Wiki
How to Play HollowBerry
Everything you need to survive the Hollow: how to move and fight, what the eight classes do, how to level, gather, craft and delve, and what happens when you die.
Playtest build. HollowBerry is in active development. Numbers, abilities and rules on this page match the current build and will change. Spotted something out of date? Tell us in the Discord.
Getting started
- Download and run. Grab the client from the Play page, unzip it and start
HollowBerry.exe. It updates itself every time you launch it. - Create an account. Pick a username and a password you use nowhere else, and enter the server address shared in the Discord.
- Choose a class. Every class starts with one ability and unlocks more as its skill levels up. You can change class later (see the FAQ), and each class levels separately.
- Spawn in Hollowmere. The central town is a safe zone with crafting stations and the roads out to the four wild regions.
- Kill monsters to level your skill. Your first levels come after only a few kills. Each level unlocks a new ability.
- Grab the starter tools. New characters receive a free Pickaxe, Axe and Spade, which let you gather ore, wood and herbs right away.
Controls
| Input | Action |
|---|---|
| WASD or arrow keys | Move |
| Mouse | Aim. Abilities and attacks go toward or land on the cursor. |
| Hold Left click | Basic attack (not on the ability bar or an open window) |
| 1 2 3 4 | Your four equipped abilities (rebindable) |
| Space | Your class dash |
| Tab | Ability menu: equip abilities and rebind keys |
| I | Inventory and equipment |
| K | Skills page |
| M | World map |
| G | Guild Board |
| T or Enter | Open chat; Enter sends, Esc cancels |
| Esc | Close a window, or clear your target |
| Right click | Interact: gather a node, use a crafting station, open a chest or loot pile, enter a dungeon door, or trade with a player |
| Middle click | Mark an enemy for your party (click it again to clear) |
| F5 / F6 | Accept / decline a party or guild invite |
| R / Q | Tamer only: swap companion / order it to attack (rebindable) |
| Hold E | Assassin only: disarm a detected enemy trap |
Your keybindings are saved on your PC. Reserved keys that cannot be rebound: Space, WASD, arrows, E, T, Enter, Tab, Esc, M and G.
The screen
- Health and shield bar: shield segments (blue) absorb damage before health.
- Ability bar: your four abilities plus the dash, with cooldowns. Abilities that target allies (heals, shields) can also be cast by clicking an ally's unit frame.
- Party and vanguard frames: health and shields of your group. Click a frame to cast a heal or shield on that ally.
- Danger rating: every wild area has a rating from Safe to Deadly. Higher ratings drop more materials and give more gathering XP, but are where other players are most likely to hunt you.
- Telegraphs: every damaging ability and boss attack draws its danger zone on the ground before it lands. Read the zone and move.
Combat
Combat is skill-based and decided by the server, so what you see is what hits. There is no auto-targeting and no stat grind: positioning, timing and reading your opponent matter more than gear.
Wind-ups and aiming
Many abilities have a short cast time. When you press the key your aim locks in at cast start and the cooldown is spent immediately. If you are stunned, die or change class mid-cast, the cast is cancelled. Enemies get the same telegraphed wind-ups, so you can dodge them.
Health and damage
- Every class has 500 health and the same base attack. Gear adds health and defence on top.
- Damage is either Physical or Magic. Wizard, Cleric and Necromancer spells (and casting monsters) deal Magic damage.
- Armor reduces Physical damage and Magic Resist reduces Magic damage. Both come from what you wear, by armor weight, slot and tier. Reduction is capped at 60%.
- Damage between two players is reduced to 60%, and heals on a player who was just hurt by another player are reduced to 70%, so fights last long enough to outplay someone.
Crowd control, and why you are never locked to death
Stuns, roots, silences and fear all have diminishing returns: each one applied in quick succession lasts shorter, so nobody can be chain-controlled to death. Healing and shielding are also dampened after about 15 seconds of continuous PvP combat to stop endless stalemates.
Stealth
Assassins can vanish: enemies cannot see or target them. Attacking breaks stealth, and the first hit out of stealth deals +75% damage. Area damage still reaches a hidden Assassin and reveals them for 1.5 seconds. Archers (Hunter's Mark) and Assassins (trap detection) have counters.
