Waystones
Waystones are old stones in a cleared ring, found in the wilds and in many towns. Walk close to one and you learn it. Once you know two or more, you can travel between them.
Click a Waystone you are standing next to to see where you can go. The price is a few gold, rising with the distance and the number of lands you cross. Waystones you have found are listed in your Journal under Discoveries.
You cannot travel while fighting.
Keys: J
Your Hearth
Any tavern will keep a place for you by its hearth. Click the burning Hearth brazier by a tavern door to set it as yours; pressing H later takes you back there from nearly anywhere, but not in a fight.
Recalling takes a cast of ten seconds, which stops if you move, act or are hurt. After it works you must wait about 25 minutes before using it again. The Journal's Discoveries tab shows where your Hearth is and when it will be ready.
You can set a new Hearth in another town at any time. Your own home or your guild hall can also be your Hearth.
Keys: H
Return Home
Once you own a home, Return Home (Shift+H, or the button in Social > Home) takes you inside it: your residence if you have one, otherwise your inn room. You arrive by its door, on the ground floor.
Like the Hearth it is a ten-second cast that stops if you move, act or are hurt, and it does not work in a fight. It has its own cooldown of an hour and does not use up your Hearth, so you can use both.
Keys: Shift+H
Carriages and ferries
Carriages and ferries are for places that Waystones do not reach, and for crossing water. The West Coach, a cart at the west road in Greenhollow, runs to Lugh's Steading, the Marchgate and Dunhallow. The Lough Ferry sails from Dunhallow's north pier to Kelp Strand and the Grey Isles; other ferries link the Grey Isles, the Marches and the Frostmere.
Talk to the driver or ferryman, choose a stop and pay a few gold. It is cheaper than a Waystone. Some lands, such as the Grey Isles, can only be reached by ferry.
Day, night and weather
Hallowmyr has one clock for the whole world. A full day lasts about three hours of real time. The clock under the minimap shows the hour and whether it is Dawn, Day, Dusk or Night.
Night is darker, though the game stays readable. Creatures see less far in the dark, and lit places such as lamps and fires help you be seen. Some rare creatures only show at night, and others only by day.
Weather is shared by everyone in the same area and changes slowly, about once every forty-five minutes. It may be clear, rainy, misty or windy, with snow in the cold north and ashfall in the Ashen Fells. Weather is for atmosphere. It does not change how strong you are. Indoors, the label reads "Indoors".
Exploring and discovery
Hallowmyr rewards looking around. Walk into a new region or district and a banner announces it. You earn a small one-time bonus of XP for each new place, and it is written in your Journal under Discoveries.
The Journal also remembers the Waystones you have found and your Hearth. There is no completion percentage and no checklist to finish. Look at the world, follow roads, read signposts and listen to what people tell you.
The land is large: Greenhollow and the Heatherway, Rowan Hill, the Wending Marches in bands of ten levels up to the Heartstone Edge, then Dunhallow, the Saltreach, the Pinewood, the Drowned Fens, Hartwood, the Grey Isles, the Ironhold Glens, the Frostmere and, last of all, the Ashen Fells.
Keys: J M
The Journal
Press J to open the Journal. Its tabs are: Quests, with your active quests, leads and finished quests; Discoveries, with places, Waystones and your Hearth; Notes, with what people have told you and the lore you have read; the Bestiary; the Codex; and World.
The Bestiary fills in as you see, fight and study creatures. One fight marks a family as Encountered, five kills as Studied and twenty as Known. It tells you their habits, senses, the roles they play and the moves they use. It never makes you stronger, only wiser.
The Codex lists the boss attacks you have seen in dungeons and Expeditions, each with a plain tip on how to answer it. The World tab tells the story of the shared events that change the land (see "World Chapters").
Keys: J