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Game Info

Recall Scrolls

The realm's escape hatch — instant teleport when a fight goes sideways.

What is a recall scroll?

A recall scroll is a single-use escape mechanic. Read it and thy character is instantly teleported home — no casting time, no chance of failure. Most adventurers carry at least one in the inventory at all times; the recall is what keeps a level 30 from becoming a corpse the moment a fight tilts.

Two flavours exist in the realm today:

  • Leveled recall scrolls — the common kind, sold by merchants in every major town. They send thee to thy last blue square (the shrine-stone thou hast most recently touched).
  • Town scrolls — rarer variants that teleport thee to a fixed town, regardless of the last blue square. Useful when the blue square thou wouldst recall to is far from where thou actually need to be.

A small number of special-location scrolls also drop in the wild — these teleport thee to wherever the scroll itself spawned, rather than the last blue square. Treat them as keepsakes more than tools.

Level caps on leveled scrolls

Leveled recall scrolls come in tiers, one tier every 5 levels — level 5, level 10, level 15, and so on, all the way up. The level on the scroll is its minimum requirement: thy character must be at or below that level to read it.

The rule, stated plainly

A scroll's level cap is the highest character level it accepts. Higher-cap scrolls accept everyone up to that cap, lower-cap scrolls only accept the lower bracket.

  • A level 50 character cannot read a level 40 scroll — the scroll's cap is below the character.
  • That same level 50 character can read any scroll at level 50 or above — level 50, 100, 150, even 200.
  • So a level 200 scroll is universally usable: every character in the realm fits under its cap. That is also why it costs the most.

Price scales with the cap. A level 5 scroll is pocket-change; a level 200 scroll is a small fortune. A common pattern is to carry a scroll a tier or two above thy current level — safer than running on the edge of the cap.

Leveled scroll tiers

These are the standard tiers thou wilt see on merchant shelves. Availability varies by town and by the day — not every merchant stocks every tier.

Level cap Notes
5 Starter band. Common, cheap, useful for first sewer runs.
10 Common. Good cover while learning Aston outskirts.
15 Common. Fits the Creepers / early sewer level band.
20 Common. Underground Park / Vampires Crypt era.
25 Common. Moonies / Pentagram entry level.
30 Common. Sewers, mid-level catacombs.
35 Common. Higher catacomb runs.
40 Mid-tier. Bone Quest / Skellies level band.
50 Mid-tier. Arkhata-era runs.
60 Higher band. Rarer on shop shelves.
70 Higher band. Carry one before any tough push.
80 High band. RWW / Teufelheim-era safety net.
100 High band. The price climbs hard from here on.
120 Very high band. Premium price tag.
150 Endgame band. Hard to come by.
200 Endgame band. Trophy-tier — usable by any character ≤ level 200.

The list above shows the typical bands — merchants may also stock intermediate tiers (every 5 levels) up to whatever the realm currently produces.

Town scrolls

Town scrolls bypass the last-blue-square rule entirely — they take thee to a specific town, full stop. Mostly useful for getting past a stretch of dangerous road that thou cannot yet survive.

Exkordon scroll

The Exkordon scroll is the breakout buy for low-level characters. Reaching Exkordon on foot means crossing the swamps and forest — an outright death sentence for a twenty-something. A single Exkordon scroll lets thee skip the lot of it. Often more valuable than its sticker price suggests.

Reference table

Scroll What it does Requirement
Exkordon Scroll Often surprisingly valuable for low-level characters — skips the swamps and forest road that would otherwise be a death sentence. No special class requirement.
Brannington Scroll (and beyond) Same idea as the Exkordon scroll, but for the further-flung towns. Requires the typical Arched class to use.

Tips for using them

  • Touch a useful blue square before any tough run. A leveled recall drops thee at thy last blue square — if that square is far from where thou want to land, the recall is useless. Always touch a sensible square before diving in.
  • Carry a tier above thy level. Outgrowing thy own scroll mid-fight is a classic way to die. A scroll one or two tiers above thy current level cap costs little extra and futureproofs thee for a few sessions.
  • Bind the scroll to a hotkey. A recall is only useful if thou can read it inside half a second — not if thou must dig through inventory in a panic.
  • Town scrolls are one-way. They will not bring thee back. Plan the trip home before the trip out.
  • The Exkordon scroll pays for itself. If thou art under level 30 and headed north, a single Exkordon scroll skips the deadliest stretch of road in the early game.