Unlock maps, services and gathering routes.
Current concise guide
Your MurderCartel Journey
Progress through eight world tiers, improve combat and profession levels, build a seven-slot skill loadout, refine resources into equipment and take that build into dungeons, world events, parties and competitive minigames. Use the categories on the left to explore one connected system at a time.
Refine, craft and shape your skill loadout.
Enter dungeons, events and minigames.
Combine traits, skill trees and equipment.
World tiers
Maps, Tiers and Unlocks
| Tier | World map | Required level | Progression role |
|---|---|---|---|
| T1 | Brightwood | Level 1 | Starting city, first resources, stations, shops and Shadow Cavern. |
| T2 | Whispering Meadowlands | Level 10 | First world unlock, T2 professions and Whispering Hollow. |
| T3 | Frost Valley | Level 20 | Cold-region progression with T3 resources, enemies and equipment. |
| T4 | Sunspire Vale | Level 30 | T4 progression and the highest city currently available through quick travel. |
| T5 | Dragonwood | Level 45 | Higher-tier portal route and the first level-45 profession tier. |
| T6 | Ember Wastes | Level 60 | Level-60 resources, recipes, loot and generator tier. |
| T7 | Umbral Expanse | Level 75 | Late-game T7 progression, including Void and Umbral materials. |
| T8 | Celestial Frontier | Level 90 | Endgame tier for the strongest resource, recipe and equipment progression. |
Navigation
World Map, Markers and Quick Travel
The in-game world map is opened with M. It shows the current scene, your player marker, useful town markers, resource markers, mob markers and travel destinations. The map can be dragged, zoomed and filtered so players can decide where to gather, fight, repair, bank or trade next.
Map Controls
- Press M to open or close the world map.
- Drag the map to inspect the scene.
- Use zoom buttons or mouse wheel over the map.
- Use the player/current-map buttons to return focus.
- Toggle mob and resource filters when the screen gets busy.
Useful Markers
- Bank markers show storage buildings.
- Marketplace markers show player economy access.
- Repair / Salvage markers show gear-care utilities.
- Resource markers help locate gathering routes.
- Mob markers help players find combat targets and dungeon pressure.
City Quick Travel
The world map offers direct city travel between Brightwood, Whispering Meadowlands, Frost Valley and Sunspire Vale. It checks combat level, finds a safe landing position and charges 500 money for each tier crossed.
- Brightwood is the starter destination.
- Whispering Meadowlands unlocks at combat level 10.
- Frost Valley unlocks at combat level 20.
- Sunspire Vale unlocks at combat level 30.
- T5-T8 continue through the connected portal route rather than the city dropdown.
XP Frenzy and XP Tomes
Global Frenzy
When no frenzy is active, the game can roll for Gathering, Combat, Refining or Crafting Frenzy. Only one frenzy can be active at once.
- Level 1–20: 2x XP for 5 minutes.
- Level 21–40: 1.75x XP for 7 minutes.
- Level 41–60: 1.5x XP for 9 minutes.
- Level 61–80: 1.35x XP for 11 minutes.
- Level 81+: 1.25x XP for 13 minutes.
- Frenzy point gains are 1.5x.
XP Tomes
Tomes are bonus drops from combat, gathering and refining. Using one gives a four-minute XP buff; another tome replaces the active tome buff.
- Drop chance scales from 0.25% at T1 to 1% at T8.
- Combat converts mob level into T1–T8 for this roll.
- Sizes: Small 50%, Medium 25%, Large 14%, Super 8%, Ultra 3%.
- XP buffs: +3%, +8%, +15%, +18%, +20%.
World events
Special Nodes and Special Mobs
Special Nodes
Special gathering nodes are shared world spawns for ore, trees and fibre. The current special-node setup rolls at 5% per minute, uses server sync, announces a spawn, and can have many ticks before disappearing.
- Node types: Ore, Tree and Fibre.
- Default spawn weights are split evenly between the three types.
- Special gathering arenas unlock gathering points.
- Special gather spots can unlock instant refining with refining points.
Node Guardian Mobs
Normal gathering nodes can spawn a guarding mob while you gather. This is automatic and scales by node tier, so higher-tier nodes are more dangerous without needing every prefab to be hand-configured.
- Roll happens on gathering ticks, not per resource item gained.
- T1 nodes start around 0.35% chance per gather tick.
