Systems

World systems: Tomb of Fortune, Homestead, Wayfarers

Beyond combat there are a handful of systems that decide how you spend a session: the extraction-style Tomb of Fortune, the Homestead, Boundary Stones, Strongholds and Outposts, and the NPC Wayfarers. Some of these exist on global; a few do not yet.

System Updated ~6 min read

At a glance

Tomb of Fortune
摸金模式 — risk/reward run mode
Homestead
家园 — personal base
Boundary Stone
界碑 — world landmark system
Wayfarer
天涯客 — roaming NPC
Stronghold vs Outpost
镇守 vs 据点 — two different map objectives
Not on global
Ink Structure, player market, settlements

What is Tomb of Fortune?

Tomb of Fortune (摸金模式) is the run-based mode: you go in, you extract value, and the risk is losing what you carried. It is the one system on this page that changes how you play rather than what you own, which is why it gets its own vocabulary — "run", "extract", "carry" — in English discussion.

The practical rule: treat what you bring into a Tomb run as already spent. If losing it would change your gear chain plan, it does not belong in the bag.

What does the Homestead give me?

The Homestead (家园) is your personal base. It is a long-term progression system rather than a combat one: the content is about building and arranging, not fighting. On this site it is deliberately not covered in build detail: our sources have no numbers for it, and decoration guides without numbers would be guesswork.

What are Boundary Stones for?

Boundary Stones (界碑) are world landmarks tied to the map and to zone progress. They function as anchors for exploration: you find them, you interact, and they belong to the region they sit in. They are not a combat system, and they are not the same thing as a Stronghold.

What is a Wayfarer?

A Wayfarer (天涯客) is a roaming NPC. They are part of the open-world texture rather than a fixed vendor or quest-giver, which is why players describe them as "the person you meet on the road". If a task references a Wayfarer, expect to travel rather than to visit a marked shop.

How do Strongholds and Outposts differ?

Stronghold (镇守)Outpost (据点)
ScaleLarger defended objectiveSmaller captured point
RoleThe main objective in a zone's control layerA supporting point around it
Common confusionTreated as a dungeonTreated as a Stronghold's sub-area

The two are consistently mistranslated as each other, partly because both read as "fort" in English. The distinction to keep is scale: a Stronghold is the objective, an Outpost is a point near it.

What is Gossip Paper?

Gossip Paper (流言纸) is the investigation mini-game. It is a rumor-and-clue layer rather than a combat activity: you collect fragments and follow leads. The localization friction here is real — the puzzle text is built on Chinese wordplay, so a literal translation often does not work. Read the clue as "which place or person does this point to", not as a riddle to translate.

Which systems are not on global yet?

Three items are tracked as global-pending: Ink Structure (墨构), settlement features such as the winery and inn (post-2026), and the player trading market (the global build has no player-to-player trading). None of these has a confirmed global date, and the Chinese build runs roughly a year ahead.

That gap explains a lot of guide confusion. A Chinese video showing a player market, an Ink Structure base or a fully built settlement is not describing your build. The roadmap page keeps the pending list with the same labels, so a claim can be checked against a date rather than a memory.

Which system should I engage with first?

  1. Combat first. Every system above is gated behind the Deflect loop to some degree; a player who cannot clear encounters gets nothing out of the rest.
  2. Boundary Stones while exploring. They cost nothing and they anchor zone knowledge.
  3. Tomb of Fortune once your gear is settled, not before — otherwise the risk is paid with materials you cannot replace.
  4. Homestead last, as a long-tail project.