings, and look closely at unusual places. NPC dialogue changes as the story advances, and someone who has little to say now may know more later.
Chests and bags contain useful items. Search towns as well as dungeons; valuable things are not always hidden where monsters live.
Relics may also be found throughout Nesis. A Relic carries both a piece of the past and a skill that can be used by the party.
Enemies sometimes leave treasure behind during battle. Move onto the dropped chest before the fight ends to claim it.
A bed restores HP and MP completely. Some places charge for a night's rest; others do not. Elias may always rest at his home in Laria for free.
You may save from the menu in most places, including dungeons. Saving is not available during battle or while an event is taking place.
The game also keeps an AUTO save. It is updated after important progress such as entering a new area, winning a battle, or advancing the story.
Exit markers show the ways out of the current area. They are visible by default and may be hidden or shown again with the exit-marker command.
An icon shows the input currently in use — keyboard, mouse, controller, or the on-screen touch controller. Mouse input is available in menus and combat; field movement remains directional.
As Elias grows stronger, some weaker enemies may choose to flee rather than fight. You may still pursue stronger foes when you are ready.
Touch an enemy in the field and battle begins on the very ground you were exploring. Story events may also begin a battle automatically.
The turn queue and unit information appear as combat starts. A unit's Speed helps determine when it acts. The way you meet an enemy may also affect the opening turn: face it and you may gain the advantage; let it catch you from behind and the enemy may move first. Story battles begin evenly.
TIP: The place where a fight begins matters. A narrow passage can keep several enemies from surrounding you, while open ground gives both sides more room to maneuver.
The turn queue shows who will act next. Read it from the bottom upward.
The unit whose turn is active appears in the lower-left status panel. The unit or cell under the combat cursor appears in the lower-right panel.

| Marker | Description | |
|---|---|---|
![]() | Gilded corners | Marks the cell, or cells, of the active unit. |
![]() | Vertical sword | Marks the cell you are viewing. Move it with WASD or the mouse. The stat block in the bottom-right corner shows the unit standing there, the terrain under it, and the cell's coordinates. |
Move the sword with directional controls or the mouse. The lower-right panel shows information about the unit and terrain beneath it.
There are three combat modes. The buttons at the lower-right show the current mode.

| Mode | Description | Cancels to |
|---|---|---|
| View | Pan across the grid and inspect units. Triangle opens the full unit detail panel. | Selected (current unit) |
| Selected | Choose what the unit will do, from the action menu. | View |
| Confirm | Choose where that action lands. | Selected |
Cancel returns to the previous mode. From View, cancelling returns the cursor to the active unit.

| Action | Description |
|---|---|
| Move | Step across the grid, as far as your Move allows. |
| Attack | Strike within your reach. |
| Skill | Use a learned skill or a slotted relic, usually for MP. |
| End | End the turn, and choose which way to face. |
Blue cells show where the active unit may move. 

A unit may move once and act once during its turn, in either order. You may move and then attack, or attack and then move. Movement cannot be divided around an action.
Leaving an enemy's threatened area may trigger an Opportunity Attack. Watch the marked cells before withdrawing.
TIP: Attacking first and moving afterward can leave a unit safely out of reach — but only if the path does not cross an enemy reaction.
After choosing Attack or Skill, the grid shows where the action may be aimed and what it will affect.
| Cell | Description | |
|---|---|---|
![]() | Yellow | The range. Every cell you could aim at. |
![]() | Red | A valid target stands here. |
![]() | Grey | Inside the impact area, nothing to hit. |
![]() | White | Inside the impact area, something is there. |


Range belongs to the individual attack or skill. A normal sword attack reaches adjacent cells. Other skills may reach farther, strike several cells, or affect only the caster.
Targeting is based on cells, not only units. Large enemies occupy several cells, and any occupied cell may be targeted.
Area attacks are resolved cell by cell. If an attack covers more than one cell occupied by a large enemy, that enemy may be struck more than once.
◈ Player area attacks become available later. In Episode One, enemies provide the first examples of this rule.
At the end of a player turn, choose the direction the unit will face.