Classes & abilities
There are eight classes to choose from. Each has four equippable ability slots plus one dash (Space). Open the ability menu with Tab and put any unlocked ability into any slot; an ability can only sit in one slot at a time. Click a class below for its full ability list, in unlock order.
Cooldowns are base values and can be affected by gear and statuses.
WizardMagical ranged damage and area denial
| Unlocks at | Ability | Cooldown | What it does |
|---|---|---|---|
| 1 | Frost Lance | 5s | Fire a piercing spear of ice. |
| 4 | Frost Nova | 14s | A freezing burst around you that roots enemies for 1.2s. Peel for when a melee class reaches you. |
| 8 | Ice Burst | 7s | Explode with ice shards around a target area. |
| 12 | Mana Shield | 22s | Absorb damage equal to 20% of your max health for 5s, then burst for a little magic damage. |
| 16 | Fire Wall | 12s | Raise a wall of flame that burns enemies crossing it. |
| 22 | Chain Lightning | 6s | Lightning jumps between nearby enemies. |
| 30 | Spell Lock | 25s | Silence everything in the area for 2s. The hard counter to a caster's rotation. |
| 40 | Ice Block | 30s | Encase yourself in ice for 2.5s: invulnerable, but you cannot move or act. It ends in a frost nova. Your panic button. |
| 52 | Black Sun | 25s | Create a dark orb that pulls and slows enemies, then collapses. Sets up Meteor and Cometfall. |
| 66 | Immolation Ray | 20s | Channel a beam of fire for 2.5s. A stun, silence or fear interrupts it, and you move slowly while it burns. |
| 80 | Cometfall | 18s | Rain several smaller meteors across an area. |
| 95 | Meteor | 8s | Summon a flaming rock from above. 1.8s cast, huge visible impact circle. |
ArcherPrecision bow combat
| Unlocks at | Ability | Cooldown | What it does |
|---|---|---|---|
| 1 | Piercing Shot | 5s | A heavy bolt that travels through multiple enemies. |
| 3 | Disengage | 12s | Backflip 6 tiles away while firing a slowing arrow at your target. The kiting tool. |
| 5 | Splitshot | 6s | Fire arrows that divide into smaller projectiles. |
| 8 | Pinning Shot | 14s | An arrow that pins the first enemy it hits to the ground for 1s. |
| 11 | Barbed Arrow | 7s | Inflicts bleeding damage over time. |
| 14 | Hunter's Mark | 16s | Mark an enemy for 6s: it takes 20% more damage and is revealed even if it vanishes. The counter to Assassins. |
| 18 | Bear Trap | 8s | Lay a trap that immobilizes the first enemy to step on it and makes it bleed. |
| 22 | Volley | 10s | Rain arrows over a target area. |
| 28 | Briar Rain | 9s | Launch a spread of thorn-covered arrows. |
| 36 | Net Toss | 12s | Throw a weighted net that roots the first enemy it hits. |
| 46 | Rapid Fire | 16s | A 1.5s barrage of small arrows. You move slowly while it lasts and a stun, silence or fear cuts it short. |
| 58 | Ricochet | 8s | Arrows bounce between nearby targets. |
| 72 | Hail of Arrows | 18s | Arrows rain on an area for 4s, damaging and slowing everyone inside. Denies ground to a charging tank. |
| 85 | Last Flight | 16s | A powerful arrow. The stun grows with distance travelled (0.25s point-blank, 1.75s at max range). |
| 95 | Deadeye | 24s | Charge a devastating precision shot. 1.5s visible aim line. |
AssassinStealth, mobility, burst damage
| Unlocks at | Ability | Cooldown | What it does |
|---|---|---|---|
| 1 | Backstab | 5s | Deal bonus damage from behind (the red wedge behind an enemy). |
| 4 | Vanish | 20s | Disappear for 8s: enemies cannot see or target you. Attacking breaks it, and your first hit out of stealth deals +75%. Area damage still hits you and reveals you for 1.5s; damage over time ends it. |
| 8 | Serrated Cut | 8s | Open a deep wound that bleeds for 8s. |
| 12 | Fan of Knives | 7s | Throw five daggers. Hits expose enemies: +40% damage taken for 3s. |
