Player guide · Basic and Advanced
Prepare for the Lost Village
Start with the short version for a calm introduction, or open the detailed guide when you want to understand each system properly. Both versions cover preparation, exploration, combat, progression, equipment, tribes, and the Lost Village.
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The whole game in one minute
1. Start Here
Chata Event is a three-day outdoor role-playing game. You move through real places, discover Wild Sites, face enemies in the mobile app, gather and trade supplies, improve your character, claim territory, and help your tribe restore the Lost Village.
Your companion, not your entire attention
2. The Mobile App
Your account and character are prepared on the website before the event. In the app, sign in with Google, Apple, or email and password; there is no anonymous account or in-app character creation.
World
Map, Wild Sites, roaming danger, QR interactions, territories, and warband actions.
Hero
Character, stats, skills, equipment, inventory, and item care.
Tribe
Lost Village, nearby player trade, and tribe members.
Chronicle
Oaths, Trials, Deeds, Bestiary discoveries, and notices.
More
Music, effects, haptics, accessibility controls, notifications, privacy, and sign out.
Walk, watch, approach
3. Exploring the World
Allow location access while playing. The map reveals places and interactions as the event permits; being close enough in the real world is part of most actions.
- Wild Sites may hold resources, battles, rituals, traders, territory interactions, or story moments.
- QR codes connect some physical stations and marked places to the correct app action.
- Bluetooth proximity is requested only for certain nearby-player actions such as warbands and trading.
- Danger warnings deserve attention even when the map does not give you a complete answer. Visible enemy markers show whether a threat is unaware, investigating, hunting, or tracking your group. A truly unseen threat has no marker or distance; its warning and vibration become more urgent as it draws closer.
- Safe Zones are places for protected logistics and specific tribe facilities.
Read the field before you strike
4. Combat
Combat is turn-based and may contain one enemy or a group. Select the right target, watch the upcoming turn queue, and choose between Attack, Skill, Item, and Defend.
- Classes contribute differently: Druids support and control, Pathfinders exploit openings, and Champions protect the line.
- Elements and status effects can make an action more or less suitable without guaranteeing victory.
- Consumables are limited during a battle, so preparation matters.
- A knocked-out ally may still be revived while the fight continues.
- Flee is a risk, not a guaranteed exit. The app shows your current chance; a failed attempt costs the action.
- After a full defeat, the enemy group disperses and the warband is downed in place for two minutes. A nearby tribe ally may revive you sooner; either recovery path gives a short, visible period during which another fight cannot begin.
Power comes from several directions
5. Character Growth and Items
You gain XP and improve class skills through active play. Equipment, consumables, set bonuses, village progress, and situational preparation matter alongside your level.
- Equip a weapon, armor, gloves, and boots.
- Inventory space is limited; coins and core resources do not take item slots.
- Equipment wears down. Repair damaged gear before it becomes Cracked and loses much of its value.
- Craft, repair, restore, upgrade, salvage, or grind items at the appropriate place.
- There is no single perfect build. Useful gear can trade one strength for another, and consumables can complete a plan for a particular threat.
Shared strength, temporary alliances
6. Warbands and Your Tribe
- Tribe: your permanent event team.
- Warband: a temporary nearby group of up to four players from your tribe for travel, combat, and objectives.
- Player trade: exchange eligible items, coins, and resources with a nearby tribe member after both players confirm.
- Tribe Storage: deposit eligible shared items and contribute ledger resources at the proper Safe Zone.
- Lost Village: contribute to four shared buildings that provide different tribe-wide advantages.
- Territories: scout, capture, defend, and negotiate over places that grant strategic bonuses.
The game remembers what you do
7. Chronicle
- Oaths, Trials, and Deeds are five-rank challenge paths. Early ranks welcome normal play; mastery is deliberately demanding.
- Bestiary records creatures only as your character discovers them.
- Inbox keeps event and tribe notices even if optional phone notifications are disabled.
Claim completed challenge ranks in the app. Check your free inventory space first when a reward includes items.
Do this before the first walk
8. Preparation Checklist
- Finish account registration and character preparation on the event website.
- Install the current app and sign in before arriving.
- Test location, camera, and Bluetooth permissions.
- Bring a charged phone, power bank, suitable shoes, water, and weather protection.
- Open your class and skills once; know which actions heal, protect, control, or damage.
- Leave some inventory space and carry at least one useful consumable.
- Decide whether you want music, effects, haptics, and decorative motion enabled.
The real world wins every rules dispute
9. Safety and Help
- Organizer instructions, weather, roads, terrain, and personal safety always override an objective.