Facing changes critical-hit chance, not ordinary accuracy. Attacks from the front are least likely to become critical hits. Flank attacks are more dangerous, and attacks from behind are the most dangerous.
Some creatures, including Slimes, have no facing and cannot be flanked or struck from behind.
Some attacks take time to prepare. A creature using one of these attacks begins Charging, and the threatened cells are marked on the battlefield.
During movement, danger markings may also show where an enemy reaction could strike you.
| Type | Looks like | Description |
|---|---|---|
| Potential | Something could hit you here. | |
| Impending | Damage will land here. When more than one reaction would trigger, a count appears beside the cursor. |
A charging creature flashes and displays a Stagger bar. Damage fills this bar. Fill it completely before the attack resolves and the creature becomes Interrupted: the charged attack is cancelled and the creature loses its next turn.
The charged attack also appears in the turn queue. Read the queue rather than counting turns.
A creature cannot use reactions while Charging or Interrupted.
TIP: A charging enemy is dangerous, but vulnerable. Decide whether you have enough time and damage to break the Stagger bar before committing to the attack.
The combat log records attacks, hit chances, misses, critical hits, damage, reactions, and status effects. Open it when you want to know why a result occurred.
Indented entries were caused by the line above them. For example, a Counterattack appears beneath the attack that triggered it.
resisted means part of the damage was reduced. immune means that part had no effect. When an enemy begins preparing a charged skill, the log names the attack.
Use the mouse wheel or keyboard navigation to scroll the log.

Every attack belongs to a damage type. Physical damage is checked against Physical Defense. The elemental damage types are checked against Magic Defense and may also carry a status or affect the ground.
| Damage type | Category | Status | Ground | |
|---|---|---|---|---|
![]() | Physical | Physical | (none) | (none) |
![]() | Poison | Magical | Poisoned | Poison |
![]() | ◈ Acid | Magical | Acid Covered | Acid |
![]() | ◈ Ice | Magical | Chilled | Icy |
![]() | ◈ Fire | Magical | Burning | Aflame |
![]() | Radiant | Magical | Blinded | Hallowed |
![]() | ◈ Necrotic | Magical | Cursed | Cursed |
The ◈ mark indicates a rule or damage type that is introduced beyond the current Episode One encounters.
A status icon appears above an affected unit. If a status is applied more than once, its remaining duration increases.

