A Camp serves as a temporary gathering and resting place for your Expedition. Each Expedition can set up a camp if a hex they are currently on is not occupied by another structure.
To set up a camp, press C or right click on your Expedition and select the Camp button. This action costs 1 Movement Point.
From the Camp screen you can create a New Expedition and perform Gathering tasks, just as you would in a Village. Wounded members of the Expedition heal faster, when there is fuel in the Camp’s inventory.
If you want to break camp and move elsewhere, press the Break Camp button on the radial menu or press C while the group is selected.


The Equip screen allows you to assign equipment to your villagers from a currently selected group. Villagers are shown on the left list, then in the centre is all equipment they carry (both equipped and unequipped) and on the right is a paperdoll of a selected villager. To equip a villager, drag and drop a piece of equipment into an appropriate slot on the paperdoll.
Notice how the character’s encumbrance increases when you add equipment pieces.
Be careful not to overburden a villager with too heavy equipment as this will negatively impact this person’s Movement Points and in effect – Movement Points of the group they are in.\n\nA villager carrying too much will display an icon on their portrait.
Right clicking on a character portrait or a piece of equipment will open a screen with detailed information about the object.


Left Mouse ButtonClick and hold to scroll the map.
Click on a Village / Expedition / Enemy Group to select it. When a Village or Expedition is selected, right click will open up radial menu.
Right Mouse Button – When an Expedition is selected, click and hold to give movement orders.
You can control the entire game using your mouse only, but if you like hotkeys, here’s a list:
Enter Key – End Turn, confirm popups.
Space Key – Selects the next Expedition and centres your view on it.
Escape Key – Pause menu, cancel popups, close panels.
WASD or Arrow Keys Move around the map view.
I Key – Opens up Inventory windows of a currently selected group.
E Key – Opens up Equipment window of a currently selected group.
H Key – Centres the map view on your village and opens up the Village Overview window.
R Key – Show / Hide resources on the hex map.
L Key – Open Logbook
Q Key – Open Research panel.
1 – 9 Keys – Select a dialogue option (only during an Event).
C Key – Camp / Break Camp (when an Expedition is selected).
Shift + LMB Click – Move entire item stack.


These icons are shown in the bottom left part of the HUD when there is an immediate problem with one of your groups. Clicking the icon will select the group.
Group over-encumbered A group is carrying too much. It will suffer a penalty to their movement points.
Character over-encumbered A character is carrying too heavy equipment. Until the problem is resolved, the group will not be able to move.
Low food The group has 3 or less turns of food left. Gather more food or people in this group will starve.
No food This group has no food left and is starving. If you do not provide them with food, they will die.
No fuel This group has no fuel. Camp or settlement will not provide additional healing and gathering and crafting speed is halved.
Wounded There is at least one wounded party member in this group. Set up a camp so they can recover faster.
Current turn number and day time are shown in the top left corner of the HUD. As you end your turns, you will notice that the time of the day changes too. The entire cycle is 18 turns long (3 turns per phase – after three Day phases (9 turns) come three Night phases (9 turns) and the cycle repeats.
During the Day the visibility is better and chances of an enemy group attacking you are lower. Night impacts your visibility, so fewer hexes around your group are uncovered. Additionally, enemies may be more eager to follow you and attack at night.


Looking at the map you will notice that there are markers floating over certain locations:
This is your Village. Shows the village’s name and number of villagers currently in it.
This is your Expedition. Expeditions can wander around the map and gather resources.
This marks a Treasure which may be guarded.
This is a group of Enemies or a location where enemies can be found. You can check what enemies are in a group by left clicking on it. Skulls above are a hint of the group’s difficulty.
This is a Lair. Some creatures are likely guarding it, but you will not know their number and what they are until you actually enter the lair. Skulls above are a hint of the lair’s difficulty.
This is a location containing an Event. Might bring wealth or danger so better be prepared.
So, this is how your world looks like now. You do not recognize it, you were away for far too long to call this place your home. But you’re here now. From this place you observe unfolding events and tell your people where to go and what to do to survive. They only have this one village, so if it is lost or destroyed, they have nowhere else to go. You need to know what lies beyond the village and whether you can use it to your advantage. Send out Expeditions, who are your eyes and ears. Send as many as you want, but be sure they can protect themselves from the dangers ahead. Dark creatures still lurk in the shadows and being careless doomed many.