| 16 | Evade | 14s | Negate the next hit you take within 0.8s. The answer to a counter or a cleave. |
| 22 | Shadowstep | 6s | Dash through enemies, dealing damage. Kills reset the cooldown. |
| 30 | Crimson Mark | 12s | Mark a target to take increased damage. |
| 40 | Garrote | 15s | Strike from stealth: bleeds and silences the target for 2s, with bonus damage from behind. Only works while hidden. |
| 52 | Smoke Bomb | 22s | A smoke cloud for 5s: allies inside are hidden (until they attack) and enemies inside are blinded. |
| 66 | Shadow Dance | 18s | Teleport behind a Marked enemy. The setup for Backstab. |
| 80 | Execution | 14s | Deliver a devastating strike against a weakened enemy in front of you. |
| 95 | Deathblossom | 20s | Dash between nearby enemies with rapid strikes. |
ClericHealing, protection, holy support
| Unlocks at | Ability | Cooldown | What it does |
|---|---|---|---|
| 1 | Smite | 6s | Call down a bolt of holy energy. |
| 4 | Mending Light | 6s | Restore health to yourself or an ally. |
| 8 | Radiant Burst | 10s | Release a burst of holy light that heals allies and singes enemies. |
| 12 | Cleanse | 12s | Remove slows, roots, silences, bleeds, poison and burns from an ally (or yourself). The answer to control. |
| 16 | Aegis | 12s | Grant a protective shield (shown as a blue bar segment). |
| 22 | Renewing Light | 10s | Heal an ally over 8s. Strong, but weaker than a burst under pressure. |
| 30 | Judgment | 9s | Strike a marked enemy with increased holy damage. |
| 38 | Rebuke | 18s | A holy rebuke that silences an enemy for 1.2s. Ties the Cleric into the control game. |
| 48 | Consecrate | 18s | Purify an area: burns enemies and slows those who enter. |
| 60 | Holy Ward | 60s | An ally takes no physical damage for 2.5s. The answer to an Assassin's burst; magic still goes through. |
| 72 | Sanctuary | 20s | Create a protective healing zone. |
| 85 | Last Rites | 120s | For 8s the next lethal hit on an ally leaves them at 25% health instead. A very long cooldown. |
| 95 | Dawn's Mercy | 22s | Burst of healing that grows stronger for wounded allies. |
TamerA beast master: the pet fights, you command
| Unlocks at | Ability | Cooldown | What it does |
|---|---|---|---|
| 1 | Mend | 12s | Heal your companion for 35% of its health, or yourself for 20%. Only you and your companion. |
| 4 | Swiftness | 18s | Your companion moves and attacks 40% faster for 6s. |
| 8 | Signature | 20s | Your companion's special move: the Bear's Roar stuns enemies round it, the Dragon's Fire Breath burns a cone, the Spider's Web roots an area you aim at. |
| 12 | Fortify | 20s | Shield your companion for 30% of its health (or yourself for 20%) for 6s. |
| 16 | Recall | 10s | Your companion comes to your side and shakes off slows and roots. |
| 22 | Enrage | 20s | Your companion deals 30% more damage for 8s. |
| 30 | Purify | 14s | Remove slows, roots, silences, poison and bleeds from your companion or yourself. |
| 40 | Guard | 22s | Enemies near your companion deal 35% less damage to anyone but it, for 4s. |
| 52 | Swap Places | 18s | Trade places with your companion. The escape (or the rescue) when you are in trouble. |
| 66 | Revive | 60s | Bring a fallen companion back at half health. |
| 95 | Bond | 24s | For 6s your companion takes 40% of the damage you take. |
NecromancerDrain, curses and fear
| Unlocks at | Ability | Cooldown | What it does |
|---|---|---|---|
| 1 | Bone Spear | 5s | Launch a piercing projectile made of bone. |
| 4 | Life Tap | 10s | Curse an enemy: it bleeds dark magic for 8s and you heal for most of what it loses. |
| 8 | Wraith Bolt | 6s | Fire a ghostly projectile through enemies. |
| 12 | Dread | 22s | Terrify an enemy: it flees from you for 1.5s and cannot act. |
| 16 | Grave Grasp | 10s | Skeletal hands erupt from the ground and root enemies. |
| 22 | Soul Siphon | 8s | Drain life from an enemy. |