- Do not spoof location, share accounts, exploit duplicate rewards, or continue an interaction that is clearly broken.
- If a battle, reward, trade, or character state becomes stuck, stop repeating unrelated actions and contact a GM.
- The GM can recover technical state. They never need your account password.
Before the event
1. Account Access and Setup
Registration, tribe placement, class choice, and character creation happen outside the mobile app. The app accepts Google, Apple, or email-and-password sign-in and then verifies that the signed-in account already owns an event character.
- Use the same identity. Sign in with the method connected to your website character. A different Google or Apple identity is a different account.
- Update before travel. Older clients may be blocked when their game contract or content version is no longer compatible.
- Grant permissions deliberately. Location supports exploration; camera reads event QR marks; Bluetooth is used for explicit nearby-player checks; notifications are optional.
- Keep data available. The app can preserve some last-known views, but rewards, combat, trades, claims, and progression need a connection to be confirmed.
- Protect the account. Never give a GM your password. Support works through event tools, not by impersonating you.
The app checks the world, not only the button
3. GPS, Bluetooth, and QR Marks
GPS
Recent verified location controls discovery, site actions, resource collection, territories, roaming encounters, and Safe Zone facilities. Weak or stale location is shown rather than silently accepted.
Bluetooth proximity
A short explicit scan can confirm that two players are physically together. It uses rotating anonymous signals and is combined with other checks for warbands and player trade.
QR marks
Signed event codes route the app to traders, storage, crafting, grinding, story rewards, or territory capture. A code does not bypass range or eligibility rules.
Retries
If the app says an operation outcome could not be confirmed, retry that same action. Confirmed economy actions are protected from being rewarded or charged twice.
Shared language
4. Core Terms and Resources
| Term | Meaning |
|---|---|
| Character | Your in-game identity, with class, level, stats, skills, items, equipment, progress, and tribe membership. |
| Tribe | Your permanent event team. Territory and Lost Village progress belong to the tribe. |
| Warband | A temporary nearby group made from members of the same tribe. |
| Wild Site | A real-world location with a player-visible game interaction. |
| Territory | A claimable place that grants a tribe bonus while held. |
| Safe Zone | A protected physical hub for designated logistics, facilities, and support. |
| Encounter | A battle or challenge started by a site, territory, roaming threat, or event moment. |
| GM | A Game Master who runs the event and can recover broken technical state. |
| Resource | Common uses |
|---|---|
| Coins | Traders, repair, crafting, upgrades, territory costs, and player trade. |
| Iron | Weapons, armor, durability work, and martial restoration. |
| Silver | Shrines, wards, sacred crafting, and rare restoration. |
| Hide | Light gear, boots, gloves, flexible repairs, and pathfinding craft. |
| Heartwood | Nature-based craft, exploration work, and the Sacred Grove. |
Coins and core resources are ledger balances and do not occupy inventory slots. Reagents, catalysts, relics, consumables, and equipment are items and do use capacity.
Three ways to be useful
5. Classes
Druid
Healing, cleansing, storm pressure, roots, and group protection. Strong when reading allies and controlling a dangerous turn.
Pathfinder
Marks, traps, poison, bleed, evasion, and focused damage. Strong when selecting priority targets and preparing the right tool.
Champion
Guarding, taunts, fortification, war cries, and steady frontline damage. Strong when controlling who receives pressure.
Every class can complete ordinary solo activities through basic attacks, defense, items, and class skills. Hard encounters reward mixed roles, communication, and preparation rather than one compulsory composition.
Ranks improve identity, not only numbers
6. Class Skills
Skills unlock as your character grows and can be improved through five ranks. A higher rank may strengthen an effect, improve reliability, reach more targets, shorten recovery, or add a tactical benefit. The Skills screen always shows the current rank, next rank, cost, and player-visible effect.