Whenever you select a group (that is the Village or an Expedition), a right click will bring up a Radial Menu, giving you a choice of actions this group can perform. Here is a list of actions and what they do:
Opens up Equipment panel, allowing you to view and change this group’s gear [Hotkey: E].
Opens up Inventory panel, showing all items that are in this group’s possession [Hotkey: I].
Enters the Move mode, which shows the group’s movement range. While in this mode, click on another hex to order your people to move there.
Set up a Camp. When camping, you may task your people with gathering resources. If the group has fuel, wounded party members will heal faster. This action costs 1 MP [Hotkey: C].
Split Expedition. Allows you to create another Expedition our of this Expedition’s people and resources [Hotkey: N].
Enter Location. Only visible when your Expedition stands on a place of interest. Click this button to search the location.
Opens up Village Overview where you can assign villagers to various tasks, check your research progress and manage buildings [Hotkey: H].
New Expedition allows you to form an Expedition out of the village’s people and resources [Hotkey: N].


Research allows you to advance technologically. If you want to gather rare materials, craft powerful items and construct buildings, you first need to unlock specific recipes. Each new recipe requires you to spend 1 Advancement Point to unlock it. You gain these points by crafting and building and the rarer materials you use – the more progress you make. Ancient knowledge boosting your progress can sometimes be found in ruins or awarded in Events.
When the progress bar fills up, 1 Advancement Point is awarded. You can spend it by clicking Research button at the bottom right of the HUD and selecting a recipe from one of available categories.


Sometimes an item will no longer be useful to you. Instead of keeping it in your inventory, you may decide to dispose of it. There are two ways to do that – either by Destroying or Dismantling an item. Destroy simply removes the item from your inventory.\n\nDismantle Dismantle removes the item and returns some of the resources what were used for crafting it. Note that only equipment items may be Dismantled.
To Destroy or Dismantle an item, drag it from an Inventory panel and drop it on the Destroy or Dismantle window on the left side of the Inventory panel. A window will then appear, asking you to confirm that action.
Inventory screen displays everything a selected group has in their possession. This includes characters, equipment items and resources (children are also treated as resources until they grow up). Each item can be inspected in more detail by right clicking on it. You can see that the Inventory consists of left and right panels. This lets you move items between groups easily by drag&drop navigation. You can also leave items on the ground, but beware! If you leave stuff unattended, someone else will likely take it.
If there is more than one group on a hex you can cycle between them using Left and Right Arrow buttons.
Filters on the left allow you to switch between item categories. Filtering is done on both left and right panels.
Show Everything.
Equippables only. Weapons, armours, tools, jewellery and artefacts – these all fall into this category.
Food only – can be either raw or crafted (cooked, baked or roasted).
Resources (crafting materials) only. Children are also treated as resources.
Characters only (adults).
Two small Supplies windows at the bottom left and right show current food and fuel levels. Remember that each of these windows refer to the group selected in the panel above it.


While browsing through the Inventory you will notice that items may have icons on them:
Item is assigned to a person – their name is shown under the equipment
One-handed weapon
Two-handed weapon
Food item
Fuel item
Red icons indicate a serious problem affecting a villager:
Seriously wounded – this villager may die if wounds are not healed.
Overburdened – this villager carries too much and slows down his or her group.
If a person is currently involved in a task, this will be indicated by a task icon:
Gathering task
Crafting task
Crafting task
Additionally, characters also display their class in the bottom right corner of their portrait.