| 30 | Bone Armor | 26s | A shield of 22% of your health for 6s, and you heal for 20% of the damage you deal while it lasts. |
| 38 | Cursed Skull | 14s | Curse an area: it bleeds magic damage, strips magic resist (stacks) and halves healing (Wounded). The answer to tanks and healers. |
| 48 | Weaken | 16s | Hex an enemy for 6s: it deals 25% less damage. |
| 58 | Soul Drain | 18s | Channel for 3s: drain an enemy and heal for everything you deal. A stun, silence or fear interrupts it. |
| 68 | Bone Cage | 20s | Wrap an ally (or yourself) in bone for 2s: untouchable but rooted. A rescue tool. |
| 80 | Mass Dread | 32s | A wave of terror: every enemy close to you flees for 1.2s. |
| 95 | Plague Aura | 24s | A cloud of rot around you for 6s: it damages everything close and heals you. |
WarriorDurable heavy melee (greatsword)
| Unlocks at | Ability | Cooldown | What it does |
|---|---|---|---|
| 1 | Cleave | 4s | Sweep through enemies in front of you. |
| 4 | Rending Strike | 7s | A heavy blow that causes bleeding. |
| 8 | Sunder | 12s | A heavy blow that strips 12% armor per stack (3 stacks, 8s). The way through other tanks. |
| 11 | Second Wind | 24s | Catch your breath and recover a third of your health. |
| 14 | Whirlwind | 10s | Spin with your weapon, striking nearby foes. |
| 17 | Counter Stance | 16s | Brace for 1s: the next hit you take is negated and the attacker is stunned and struck back. |
| 20 | Primal Lunge | 9s | Lunge forward, impaling the first enemy hit and stunning them. |
| 26 | War Cry | 20s | Increase your damage for a short duration. Also frees you and your allies from slows. |
| 32 | Chain Grab | 18s | Hook an enemy and drag them up to 5 tiles to you, stunning them for 0.5s. |
| 38 | Leap Slam | 14s | Jump to the targeted spot and slam the ground on landing, slowing everyone caught. Closes the gap on a kiting caster. |
| 46 | Berserk | 24s | Deal 25% more damage for 6s but take 25% more. A commitment. |
| 58 | Seismic Slam | 12s | Smash the ground and send a shockwave outward. |
| 72 | Bloodlust | 25s | Temporarily gain power from dealing damage. |
| 95 | Earthsplitter | 16s | Send a devastating fissure through the ground. |
WardenDefense, shields, counterattacks
| Unlocks at | Ability | Cooldown | What it does |
|---|---|---|---|
| 1 | Shield Bash | 6s | Strike an enemy with your shield, interrupting attacks. |
| 4 | Grounding Strike | 10s | Slam your weapon down to slow nearby enemies. |
| 8 | Challenge | 18s | Taunt an enemy for 4s: it deals 35% less damage to anyone but you, and monsters turn on you. The anti-dive tool. |
| 12 | Ironwall | 18s | Reduce incoming damage. |
| 18 | Unbroken | 18s | Resist knockback and interruption briefly. |
| 26 | Shield Wall | 25s | For 3s damage from the front is halved, but you move slowly. |
| 34 | Vengeful Guard | 16s | Reflect a portion of damage taken. |
| 44 | Hook | 18s | Pull an enemy up to 6 tiles to you and slow them for 2s. The counter to a caster kiting at range. |
| 56 | Bulwark | 20s | Create a defensive barrier in front of you. |
| 68 | Intervene | 20s | Leap to an ally: the next hit on them within 6s lands on you instead. |
| 80 | Guardian's Oath | 20s | Protect an ally from incoming damage. |
| 95 | Last Bastion | 40s | Create a powerful defensive zone that protects allies inside. |
The Tamer's companions
The Tamer has no damaging abilities of their own. All damage comes from one companion at a time: a Bear (stuns with Roar), a Dragon (burning Fire Breath cone) or a Spider (Web roots an area). Your companion only fights what you fight or select, and what attacks you, and it never starts fights on its own. It fights other players by itself, so against a Tamer the answer is to kill the Tamer. Your abilities heal, shield, speed up and protect only you and your own companion.