Druid skills
| Skill | Unlock | Role |
|---|---|---|
| Root Mend | Level 1 | Heal an ally and sometimes remove Poison. |
| Storm Call | Level 1 | Storm pressure that can reach several enemies and disrupt them. |
| Bramble Bind | Level 2 | Control several enemies by slowing and reducing reliability. |
| Ancestor Ward | Level 3 | Temporarily protect and strengthen the warband. |
| Spirit Return | Level 5 | Bring a knocked-out ally back into the current encounter. |
Pathfinder skills
| Skill | Unlock | Role |
|---|---|---|
| Mark Prey | Level 1 | Prepare one enemy for focused warband damage. |
| Yew Shot | Level 1 | Reliable ranged damage against one target. |
| Snare Line | Level 2 | Attempt to slow several enemies. |
| Venom Cut | Level 3 | Poison pressure that rewards attacking prepared prey. |
| Fade Path | Level 5 | Temporary evasion and defensive support. |
Champion skills
| Skill | Unlock | Role |
|---|---|---|
| Oath Strike | Level 1 | Steady melee damage that can draw attention. |
| Shield Vow | Level 1 | Temporarily reinforce the Champion's defense. |
| Red Fury | Level 2 | Fire pressure against an enemy group. |
| War Cry | Level 3 | Weaken several enemies and disturb their resolve. |
| Last Oath | Level 5 | Protect the warband through a dangerous sequence. |
Understand the levers, not the equation
7. Stats, Levels, and Builds
| Stat | What it means |
|---|---|
| HP | How much harm you can take before being knocked out. |
| Attack | The main strength behind attacks and offensive skills. |
| Defense | Reduces incoming harm; it does not make you invulnerable. |
| Speed | Influences how quickly your action gauge fills. |
| Crit Chance | How often an eligible action becomes a critical hit. |
| Crit Damage | How much extra harm a critical hit causes. |
Level increases your baseline and grants access to skill improvement. Equipment and village bonuses then modify the resulting character. Flat bonuses are often valuable early; percentage bonuses tend to grow with a stronger baseline. Trade-off gear can produce excellent specialist builds, but its stated sacrifice remains real.
Plan around a purpose rather than one universal ranking: group protection, focused damage, damage over time, control, anti-healing, elemental pressure, critical attacks, exploration, gathering, and durability efficiency can each matter in different situations.
Not every place begins fully named
8. Map, Wild Sites, and Exploration
A Wild Site can be absent from your map, appear only as an uncertain marker, reveal part of its nature, or become fully identified. Discovery belongs to the tribe, so one member's successful scouting can help others.
- Gathering Sites provide resources or item rewards and may be guarded or limited.
- Hostile Sites begin encounters and may require a prepared warband.
- Story Sites present event choices, marks, rewards, or instructions when available.
- Trader and facility sites route to physical services through the correct QR mark.
- Claim Sites are territory interaction points with separate validation.
Discovery is influenced by proximity and your character's exploration advantages. Use the app's current marker, distance, warning, cooldown, awareness colour, and action state to decide where to move and when to interact. Visible enemies may wander, investigate signs, search a lost trail, or begin tracking you or your warband. A truly unseen roaming enemy is never placed on the map and does not reveal a direction or exact distance. The app instead gives one general warning and a haptic pulse that becomes more frequent as danger approaches.
A party for the next task, not a second tribe
9. Warbands and Nearby Players
- Create or invite. A tribe member begins a temporary warband and invites nearby members, up to four players total including the leader. The app shows the current count.
- Confirm proximity. The app may ask both players for a brief nearby-device check alongside current location.
- Stay together. Only nearby, available members join a shared encounter or location action.
- Respect activity state. A player already fighting, downed, recovering, or committed elsewhere cannot be pulled into another battle.
- Leave cleanly. Leadership transfers when possible; an empty or abandoned warband dissolves.
A full warband cannot send or accept another invitation. If an older event group is shown above four players, nobody is removed automatically, but members must leave and form another warband before either group begins a new shared fight. Warbands affect participation and cooperation, not ownership: individual rewards still follow encounter rules, while territory and village outcomes belong to the tribe. The four-player limit does not reduce the number of tribe members counted around a territory.
The game owns the result; you own the decision
10. Combat Flow
- Entry is validated. The correct site or roaming threat, current location, character availability, and eligible nearby warband are checked.
- Read the stage. Check allies, enemy group, HP, statuses, selected target, action gauges, and the upcoming turn queue.
- Choose an action. Attack uses your equipped weapon; Skill uses an available class ability; Item consumes an eligible battle item; Defend combines with an existing ward and protects you until your next action.
- Choose a legal target. Some actions affect one enemy or ally, while others affect a group. The interface shows valid choices.
- Watch wind-ups and warnings. A prepared special remains visible even when its original combat-log entry has scrolled away. The warning names the enemy and move and tells the warband when every living ally is threatened; movement, impacts, sound, haptics, floating values, and the combat log communicate what was resolved.
- Adapt. Cooldowns, conditions, elements, target priority, healing, control, and item limits make repeated use of one action unreliable.
- Settle the encounter. Victory applies rewards and progress once. If new loot cannot fit, it is retained for later claiming after you make space.