Crafting Materials, often referred to as Resources, are all the items that you can gather and use in craft and construction. They are often awarded in Events too. Here are some examples of materials – the number under each of the resources is its quantity.
Fur Leather
Dragon Leather
Scaled Leather
Materials are structured into a hierarchy, which is based on their rarity (You will see that reflected on the Research Panel). Common materials are parents to rarer materials. What this means is that when a crafting recipe says an item requires 5 Leather – you can use Fur Leather, Scaled Leather or Dragon Leather in its place, which results in a better item. Using rarer items is also rewarded with more Research progress, but better items take longer to craft.
All basic materials are available for gathering from the start, but everything else needs to be unlocked with Advancement Points on the Research Panel.
Some materials give special properties to items made from them. An example would be Dark Wood, which when used as Primary or Secondary Material in a weapon, will add Poison Damage to it.
We encourage you to experiment with different materials to create combinations which suit your play style.


During a challenge, you will see that there may be different types of Attack and sometimes more than one Damage types. In a Fight challenge, these come directly from a character’s weapon. In non-fight challenges – from skills, jewellery and artefacts\n\nThere are 3 Attack types:
Slashing – deals regular damage to one enemy only, without additional rules.
Blunt – all damage remaining after killing an opponent is then dealt to the second opponent.
Piercing – card dealing Piercing Damage is placed in front of the last card and deals half of its Piercing Damage (without additional effects) to it, but only when the last card is an opponent’s card.
Additional damage types may be named differently and have a different icon in each challenge type, but they all come down to 2 varieties. In a Fight challenge, you will see:
Poison – this damage is doubled when it is dealt to a character with less than maximum Defence.
Leech – all Leech damage dealt during an attack restores the attacker’s Defence.
Example: if on a card you see: <sprite=IconBlunt> 2 <sprite=IconPoison> 12 – it means that card will attack a healthy opponent for 14 (12+2) damage, but a wounded opponent would receive 16 (12+2×2) damage. Additionally, if eliminating this card requires less than 14 (or 16) damage, any remaining damage is dealt to the next card.


In Thea there are 9 different Challenge types, and each of them uses a different skillset to determine your card’s skills and stats. They are all shown before each Challenge, but here are 3 handy tables for quick reference.
Challenge Type
There are 9 Challenge types.
Fight – classic combat with weapons and armour, where your villagers may get wounded.
Diplomacy/Social – convince your opponent with words and wisdom.
Against Disease – resisting an illness or finding a cure.
Against Hex – removing curses or other effects of evil magic, also banishing unliving.
Physical – challenges, that require raw strength and endurance.
Intellect – knowledge and intuition for solving puzzles and logical thinking challenges.
Sneaking – getting past without being noticed.
Hunting – challenge to trap and/or kill an animal.
Tactical – strategic thinking for manoeuvring units in a battle.
Each of these challenges uses a different set of character skills during the Card Minigame. Skillset used in a particular challenge is displayed right before the challenge starts.\n\nFor example – Intelligence defines your Attack Power in Intellect type challenge but in Breaking a Curse type challenge becomes a tactical skill called Counter Offence.\n\nThey are covered in more detail in another subject – Challenge Skills.


Challenges in Thea are resolved by playing a Card Minigame. Don’t be fooled into thinking this only resolves fights though.There are 9 types of challenges (Fight, Diplomatic, against Sickness, against Hexing, Physical, Intellect, Sneaking, Hunting and Tactics) and each of them makes use of a different skillset. For example – Damage is very useful (essential in fact) during a Fight, but totally useless when fighting against a Hex curse.When starting a challenge, you will see what challenge type it is, what skills are used and who your opponent is. You can choose between Auto Resolve – where the outcome is calculated by the computer, or you can play the challenge yourself by selecting Begin Combat.