Retired classes
The Brawler and the Trapper have been retired. The Brawler's best abilities (Chain Grab, Counter Stance, Second Wind) moved to the Warrior, and the Trapper's traps (Bear Trap, Net Toss) moved to the Archer.
Class skills
Each class trains one skill: Magic (Wizard), Archery (Archer), Stealth (Assassin), Devotion (Cleric), Taming (Tamer), Necromancy (Necromancer), Strength (Warrior) and Nature (Warden). Levels run from 1 to 99.
- XP comes from kills. It is split evenly between everyone who damaged the monster (including the owners of pets and summons) and their party members in the same region. Player kills, training dummies and summoned thralls give no XP.
- XP is stored per account, per class. Switching class never loses progress on the old one.
- A level only unlocks abilities. There is no hidden damage or health bonus, so a level-99 character is not stronger than a level-1 one with the same ability, just has more options. A class's strongest ability unlocks at level 95.
- The curve: level 2 needs 30 XP, and every level costs about 8.4% more than the one before. Level 99 takes roughly 967,000 XP in total.
- Your class skill level also gates dungeon tiers and the strongest weapons.
Press K to see your class skill, your three gathering skills and your five crafting skills together.
Items & gear
Inventory
Press I. You have a 30-slot bag and 9 equipment slots: Weapon, Helmet, Body, Legs, Cape, Ring, Bracelet, Boots and Shield. Gear pieces are unique items; materials stack. Items only ever move, they are never copied.
Weapons
- There are 112 weapons in tiers 1 to 5, plus legendary weapons with special effects.
- Weapons are locked by category: Melee, Magic or Ranged. You can only wield a weapon from your class's category.
- Tiers 1 to 4 are shared between classes of the same category. Tier 5 and legendary weapons are tied to a single class, and every weapon needs a minimum class skill level.
Armor and accessories
- There are 110 pieces of armor and accessories. Armor weight follows weapon category: heavy for Melee, light for Ranged and cloth for Magic.
- You cannot wear a shield together with a two-handed or dual-wielded weapon.
- Some legendary pieces carry special effects. What you wear is drawn on your character, so other players can read your gear at a glance.
Where gear comes from
- Monster drops. Monsters drop weapons and armor into an open pile. Everyone can see the contents. Players who took part in the kill have priority for 2 minutes, then anyone can take items. Loot with right-click.
- Crafting. Tier 1 to 4 weapons and gear can be crafted from gathered materials.
- Dungeons and bosses. Boss and chest loot is personal: each player gets their own.
- Trading. See Trading.
Hollow Coin
Hollow Coin is the currency. It drops from monsters and bosses and can be traded between players. There are no shops yet.
Regions
The world is one persistent map. Hollowmere, a safe town, sits in the middle. Around it lie four wild regions, each linked to its neighbours and to the town.
| Region | Notes | Dungeon |
|---|---|---|
| Hollowmere | Safe town. Crafting stations, the roads to every region. | – |
| Whisperwood | Forest region. | Hollow Barrow |
| Sunscar Dunes | Desert region with the Obelisk Field. | Sun Vault |
| Gloomfen | Marsh region. | Drowned Cathedral |
| Forgotten Ruins | Ruined region. | The Ossuary |
Safe camps and danger ratings
Each wild region contains safe camps with level-1 resource nodes to start from. Monsters stay at least 16 tiles away from safe areas. Every wild area has a danger rating:
SafeGentleWildDangerousDeadly
Danger is the intended PvP risk of an area, not just how tough its monsters are. Higher danger means more materials from every node and more gathering XP (from 1× up to 2.5×). The open-world monster density is deliberately low: most XP is meant to come from dungeons.
Open the map with M.
Gathering
Mining, Woodcutting and Foraging are account-wide skills (they are not tied to your class) from level 1 upward. Their levels decide which nodes you may harvest.
- Find a node. Nodes are drawn in the world and a hint shows the level you need.
- Right click it. You channel for about 3 seconds and automatically keep gathering until the node is empty.
- Moving, taking damage or casting interrupts the channel.
- Each node holds 3 to 5 harvests and refills after 60 to 120 seconds.
- You need the right tool: Pickaxe (mining), Axe (woodcutting) or Spade (foraging). New characters get all three free. Tools are never lost in PvP and cannot be destroyed.
