How it works
The rules that matter in your first hour.
Your first hour
You make a character, pick one of 6 classes, and arrive in a town. Towns are safe. Walk out of one and you are in the world proper.
- You start with basic equipment in every gear slot.
- Click a creature to select it, then click again to attack. Wild creatures stay neutral for walking past it.
- Auto abilities fire once a fight is actually happening, and stop when it ends. They never start one.
- Gold is picked up by walking over it. Gear is picked up for you too, and whatever beats what you are wearing goes in the bag first.
Levelling
The cap is 120. Early levels move quickly, then each level takes longer. A committed first character takes roughly two weeks at normal experience. Past the cap, experience becomes renown, which buys recognition rather than power.
Gear
There are 12 slots and 255 pieces of equipment to put in them. Higher-level zones drop stronger pieces. Item power rises at every level.
Equipment wears out as you use it and can be repaired in town. A weapon at zero durability stops helping, which is usually noticed at the worst moment.
Fighting
Combat is real time. Range matters, line of sight matters, and so does what is standing between you and the thing you are aiming at. Monsters that lose you go home rather than following you across a zone.
Bosses stay neutral until you attack.
Companions
You can raise critters, send them out on their own, breed them and take one along as a companion. A fainted companion can be revived without leaving the fight.
Dying
You keep your gear and inventory. After a short wait, you return at a camp. Health regenerates quickly outside combat.
Playing with other people
Players share each zone in real time. Form parties, trade, join a guild, enter the arena or build a warband. Open-world PvP requires you to opt in.
After level 120
Ascendant Hall tracks endgame work. Choose a solo or group Breach, hunt rotating rares, clear daily Incursions, climb weekly boards and spend marks on visible rewards. These systems expand records, collections and builds without an endless stat treadmill.