Ashenvale from above: a walled town of red roofs and cathedral spires, ringed by mountains
Free to play · Windows

Angels fell. The vale remembers.

Virtue Sekai is an anime MMORPG of angels, demons and the Fallen — one walled town, one wide vale, and a world that keeps living while you are away.

Your hero

Made by you, down to the scar

A full 3D character creator: body, face, hair, ears and a starter outfit, on a lit stage with a turntable — and your portrait is rendered from the very hero you made.

A newly made hero standing in Ashenvale's plaza before the cathedral and its fountain
Level 10 · the church

The Font awakens your soul

Your first ten levels are lived as an Adventurer. Then the Cathedral of the Halo opens its Font: choose your calling among nine, and the soul you have been carrying finally shows its powers.

  • Warrior
  • Mage
  • Ranger
  • Cleric
  • Rogue
  • Sentinel
  • Mystic
  • Berserker
  • Sage
  • the Wanderer's Path
The nave of the Cathedral of the Halo: columns, hanging banners and the altar far ahead
Ashenvale's plaza under a starlit night sky
Growth

A whole sky of constellations to grow into

Every level is a point and every point a star: your calling's own constellation at 10, a Second Calling at 40 that forges a hybrid of two, a side job at 70 — and stars enough to keep spending to 99.

  • Awakening · 10
  • Second Calling · 40
  • Side job · 70
  • Capstone star · 99
Battle

Fights begin where the monsters roam

Step into a wolf's gaze and the battle starts right there, in the open world, under a dome anyone can watch. Strike first or eat the ambush — and learn what each creature is weak to, resists, shrugs off, or drinks.

  • Weak
  • Resisted
  • Immune
  • Absorbed
The deep green shade of the Verdant Forest, where the first monsters roam
World bosses

Two tyrants hold the open ground

The Ancient Rotwood in its grove and the Marsh Hydra in its shallows. No lobby and no cap: while a boss lives, anyone may walk in and swing, and the reward remembers what each of you did.

The Ancient Rotwood, a great corrupted treant, rising in its arena
An adventurer walking toward the Ancient Rotwood across the grove floorThe Marsh Hydra's marker over the water of its lair
Together

A Group for the fight. An Adventurer Party for life.

Raise a Group of up to four for the road ahead, or found an Adventurer Party at the guild: ranks and renown, perks that grow with it, letters and a message of the day, and a storeroom the whole Adventurer Party shares.

The Adventurer's Guild hall in Ashenvale, banners and lanterns over its doors
The Adventurer's Guild

The board is always hiring

Hunts, gathers, deliveries and calls on the bosses, taken at the guild's board and turned in at its counter — each one gold, experience and guild rank, from F all the way to S.

Inside the Adventurer's Guild: the reception counter beneath its chandeliers
Crafts

Eight professions. Four real stations.

Gather on the road — ore from the cliffs, flowers from the verges, timber from the forest, fish from the dark pools — then work it where the tools are: the forge, the alembic bench, the carpenters' bench and the cooking fire.

  • Mining
  • Herbalism
  • Logging
  • Fishing
  • Blacksmithing
  • Alchemy
  • Woodworking
  • Cooking
Ashenvale

A walled town with a hundred and forty-one doors

Nineteen shops with keepers and real stock, a hundred and twenty-two homes with residents in them, the cathedral, the guild and the Halo & Hearth — and every single door walks in.

Ashenvale's plaza: market stalls under awnings before the cathedral's twin spires
A living vale

The same plaza, every hour of it

Dawn to starlight, sun to thunder: the world keeps its own clock and its own weather, and the mix keeps its own music — five sliders, if you would rather conduct it yourself. Plays beautifully on a gamepad, too.

The plaza at sunset, gold light on the cathedral stone
The Halo and Hearth at evening, candlelit tables and the bottle wallA lamplit street at night, stars over the gatehouse
The road

Walk it once, and the stones remember you

Seven waystones stand across the vale. Touch one and it is yours forever; pay a small fare and it carries you between the stones you know — and home is always free.

An arched stone bridge over the river, on the road out of town

And in your pack

A Bestiary that fills as you meet them

Every monster you cross writes its own page: where it lives, how it fights, what it drops.

The Strongroom

Eighty slots behind Edrick's ear in Ashenvale, and a shared storeroom for your Adventurer Party.

A Phoenix Feather for the bad days

Fall in the wilds and a feather — or a friend — brings you back to your feet.

Your name over your head

Group, Adventurer Party or the whole plaza: say what you like, to exactly who you mean.

Ashenvale at dusk from above, the mountains turning violet
Free to play

The vale is waiting.

Make your account, take the launcher, and step through the south gate tonight.