Flee shows its current success chance before you commit. That chance reacts to the surviving groups, their condition, speed, and the danger of the encounter. Failure spends the action and the battle continues. Success ends the encounter and gives your warband one minute to move away from only that enemy group. The escaped group remains on the map in a distinct colour with a countdown; unrelated enemies can still find you, and deliberately re-engaging ends the protection. Leaving the screen does not erase an active battle; reconnecting restores the confirmed battle state.
Feedback teaches matchups
11. Elements and Status Effects
| Element | Common character |
|---|---|
| Normal | Reliable physical force without a special elemental identity. |
| Fire | Pressure and Burn damage over time. |
| Ice | Stillness, slowing, and disruption. |
| Storm | Shock and interruption. |
| Poison | Persistent damage and attrition. |
| Shadow | Fear, concealment, and reduced reliability. |
| Sacred | Protection, healing, resistance, and old rites. |
| Status family | How to respond |
|---|---|
| Burn and Poison | Cleanse, heal, finish the fight, or reduce the source of ongoing pressure. |
| Slow, Freeze, and Shock | Expect the turn queue to change; protect actors whose timing matters. |
| Marked and Vulnerable | Recognize a focus target or protect an ally who has become exposed. |
| Fear and Shadowed | Accuracy and action reliability may suffer. |
| Fortify and Sacred Guard | Use the protection window for dangerous enemy turns. |
| Evasion | Incoming attacks become less dependable; consider another target or control. |
Combat feedback labels an interaction as favorable, neutral, or resisted. Use these labels to judge whether your approach is effective. Equipment condition can also make repeatedly forcing a poor matchup expensive.
Knocked out is not always the end
12. Knockout, Revive, Defeat, and Recovery
- Individual knockout: if allies remain active, the encounter continues. Spirit Return can bring one eligible ally back once per encounter, with partial health and brief protection until that ally's next turn.
- World revive: Revive Ally can end a genuinely downed same-tribe player's recovery early when both players have a fresh location and are within 30 m. It is not a general healing button.
- Full defeat: the encounter ends, the enemy group that won disperses, and participants remain downed at their current location for a visible two-minute recovery.
- Automatic or assisted recovery: recovery completes automatically when the timer ends, or a nearby tribe ally can revive you sooner. Both paths grant the same visible 30-second combat protection.
- Combat protection: new manual battles, scheduled encounters, and ambushes are blocked while normal map and menu use remains available.
- Health after a wipe: combat health belongs to the encounter. The next battle starts from your character's full current maximum health; there is no separate out-of-combat healing chore.
- Boss retry: losing a boss encounter can place that site under a separate visible 30-minute retry lock.
Capacity creates decisions
13. Inventory, Equipment, and Sets
- The base backpack has 16 item slots. Stackable item types normally share a slot up to their displayed stack limit.
- Coins and the four core resources are balances and do not use those slots.
- Equipment slots are weapon, armor, gloves, and boots. Equipping moves one concrete item instance into that slot.
- Compare the complete stat change, element, durability, upgrade state, binding, and set membership before switching.
- Set bonuses awaken from matching pieces. Partial sets may be weaker than mixed gear; complete sets are specialized rather than universally best.
- Equipped, bound, story, or otherwise restricted items cannot be sold, salvaged, stored, or traded when the app marks the action unavailable.
Preparation can be part of the build
14. Consumables and Artefacts
Consumables
Each player may use one combat consumable per battle, and using it takes an action. Tools can heal, cleanse, protect, control, expose an element, weaken defense or healing, redirect pressure, or exchange one advantage for a drawback. Choose for the encounter you expect rather than carrying only emergency healing.
Artefacts
Artefacts are rare, bound items with unusual rules. They cannot be traded or placed in normal tribe storage. Some are manual, some respond to a valid situation, and some need restoration after becoming spent or Cracked. Follow the name, description, condition, cooldown, and available action shown by the app.
Broken is a state, not deletion
15. Durability, Repair, Restoration, and Upgrades
Wear
Weapons can wear through attacks; protective gear can wear when absorbing hits. Matchups and item properties influence efficiency.
Cracked
At zero durability, equipment remains yours but loses most useful strength. A Cracked artefact cannot provide its normal effect.
Repair
Damaged gear can be repaired for the complete displayed cost. Waiting until Cracked is substantially more expensive.
Restoration
Eligible Cracked or spent artefacts restore the same unique item when their currently available requirements are met.
Upgrade
The Sacred Forge previews materials, affected item, possible result, and risk before confirmation. Stronger upgrades usually increase future care costs.