Each round is split into 3 phases:- One Preparation Phase – when cards are being played,- Two Fight Phases – when damage is being dealt.The starting side in each round is decided randomly.
Preparation Stage – Round 1
Your hand consists of two stacks:
Your villagers are divided into these stacks randomly.
This icon shows how many cards can you play this turn. It is always at least 1, but for each card in your deck there is an additional 10% chance to play another card (so with 10 cards in your deck you will always be able to play 2 cards in your turn).
This is an Offensive card.
Defence – when it reaches 0 the card is removed from the game.
Offence – how much damage it deals to an enemy.
Level – how difficult this card is to target by some tactical skills.
When played, they are put into the Battlefield in the order they are played, from left to right.
This is a Tactical card.
These cards have skills, which can be used to support your cards on the Battlefield or disturb your opponent.
When both players end their turns without playing any cards, the Fight Phases begin.
Fight Phase – 1/2
Cards’ attack queue is from left to right.Each card will attack on its turn either to the left OR the right, attacking the nearest enemy in that direction (ignoring friendly targets).
When all opponent’s cards on the Battlefield are defeated, damage will be dealt to cards in Hand and in the Discard Pile.After the 1st Attack Phase ends, 2nd Attack Phase begins and the same rules apply.If any cards survive (either on the Battlefield, in Hand or on the Discard Pile), next Round begins and they are reshuffled into Offensive and Tactical Hands.


Each expedition needs at least one member but usually the more you can send the better.
Villagers tab shows you all villagers that can be chosen to take part in an Expedition.
To add people to an expedition, drag and drop them from a source group (left panel) to target group (middle panel).
If a person is currently involved in a task, this will be indicated by a task icon:
Gathering task
Crafting task
Constructing task
Adding a busy villager to an Expedition will stop the execution of their task.
Next, switch to Equipment tab to make any changes to your Expedition’s equipment.
Equipment may have icons which indicate the following:
Assigned to a person – their name is shown under the equipment
One-handed weapon
Two-handed weapon
And finally view the Cargo tab where you can add supplies. To easily find food and fuel items on the list of all resources, they have been given these icons:
Food items
Fuel items
Each group has a Supplies window, which shows for how many turns their food and fuel supply will last.
This is the New Expedition panel where you can decide who will take part in the Expedition and what do they will take along.When creating an expedition, there are a few things you need to keep in mind:
There is no limit to the number of people that you take, but leaving the village undefended and vulnerable is usually not a wise decision.
Each person uses up one food item each turn so take some supplies. Lack of food results in starvation and eventually death. If your trip lasts longer – your expedition can also gather food in the wild.
Firewood for fuel is another important resource you should pack. Without it all work takes twice as long and your wounded heal slower. The expedition uses up one fuel item each turn, but only while camping.
Remember to assign equipment to your people, you certainly don’t want them to go undefended!
Make sure that your expedition and each individual person do not carry more than can handle or it will slow them down considerably or even prevent them from moving.


When starting a New Game you can select your Village Focus, World Size and Difficulty Level.
Village Focus determines what will be the main class of your villagers:
Warriors excel in fights, physical and tactical challenges. They have more health and strength than other classes but cannot wear jewellery. They start with more equipment than other classes.
Gatherers are skilled at harvesting resources. They start with more food and more advanced resources than other classes.
Craftsmen, apart from being good at crafting, are more educated. Fighting is not their thing but they can deal better with other challenges. They start with more crafting materials and more children already present in the village.
Difficulty Level – you can choose one of existing presets, or customise your settings. Final score takes difficulty multiplier into account, so the higher the difficulty, the more points you can get.


When starting a game you are given a choice which God you want to play as.There are 8 Gods, two of them are unlocked randomly when you start the game for the first time. The remaining six have to be unlocked through gameplay.
Each God can progress up to level 5 and there is a special bonus associated with each level.Levels are unlocked with Experience Points.Experience Points for selected God are gathered during a game and awarded when the game ends.


Select a category (Constructing) and look at the list of available tasks. Below is an example of task for constructing a Well.
Clicking the green arrow adds this task to the list of Current Tasks. This will open up the Recipe Panel, where you decide what materials to use for this construction. This panel will be described in more detail in another topic.
Drag and drop a villager from the Available Villagers list onto the task.The first villager will be the main constructor and 100% of his production power will go towards the task. Any additional villagers assigned to this task will be Helpers, giving 50% of their production power for the task. If more than 1 villagers are assigned, the main constructor will always be the one with the highest Crafting skill.
You will see how many production points are added to the task each turn and the turn counter will show how long it will take until the task is complete.
For fastest results, constructing should be performed by villagers with high Crafting Skill.
If you want, you can queue more than one building of that type in the same task. Additional constructions will be started once the currently produced one is finished.Note, that only some buildings stack their bonuses, check descriptions to learn more.
Press this button to add 1 more construction to the queue.
Press this button to remove 1 construction from the queue.
Press this button to construct as many as your resources allow.
Press this button to keep constructing this building type indefinitely (but only as many as you have resources and free building slots for).
Remember that you can only have 10 buildings in your village. You can, however, destroy a building and construct a new one in its place.If you would like to check what bonuses your village recieves from a building, right click on a building on the Village Overview screen.