At the end of the affected unit's turn, one stack is spent and the status takes effect. Poison, for example, deals damage at that time. Poison can remain after battle, so cure it before traveling too far.
| Status | Comes from | Description | |
|---|---|---|---|
![]() | Poisoned | Poison | Small damage every turn. Less likely to land hits, more likely to be hit. |
![]() | ◈ Acid Covered | Acid | Damage every turn, and reduced physical defense. |
![]() | Blinded | Radiant | Much less likely to land hits, much more likely to be hit. |
| Interrupted | A broken charge | The charged attack is cancelled, and the creature loses its next turn — it can neither act nor react. | |
![]() | ◈ Restrained | Web ground | Cannot move, but can still attack from where it stands. |
![]() | ◈ Chilled | Ice | Movement reduced. |
![]() | ◈ Burning | Fire | Moderate damage every turn. |
![]() | ◈ Cursed | Necrotic |
Repeated Poison makes further Poison easier to apply. Do not ignore a stack simply because its first tick is small.
Certain attacks leave dangerous terrain behind.
| Ground | Description | |
|---|---|---|
![]() | Poison | A chance to become Poisoned each time it is walked on. The Mother Slime lays it as she moves, and it lasts the rest of the fight. |
![]() | ◈ Acid | Damages whoever walks on it and applies Acid Covered. |
![]() | ◈ Web | Costs double movement to cross, with a chance of Restrained. |
| ◈ Icy | Costs double movement to cross, with a chance to fall prone. | |
| ◈ Aflame | Applies Burning, and a Burning unit leaves an Aflame trail. | |
| ◈ Hallowed | Radiant ground. |
A unit may be unusually weak or strong against a damage type.
| Mark | Affinity | Description |
|---|---|---|
![]() | ◈ Vulnerable | Damage type does double damage. |
![]() | Resistant | Damage type does half damage. |
![]() | Immune | Damage type does no damage. |
![]() | Absorb | Damage type heals instead of damages. |
A permanent affinity shows in the unit's status details panel, readable only with Scan at enough Expertise. A temporary affinity shows as a bubble above the unit, with the turns remaining on it.
◈ Vulnerability is not seen among the creatures of Episode One.
Permanent affinities can be learned through detailed enemy information. Temporary affinities appear above the unit with their remaining duration.
Skills come from two places: a character's Class Tree and Relics found throughout the world.
| Source | How it works |
|---|---|
| Class Skill | Spend SP on the Skill Tree to learn it |
| Relic Skill | Equip the Relic in a Relic Slot to use its skill |
Every skill is one of three types.
| Relic | Icon | Kind | Description | Examples |
|---|---|---|---|---|
![]() | Action | used on your turn, often costs MP | Smite Cure Cleanse | |
![]() | Reaction | triggers automatically in response to something | Counterattack Parry | |
![]() | Passive | always on, no input needed | Scan Health-up |
Spend SP on the Skill Tree to learn class skills, increase attributes, and open additional Relic Slots.
Expertise on a class skill unlocks further improvements, but those still have to be purchased in the skill tree. Nodes that need Expertise carry a
lock. Revisit the tree whenever a class skill gains Expertise.
Passive class skills may be turned off in the Skills menu. A disabled passive does not gain Expertise.
Relics are remnants of people who came before. It is said that an Anam can draw out a part of the strength held within them.
Finding a Relic is not enough. Equip it in a Relic Slot from the Skills menu to activate its skill. You begin with one Relic Slot; more can be opened on the Class Tree.
| Relic | Description |
|---|---|
| Item | Use consumables such as Mugwort during combat. |
| Scan | Reveals hit chance, enemy HP/MP levels, and the damage still needed to break a charge. Without it you aim blind. |
| Move | Increases movement range. |
| Health | Increases total HP. |
| Berserk Counter | Reaction to physical damage, temporarily increasing incoming physical damage in exchange for physical damage output. Dropped by the Mother Slime. |
Skills become more familiar through use and earn EP — Expertise Points.
Relic skills improve automatically when their Expertise reaches the required amount. A class skill uses Expertise differently: reaching the requirement makes its next rank available on the Skill Tree, where it must still be purchased with SP.
The Skill Details panel shows the Expertise earned by a skill and what is required for its next improvement.
TIP: A favorite skill becomes more useful the more often it is employed. Do not save every good technique for emergencies.
Winning battles earns experience and, as characters rise in level, points that may be used to shape their growth.
| HP | Health Points. |
| MP | Magic Points. Restore with Irid Liquor. |
| XP | Experience. |
| JP | Job Points. Granted at each level-up. Spend on raw stats in the Status menu. |
| SP | Skill Points. Granted at each level-up. Spend on your class tree in the Skill Tree menu. |
| EP | Expertise Points. Earned by using a skill or relic. |
Raw stats form the base of a character's growth. Spend JP in the Status menu to raise them. Stat nodes on the Class Tree may also provide permanent increases.
Three stats — Stamina, Speed, and Knowledge — cannot be purchased directly. They develop automatically as the character levels, according to the related stats you have chosen to raise.
| Raw stat | Feeds | How you raise it |
|---|---|---|
| Strength | Physical Attack, Health | Spend JP |
| Constitution | Physical Defense, Health, Magic Defense | Spend JP |
| Stamina | Physical Attack, Physical Defense | Accumulates from Constitution + Strength |
| Dexterity | Physical Hit, and a share of Physical Attack, Dodge and Defense | Spend JP |
| Agility | Physical Dodge, Move, Magic Dodge | Spend JP |
| Speed | Reflex, Physical Hit, Physical Dodge | Accumulates from Agility + Dexterity |
| Intelligence | Magic Attack, Magic Hit, Magic Dodge, Magic Defense, Mana | Spend JP |
| Wisdom | a share of almost everything, physical and magic alike | Spend JP |
| Knowledge | Magic Attack, Magic Hit, Magic Dodge, Magic Defense | Accumulates from Intelligence + Wisdom |
| Luck | Critical chance | Spend JP |
A class favors certain stats, but you are not required to follow that path. JP may be used to strengthen a class specialty or build a character in another direction.
Battle stats are calculated from raw stats, equipment, and other effects. Most have one raw stat that matters more than the rest.
| Battle stat | Grows most from | Also from | |
|---|---|---|---|
| HP | Constitution | Strength | |
| MP | Intelligence | Wisdom, Constitution | |
| Move | Agility | Dexterity | |
| Reflex | Agility | Dexterity | |
| XP Mod | Intelligence | Wisdom | |
| Physical Attack | Strength | Dexterity, Constitution | |
| Physical Hit | Dexterity | Wisdom, Strength, Agility | |
| Physical Dodge | Agility | Dexterity, Wisdom, Strength | |
| Physical Defense | Constitution | Strength, Dexterity | |
| Magic Attack | Intelligence | Wisdom, Dexterity | |
| Magic Hit | Intelligence | Wisdom | |
| Magic Dodge | Intelligence | Wisdom, Agility | |
| Magic Defense | Intelligence | Wisdom, Constitution |
Battle stats update while JP is being assigned, allowing you to see the result before confirming the changes.
No attack is guaranteed to hit. Physical attacks compare Physical Hit against Physical Dodge; magical attacks use the corresponding magical values.
A physical attack that lands may become a critical hit. Dexterity and Luck are the largest contributors to critical chance, with Wisdom also helping. Position matters as well: attacks from the flank or rear are more dangerous than attacks from the front.
Items fall into four groups.
| Symbol | Kind | Description |
|---|---|---|
![]() | Consumable | Used once and consumed. Can be used outside combat, or in combat with the Item relic. |
![]() | Equipable | Can be equipped from the Equipment menu. |
![]() | Relic | Can be equipped from the Skills menu, according to your slot count. |
| Key | Key item, can't be sold. |
Consumables may be used outside battle from the Items menu. To use one during battle, the Item Relic must be equipped.
Equipment and Relics provide no benefit while left in the bag. Equip new gear and slot new Relics before returning to danger.
| Item | Price | Description |
|---|---|---|
Valerian Powder | 25 | Cures Poisoned. |
Mugwort | 40 | Heals a little HP. |
Leather Boots | 60 | Slightly raises Reflex, Physical Hit, Physical Dodge and Physical Defense. |
Irid Liquor | 100 | Restores MP. |
Leather Chestpiece | 150 | Raises Physical Defense. |
Open the main menu with the keyboard menu command, the on-screen menu button, or Square on a controller.
| Menu | Description |
|---|---|
| Items | use / view consumables |
| Equipment | equip weapon / armor / accessories |
| Status | spend JP to raise raw stats |
| Skills | slot relics, use/view skills |
| Skill Tree | spend SP to unlock skills + nodes |
| Save / Load | save your game |
| Options | sound, music, fullscreen, dialogue size |
| Quit | leave the game, after a confirm |
The mouse may be used throughout menus on desktop.
Use the Status menu to spend JP on raw stats.