- Other players see your tool animation, so they can see where you are working.
| Level | Mining | Woodcutting | Foraging |
|---|---|---|---|
| 1 | Copper Vein | Whisperwood Oak | Moonmoss Patch |
| 15 | Iron Outcrop | Hanged Elm | Sporecap Cluster |
| 30 | Sunstone Seam | Drowned Willow | Bloodthistle |
| 45 | Gravesilver Lode | Ghostbark Tree | Fen Lotus |
Better nodes award more XP, and the same node in a higher danger area gives more of everything.
Crafting
Right-click a crafting station in Hollowmere or a safe camp to open its window. Crafting takes time, and you can salvage items back into materials.
| Skill | Station | Materials |
|---|---|---|
| Smithing | Forge | Copper, Iron, Sunstone and Gravesilver Ingots |
| Woodworking | Carpenter's Bench | Oak, Elm, Willow and Ghostbark Planks |
| Tailoring | Tailor's Table | Moonmoss Cloth, Sporecap Cloth, Thistle Cloth, Lotus Silk |
| Leatherworking | Tanning Rack | Whisper, Dune, Fen and Grave Leather (from monster hides) |
| Jewelcrafting | Jeweler's Bench | Metals and refined materials |
- First refine raw materials into ingots, planks, cloth and leather, then craft weapons and gear from them.
- Crafting covers the shared tier 1 to 4 weapons and gear. Tier 5 and legendary items are found, not crafted.
- Some monsters drop hides (Dune Hide, Bog Hide, Grave Shroud) used for leatherworking.
- Each crafting skill levels up with use and appears on your K Skills page.
Trading
- Right click another player and send a trade request.
- Each side places up to 10 items from their bag into the offer.
- Both players press Accept, then a short delay passes before Confirm, so nothing can be swapped at the last second.
- The swap is atomic: either both sides get their items, or nobody does.
A trade cancels automatically if you move out of range, take damage, enter combat or disconnect.
Dungeons
Dungeons are where most XP and loot come from. Each door opens an instanced, randomly generated dungeon for you and your party. The layout changes every run.
| Dungeon | Region | Boss |
|---|---|---|
| Hollow Barrow | Whisperwood | The Barrow King |
| Sun Vault | Obelisk Field, Sunscar Dunes | The Sun Pharaoh |
| Drowned Cathedral | Gloomfen | The Drowned Bishop |
| The Ossuary | Forgotten Ruins | The Bone Regent |
Tiers
You choose a tier at the door. Higher tiers have bigger dungeons, tougher monsters, better loot and stronger boss moves, and need a higher class skill level.
| Tier | Skill level needed | Time limit |
|---|---|---|
| 1 | 1 | 30 min |
| 2 | 20 | 45 min |
| 3 | 40 | 45 min |
| 4 | 60 | 60 min |
| 5 | 80 | 60 min |
Inside a run
- Parties of up to 5. Only the party leader starts a run, and party members standing near the door join automatically.
- Rooms wake up when a player gets within about 15 tiles, so you can plan your pulls.
- The boss waits alone in a large arena at the deepest point, behind a door that opens when you defeat the key elite.
- There are chests, secret rooms behind hidden walls, and treasure rooms. Right-click chests to open them.
- Lives are shared. The whole party has a pool of lives instead of checkpoints. When you die you respawn in the start room and a life is spent.
- Boss and chest loot is personal, so nobody can steal your drops.
- Monsters inside a dungeon do not respawn.
World bosses
Besides the dungeons, five sealed doors lead to shared boss arenas that anyone can enter at the same time. Every 3 hours the next boss of the cycle appears. An arena stays open until the boss dies (plus 5 minutes to loot) or one hour has passed. There is no player cap and no level requirement. Damage taken by the boss is divided by the size of the crowd, so more people means a fairer fight, not a trivial one. Loot is personal.
| Arena | Boss | Gimmick |
|---|---|---|
| Sunken Crypt | The Hollow Sovereign | The unburied king: cleaves, eruptions, novas, beams and his dead. |
| Wyrm's Maw | Vorkesh, the Sand Wyrm | Burrows and erupts under you. Eggs, scorpions and a sandstorm. |
| Witch's Hollow | Jasper | A huge black cat with nine lives and no mercy. |
| Sunken Citadel | Ghorra, the Mire Leviathan | Never moves. Tide rings with gaps, tentacles to smash, whirlpools. |
| Cathedral Undercroft | Mother Ashveil, the Last Confessor | A possessed nun: confession, hymns, darkness and a choir. Three phases. |
Boss tuning is still being adjusted during the playtest.