Select a category (Crafting) and look at the list of available tasks. Below is an example of task for crafting Bows.
Clicking the green arrow adds this task to the list of Current Tasks. This will open up the Recipe Panel, where you decide what materials to use for this craft. This panel will be described in more detail in another topic.
Drag and drop a villager from the Available Villagers list onto the task. The first villager will be the main crafter and 100% of his production power will go towards the task. Any additional villagers assigned to this task will be Helpers, giving 50% of their production power for the task. If more than 1 villagers are assigned, the main crafter will always be the one with the highest Crafting skill.
You will see how many production points are added to the task each turn and the turn counter will show how long it will take until the task is complete.
For fastest results, constructing should be performed by villagers with high Crafting Skill.
If you want, you can queue more than one item of that type in the same task. Additional crafts will be started once the currently produced one is finished.
Press this button to add 1 more craft to the queue.
Press this button to remove 1 craft from the queue.
Press this button to craft as many as your resources allow.
Press this button to keep crafting this item type indefinitely (but only as many as you have resources for).


Select a category (Gathering) and look at the list of available tasks. Below is an example of a wood gathering task.
This icon symbolizes pack size – how many of this resource will be added to your Inventory once the task is complete.
This icon symbolizes production points requirement. More skilled gatherers provide more production points per turn and are able to finish a task quicker.
Each resource is listed as a separate task to which you can assign up to 5 villagers. Having more resources of the same type nearby results in additional tasks being available on the list, so more people can work on them.
Drag and drop a villager from the Available Villagers list onto the task. The first villager will be the main gatherer and 100% of his production power will go towards the task. Any additional villagers assigned to this task will be Helpers, giving 50% of their production power for the task. If more than 1 villagers are assigned, the main gatherer will always be the one with the highest Gathering skill.
You will see how many production points this villager adds to the task each turn and how long it will take until the task is complete.
For fastest results, gathering should be performed by villagers with high Gather Skill.
Once the task is complete, the amount of resources equal to pack size will be added to the group’s Inventory, and gathering of another pack will start. Work on the task will continue until you unassign all villagers from it.


The production assignment panel, often referred to as the Settlement Tasks, allows you to create and execute new tasks for Gathering, Crafting and Building categories.
In the left column (Available Villagers), you see a list of villagers along with each one’s Gathering and Crafting skill level (if they have any). They are ordered by the relevant skill level, depending on the task type you are viewing. The skill level determines how quickly a task will be completed by this particular villager. While not having a required skill doesn’t prevent a villager from being assigned to a task, the progress he makes will be a lot slower.
At the top of the panel you can see tabs that allow you to set a production category (Gathering, Crafting, Constructing).The Gathering category contains a list of tasks that is based upon nearby resources.Crafting and Constructing categories contain two lists:
Current Tasks
Available Tasks
Gathering of basic resources and a handful of crafting recipes are available from the start, but everything else has to be researched before it becomes available.


When adding a craft or a construction task to the task list, a Recipe Panel opens up letting you decide what materials to use. Each item can be crafted in many ways and balancing the cost and the result is up to you.The Recipe Panel consists of four sections: Matching Materials window, Workbench, Resource Info and Results Info.Matching Materials window filters all resources that can be used to craft a selected item.Workbench is where you place your selected materials.Resource Info lets you view some details about a chosen material.Results Info displays the item that will be created from a set of materials you placed on the Workbench. Its weight, production point cost and Properties are very important as they determine the usefulness of this item.
To select crafting materials for your recipe you need to place them into slots in the Workbench window. Simply drag and drop a material into a slot.When you hover your mouse over a material all slots it can go to are marked with a green outline.
Workbench also gives you a hint of what resource types and quantities are required as Primary Material, Secondary Material and Catalyst. Only one resource type is required for each row.Primary and Secondary Materials decide on the crafted object’s properties and some of those materials may be recovered when dismantling the item.Catalyst does not pass any of its properties and is lost during crafting.Once you are happy with your choice of materials, press Confirm to add this item to the crafting on construction list.