Make, recover, transform
16. Crafting, Salvage, and Grinding
- Crafting consumes the displayed coins, resources, reagents, catalysts, or items to produce the selected recipe output.
- Recipe access can come from event progress, tribe progress, facilities, or player-visible discoveries. Only currently available recipes appear.
- Salvage breaks eligible items into the previewed outputs and may teach your tribe a useful recipe.
- Grinding is a separate physical facility for converting eligible material through its own preview and confirmation.
- Output location can be personal inventory or tribe storage depending on the recipe. Capacity is checked before the spend commits.
Two different economies
17. Traders and Player Trade
Event traders
Scan the trader's physical QR mark while in the correct place. Stock, price, allowed quantity, inventory capacity, and the final quote are checked at purchase. Traders can also buy eligible items, but not every trader wants every object. Stock refreshes at visible event times.
Player trade
- Meet a member of your tribe and start the nearby-player check.
- Add eligible concrete items, coins, or core resources to your side.
- Review both offers. Any edit clears both confirmations.
- Both players confirm; the whole exchange succeeds together or not at all.
- If interrupted, reopen the active trade before it expires. The held offer is restored.
Bound items, artefacts, story items, equipped pieces, unavailable quantities, and capacity-breaking exchanges are rejected.
Your tribe's long project
18. Tribe Storage and the Lost Village
Tribe Storage
At the designated Hearth or Safe Zone, members can deposit and withdraw eligible concrete items. Core resources and coins use a shared ledger contribution flow instead of storage slots. Personal and tribe balances remain separate until you confirm a contribution.
Lost Village
| Building | Strategic identity |
|---|---|
| Sacred Grove | Exploration, discovery, resource yield, and exploration progress. |
| Hall of Champions | Offense, critical pressure, and performance in difficult combat. |
| Shrine of Ancestors | HP, defense, healing received, and protection. |
| Crafting Grounds | Gathering, loot, tribe progress, upgrade efficiency, recipes, and storage. |
The village screen shows current level, next benefit, complete cost, your available contribution, and shortages. Contributions are shared and cannot be undone casually, so tribes should agree on priorities.
Power, uncertainty, and diplomacy
19. Territories
- Find the Claim Site. Discovery and the current marker determine what your tribe is allowed to know.
- Reach the physical mark. Capture uses current location and the territory's signed QR code.
- Read requirements. A recent capture lock, recapture cost, nearby opposition, or guardian can block the attempt.
- Prepare the warband. Guardian victories must belong to the valid claim flow; an unrelated old battle cannot be reused.
- Confirm capture. Ownership, cost, lock, guardian result, and active nearby players are rechecked together.
Held territories grant tribe bonuses that strengthen as a claim matures. Ownership information may be incomplete, and a territory-loss notice can be delayed and anonymous by design. Scout, communicate, negotiate, and keep your own notes.
Territory diplomacy—alliances, protection pacts, tribute, deception, and betrayal—is valid in-character play. Real-world respect and organizer safety rules always remain above it.
Progress through what you actually do
20. Oaths, Trials, Deeds, Bestiary, and Inbox
Oaths
Long commitments tied to exploration, tribe duty, territory, restoration, or personal identity.
Trials
Difficult demonstrations such as dangerous battles, complete sets, or mastery objectives.
Deeds
Records of active play: crafting, gathering, support, collection, combat tools, and other concrete actions.
Five ranks
The next currently valid requirements and rewards appear in the app. Mastery is intentionally possible to miss during the three-day event.
Bestiary
Grows as your character encounters and recognizes creatures, recording useful combat and loot knowledge.
Inbox
Keeps durable tribe and event notices. Optional phone notifications are only an extra delivery channel.
The app tracks qualifying actions automatically. Claim each completed rank yourself, and make inventory room when its displayed reward includes a new item.
When uncertainty is atmosphere—and when it is a bug
21. Fair Play, Accessibility, and GM Support
- Do not spoof location, automate movement, share accounts, modify the client, or exploit repeated requests.
- Read confirmation dialogs. Costs, target items, trade offers, and irreversible contributions are shown before commitment.
- Use the independent motion, flashing, story-text, image, intense-audio, music/effect volume, haptics, and notification settings according to your needs.
- If GPS is stale, move into open sky, verify system permission, and refresh before repeating the game action.
- If a confirmed result appears missing, preserve the screen or take a screenshot and contact a GM instead of trying unrelated workarounds.
- GMs can recover stuck battles, warbands, rewards, and character state or grant approved offline-event rewards.