PvP & death
- Dying to a monster loses nothing. You respawn and keep everything.
- Dying to another player (hostile, outside safe areas) drops 10 random occupied inventory slots and 3 random worn pieces into a pile where you fell.
- The pile works like a monster drop: everyone can see what is in it. The killer and their party have priority for 2 minutes, then anyone may take items, one at a time. It disappears after 10 minutes, and a server crash destroys it rather than duplicating items.
- Combat lock: for 10 seconds after dealing or taking damage you cannot manage your inventory. Looting is still allowed.
- Your gathering tools are never lost and cannot be destroyed.
Wild areas rated Dangerous or Deadly are where PvP is intended to bite hardest, and also where materials are best.
Glossary
- Stun
- You cannot move or act. Cancels casts.
- Root
- You cannot move, but you can still attack and cast.
- Silence
- You cannot use abilities.
- Fear
- You run away uncontrollably and cannot act.
- Slow
- Reduced movement speed.
- Bleed / Burn / Poison
- Damage over time. Cleanse-type abilities remove them.
- Exposed
- Take +40% damage. Applied by abilities such as the Assassin's Fan of Knives.
- Marked
- Take extra damage (+30%). Exposed and Marked add together.
- Wounded
- Healing received is halved.
- Sundered
- Armor is reduced. Stacks up to 3 times.
- Shield
- A blue health-bar segment that absorbs damage before health.
- Diminishing returns
- Repeated crowd control in a short time lasts progressively shorter.
- Telegraph
- The danger zone drawn on the ground before an attack lands.
- Cooldown
- Time before an ability can be used again. It starts when you press the key.
- Loadout
- The four abilities you have equipped, plus the class dash.
- Danger rating
- An area's PvP risk, from Safe to Deadly. Also scales gathering rewards.
- Key elite
- The dungeon monster that drops the key to the boss door.
- Pile
- A pile of dropped items that anyone can see and take from.
Chat commands
Type these in chat (T or Enter).
| Command | What it does |
|---|---|
/guild | Create, manage or leave a guild |
/party | Invite to or leave a party |
/vanguard (/van, /v) | Manage your guild's vanguards |
/accept, /decline | Answer an invite (same as F5 / F6) |
/mark clear | Clear your party's marked target |
FAQ
Can I change class?
During the playtest you can swap class from inside the world with F2. Each class has its own skill level and loadout, so nothing is lost by trying another. This may become separate alt characters before release.
Do my abilities get stronger as I level?
No. Levels unlock new abilities, they never raise damage or health. Your strength comes from your ability choices, your gear and how well you play.
I cannot equip an ability.
It is probably not unlocked yet. The Tab menu lists abilities by unlock level so you can see what each level gets you, and the server refuses locked abilities.
I cannot equip a weapon.
Weapons are locked to a category (Melee, Magic or Ranged) and each needs a minimum class skill level. Tier 5 and legendary weapons are tied to one class.
Why can I not open my inventory in a fight?
Inventory management is locked for 10 seconds after you deal or take damage, to stop players swapping gear mid-fight. Looting is still allowed.
Is there a Mac, Linux, browser or phone version?
No. HollowBerry is a native Windows PC game for now.
Will my character be wiped?
Possibly. This is a playtest, and characters can be reset between versions. Do not get too attached yet.
I cannot connect after an update.
Restart the client so it can update itself. If it still fails, the server may be on a different version or offline, so check the Discord.
Windows warns me about the download.
The game is not code-signed yet, so Windows shows “Windows protected your PC”. Click More info, then Run anyway.
I found a bug or have feedback.
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Parties & guilds
Parties
A party holds up to 5 players and lasts for your session. Party members share kill XP in the same region and see each other on unit frames. Use Middle click to Mark an enemy so the whole group sees it.
Guilds
Vanguards
A vanguard unites up to 6 parties of one guild. It is led by an Officer or above who also leads one of the parties.
Invites expire after 30 seconds. Accept with F5 or decline with F6.