Roblade
Handbook

Adventure Guide

Explore Roblade from Rivergate to Longwinter Ridge: learn about the six regions, real-time combat, companions and loot.

Rivergate and the surrounding regions

One world

Your Land, your kingdom and Rivergate are places in one world. From your Town Hall, tap Go to Rivergate to reach the port city on the mainland coast. Walk out of the city gate and you are on Rivergate Plains. Wherever you stand you are the same person — same name, same bag, same Gold, same market.

Rivergate: the sanctuary

Rivergate is the only safe place on the mainland: no PK inside the walls, and monsters never come in. This is where you get ready — store and withdraw from your warehouse, buy supplies at the market, repair, salvage and craft at the workshop, raise your companions, and set up your skills and hotbar. Check what your kingdom is buying and which materials you are missing, then decide which region to hunt today. When you are set, head out through the city gate.

Six regions

The route runs from Rivergate Plains just outside the gate to Longwinter Ridge at the far reach — six regions, each with its own monsters, an elite and a Boss. Region levels are monster levels, not your ceiling — your level goes up to 128, and high-tier skill scrolls drop from Gorrak the Troll King.

Combat is real-time

You move, attack, cast and dodge by hand. Attacks have range, a wind-up and a cooldown; bosses telegraph their big moves, so positioning and timing change the outcome. Active skills sit in slots 1 to 6 and are learned from scrolls in the skill book; passives trigger off your normal attacks. Potions and rations live on the Q / E / R hotbar and are drawn from the bag you carry — potions share one short cooldown, and rations only work out of combat. F picks up loot.

Companions

One companion fights beside you. Give it orders — follow, guard, or stand down — and trigger its core skill yourself. Its damage counts as yours; it does not pick up loot for you. If you fall, your companion stops fighting and stays with you; it is never lost for good. Companion eggs drop from ordinary hunting, elites and bosses — pick one up, then hatch it or sell it.

A shared world

Everyone in a region shares the same monsters, bosses and ground loot — the monster you see, others see too; the drop you leave, others can take. Form a party to hunt together and share credit. A Boss has one health bar for everyone: any party can join the fight, another party can come and compete, and the Boss only resets once every attacker has left. Its rare drops form a single pool split by contribution — the last hit does not take everything.

Loot drops on the ground

When a monster dies, its Gold, materials and gear scatter on the ground where it fell. Click (or tap) the item and you walk over and pick it up — nothing enters your bag until you pick it up yourself, and nothing is mailed or auto-collected. A kill belongs first to whoever started the fight and their party; after the protection period the drop is open to anyone. If your bag is full, the item stays on the ground.

PK and death

Outside the city, other players can attack you and you can attack them; inside Rivergate nobody can. When your HP hits zero you become a soul for 20 seconds — you can drift slowly but cannot fight, loot or swap gear — then revive where you are or back in Rivergate. Dying may drop some of the items you were carrying at the spot; walk back and pick them up. Your warehouse, equipped gear, companions and wallet are never touched.

What you bring back

Gear you find can be worn straight away: six equipment slots, five quality tiers, and the workshop to enhance, repair or salvage it. Leather and cores you bring back from adventure combine with the ingots and cloth from your Land to craft and strengthen equipment. Materials your kingdom is buying go to its purchase orders and public works — once a kingdom workshop is built, every member gets ready for less. Sell on the market, keep it, or carry it back: when you are done, tap Return to your Land to head back to your island, where the crops have kept growing.

Two Goblin Camps

The Goblin Camp in the Dungeon section is the PvE fortress island that spawns on the world map and is attacked with your army. The Goblin Camp in Goblin Crags (Lv.16–20) is a hunting ground — a different place and a different kind of fight.

Regions, from the gate outward

RegionMonster Lv.Boss
Rivergate Plains1–16To be announced
Elderbough Woods15–33Gorrak the Troll King
Dryspring Wastes35–55Gorrak the Troll King
Bellmire50–73Gorrak the Troll King
Whitesail Isle70–83Gorrak the Troll King
Longwinter Ridge75–93To be announced