Welcome to Research panel, where you unlock recipes using Advancement Points. There are three categories of recipes:
Gathering – covers all resources found on the map. A resource will not be visible until it is unlocked through the Research panel.
Crafting – contains food and equipment recipes.
Constructing – contains building recipes.
To switch the category, simply select the appropriate tab at the top of the Research panel.If you accumulate enough Research Points, they will be exchanged for one Advancement Point.
Research Points are awarded for completing crafting and construction tasks but can also be found in ruins or given during Events.
When you have got one or more unspent Advancement Points, you will see a blue glow around recipes that can be unlocked. Clicking a recipe button will open up a confirmation window with additional info about a selected recipe.


Events are semi-random occurrences and may happen as a result of certain actions. Some depend on who is in your group or what the group carries with them. Others only occur on a specific terrain or during a particular day time.Events can be triggered by visiting Points of Interest scattered around the world. Sometimes a World Event will occur that affects all your people, no matter where they are.Events may be dangerous but a cautious and prepared adventurer has a chance of avoiding problems and reaping the rewards.Once an Event is started it has to be played until the end before the group can move on. Every Event has multiple endings and can be played out differently each time you encounter it.At any point during the Event you may check your group’s inventory and equipment but changing anything will not be possible.

Each option you choose during an Event may lead to a different ending. Some options may lead to a fight or other challenge type, others could be resolved peacefully. Sometimes you might just get lucky.Potential difficulty of an action is represented as 1 – 5 skulls near that option.
The more skulls, the more difficult it will be to succeed during the Event.Sometimes you will see that a certain number of actions are unavailable during an Event:
2 options unavailable: This means the group playing the Event doesn’t meet one or more prerequisites (these prerequisites are not shown, because some of them are quite complex).


Buildings are permanent additions to your settlement. Each grants you a specific bonus which is greater if rarer resources were used for its construction.Your village has a limit of 10 buildings. If you reach this limit you can destroy a building and construct another one in its place.If you want to check properties and bonuses of a building, right click on it and an info panel will open.


The Village is built on sacred ground, a place of power, where You, the Goddess/God were able to keep your people alive during Darkness. It is your first and last bastion. Without it, your people and you – their God – do not exist. This is the place you assign and manage all the tasks that your people can perform within the village.But the village is not only about managing your resources. It also also a central hub where you can heal and regroup. And as your village grows, new followers willing to join you will be attracted to it.Remember that in order to perform their tasks effectively and be able to heal, the village needs a steady supply of food and firewood for fuel.


Sooner or later you will need to leave the safety of your village and venture into the unknown. Many adventures await you, some may bring wealth, others – danger. Your expedition should be well prepared.You start the game with one expedition ready and waiting outside your village, but if you want to regroup you are free to do so. Simply join them to the village and create a new expedition by pressing the New Expedition button at the top of the screen.
This will open a new panel where you can assign people to the expedition, equip them and give them supplies.


Production is the major function of your Settlement and consists of three categories: Gathering, Crafting and Constructing. There are some basic jobs which you can do from the start, but more advanced ones need to be researched.
Gathering lets you harvest any materials that are found in the vicinity of your village. The NEARBY RESOURCES window shows what resources and how many of each type are available. Having more of the same resource type allows you to assign more people to gather this resource.
Crafting allows you to create equipment and other items for your people. Crafting uses resources, that are either gathered or obtained during Events.
Constructing lets you add buildings to your settlement. These grant you various bonuses or provide resources.
All currently designated production tasks in each category are shown on a list, along with their completion time: