The LostVale guide
How every system of the game works, from the first flint you knap to the title a lord grants you, written from the game's own source.
Starting out
Getting started
Raising a world, making a character, choosing where to land, and the first hour on the shore with nothing in your hands.
Controls
Every action on the keyboard and mouse and on a gamepad. All of them can be rebound in Options.
Staying alive
Health, stamina and mana; hunger, thirst and warmth; sleep, afflictions, spoiling food, and what happens when you fall.
Growing stronger
Fighting
Combat
Blows, combos and heavy strikes; the guard, the parry and the riposte; the dodge and the counter; reading a foe's tell; archery as real ballistics; damage types, weaknesses and weapon arts.
Magic
Mana, wands and staves, the seven schools, learning spells on the wheel and from tomes, spell sets and the spell wheel, and what spells do besides harm.
Making
Crafting
Stations, learning recipes, the queue, quality grades and material tiers; ore by its real geology, the long chains from ore and fleece to steel and dyed cloth, alchemy, glass and the pack.
Building
The build brush, building materials, tools and what they break, felling and timber grades, stations and furniture, how the game reads rooms from what you build, fire, debris and siege engines.
The land
Farming, bees and livestock
Tilling, soil and its nutrients, sowing seasons, weeds, pests, frost and rotation, pollination, beekeeping from skep to top-bar hive, and keeping beasts for wool, milk, eggs and manure.
Horses, hounds and carts
Breeds and what each beast is born with, saddles and bags, riding and the gaits, stables and livery, ploughing with a team, carts and wagons, and the hounds, sheepdogs, terriers and cats that keep you company.
Ships
Building a ship stage by stage on a slipway, the timber it takes, launching her, sailing by the weather's wind, rowing, lowering the mast for a bridge, and hiring a crew.
The Isles: land, weather and seasons
How each world is raised from rock, rivers and climate; the seventeen kinds of wild country; the calendar and seasons; fifteen kinds of weather, snow that drifts and hail that falls as stones; light and dark; and the chart of your travels.
Adventure
Dungeons and strongholds
Barrows, hollow hills, troll caves and orc mines to delve; ringforts, brochs, hillforts, ruined keeps and dragon lairs to conquer; their garrisons, lords and hoards, and how they fill again.
Bestiary
Every creature of the Isles, from honeybees and red deer to the Sidhe, the restless dead and dragons of ten colours and four ages, with their tempers, haunts and strength.
People
Towns, trade and the watch
Lordships, cities, towns and hamlets; the townsfolk's days; talking, rumours and directions; merchants and their prices; inns and priests; crime, bounties and the watch; and commissions from the guild board, the lords and the merchants.
Fame, rank, home and family
Renown and reputation, rising from wayfarer to earl, the homestead that draws settlers and grows into a town, the lord's dues, friendship, courting and marriage, children, growing old, and the heir who carries on.
Kingdoms, war and faith
The realms of the Isles and their courts, how they marry, die, convert and go to war; war parties in the field; the Norse and their raids; sending envoys to the courts; and the Church, the old gods, prayer, offerings and sanctity.
Written from the game's source and content as of commit 02e81b2 (2026-11-01).