Select + or − beside a stat to preview an increase or remove a pending increase. The battle stats on the right change immediately, so you may compare several choices before committing them.
Choose Save to confirm the changes. Clear removes the pending changes and restores the unspent JP.
Stamina, Speed, and Knowledge do not have + and − controls. These accumulator stats grow automatically when the character levels.
Spend SP on the Class Tree to learn skills, raise stats, and open additional Relic Slots.

| Node | What it is | |
|---|---|---|
![]() | Stat | Raises one raw stat, permanently. |
![]() | Skill | An action, a reaction, or a passive. Use it from the Skills menu or in battle. |
![]() | Relic Slot | Gives you another Relic Slot. Fill the slot in the Skills menu. |
Some higher-rank skill nodes remain locked until enough Expertise has been earned with the earlier rank. Expertise makes the node available; SP is still required to purchase it.
The Skills menu shows learned skills and available Relic Slots.

Select a skill to view its type, effect, MP cost, and Expertise progress. Skills that work outside battle may be used here; for example, Cure can restore HP and Cleanse can remove a status between fights.
Place a Relic in an open Relic Slot to activate the skill it contains. Remove the Relic to deactivate that skill.
Choose a Weapon, Armor, Boots, or Accessory slot, then select an owned item to equip there.

The displayed battle stats change as you preview equipment, allowing you to compare the new item with the one already worn.
The Items menu shows carried consumables and Relics. Select an item to read its effect and quantity.

Each item shows a × quantity; selecting one shows its name and effect.
Mugwort heals HP,
Irid Liquor restores MP,
Valerian Powder cures poison. (Using an item in battle needs the Item relic slotted, see Skills.)
The Waterways beneath Laria are home to several forms of Slime. Their abilities build on one another; learning how the weaker creatures fight prepares you for what waits deeper below.
| Foe | Affinity | Damage | Reach | Reactions | Skills | |
|---|---|---|---|---|---|---|
![]() | Young Slime | Immune | ![]() | 1 | none | none |
![]() | Young VSlime | Absorb Resistant | ![]() | 1 | none | none |
![]() | Slime | Immune | ![]() | 2 | Opportunity Attack | none |
![]() | VSlime | Absorb Resistant | ![]() | 1 | Opportunity Attack | Poison Cloud |
![]() | Mother Slime | Immune Resistant | ![]() | 2 | Opportunity Attack | Poison Cloud, Poison Walk |
The Mother Slime occupies four cells. Remember that attacks and area effects are resolved by cell when fighting a creature of this size.
Booklet 1.7.0 · Episode One · 14 November 2026