- T8 nodes reach around 1.75% chance per gather tick.
- If a node has no assigned prefab, the game chooses a nearby-tier mob from the scene mob spawner.
- Guardian mobs can drop extra resources from the node type they protected.
Special Mobs
Special mobs are global spawns with tracked damage. Solo players and parties can both compete, and party damage is grouped for reward ownership.
- Special mobs can scale health, XP, loot chance, damage, attack range and aggro range.
- Rewards go to the top solo player or party group based on damage.
- Active spawns are cleaned up by the server if they become stale.
Daily Boss Loop
Daily bosses and special combat spawns give maps a repeatable pressure point. Boss damage, reward ownership and party contribution are tracked so both solo and party play can participate.
- Daily boss bonuses can increase health, damage and loot chance.
- Boss and dungeon kills can feed collection log and monthly reward progress.
- Party boss kills can register shared completion for grouped players.
Personal island
Owned Island Editor, Buildings, Mobs and Nodes
Your owned island is a personal, editable area reached by boat from Brightwood. Open the island editor to reshape the ground with tiles, decorate the area, place useful buildings, add mobs you have unlocked, and manage resource-node objects. Your island layout is saved for your character and loads again when you return.
Tiles and Objects
Choose Tiles in the island editor to paint sand and fence tiles onto the island grid. Use erase mode to remove your placed tiles. The separate Objects catalog is for decorative island props; placement previews show where an item will land before you confirm it.
- Tile placement snaps to the grid so paths, floors and fences line up.
- Placed objects can be previewed and scaled before placement.
- Use the editor's erase/remove tools to correct the layout.
- The editor panel can be hidden and reopened while you walk around the island.
Buildings
Choose Place Building to add functional stations to your layout. The catalog includes crafting and refining buildings, the bank, salvage station and repair station. Select a building, position its preview on valid island ground, and confirm the placement.
- Available buildings include plate, cloth and leather crafting.
- Refining choices include weaving, smelting, lumber milling and tanning.
- Bank, salvage and repair buildings let the island work as a personal base.
- Building placement and scale are stored with the island layout.
Mobs and Progression
Choose Place Mobs to populate the island. The mob catalog follows your progression: only mobs at or below your current placement level are shown. Pick a mob, check its preview and place it in the area where you want it to appear.
- Mob names and levels are shown in the placement catalog.
- Higher-level choices unlock as your character progresses.
- Placed mobs are saved as part of your character's island.
- Island mobs use normal level-difference XP/loot scaling, but their respawn takes 4x longer.
- Mobs within 12 units of another island mob cannot take damage, preventing stacked farms.
- Use Reset Island only when you want to clear the custom layout and start over.
Placing Resource Nodes
Choose Place Node Objects to use resource-node objects from your inventory. Nodes must be placed at least 2.5 units apart and node-object items have a maximum stack size of 1.
Gathering and Pickup
Placed nodes behave like normal gathering nodes. Click to gather, or press E nearby to pick an available node back up. Depleted or respawning nodes cannot be picked up and return after their normal respawn time.
Saving and Visiting
Tiles, objects, buildings, mobs and nodes persist per character. The editor also includes Other Characters for visiting another character's island; visitors cannot edit the owner's layout.
| Tier | Node object drop chance per depletion | Drop result |
|---|---|---|
| T1 | 1.00% | A depleted T1 placed node can drop that same T1 node object. |
| T2 | 0.864% | A depleted T2 placed node can drop that same T2 node object. |
| T3 | 0.729% | A depleted T3 placed node can drop that same T3 node object. |
| T4 | 0.593% | A depleted T4 placed node can drop that same T4 node object. |
| T5 | 0.457% | A depleted T5 placed node can drop that same T5 node object. |
| T6 | 0.321% | A depleted T6 placed node can drop that same T6 node object. |
| T7 | 0.186% | A depleted T7 placed node can drop that same T7 node object. |
| T8 | 0.05% | A depleted T8 placed node can drop that same T8 node object. |
| Tier | Log object | Ore or shard object | Fibre object | Hide object |
|---|---|---|---|---|
| T1 | Iron Bark Log Object | Ember Ore Object | Verdant Fibre Object | Ashfang Hide Object |
| T2 | Bloodwood Log Object | Steelspike Ore Object | Sprout Fibre Object | Emberhorn Hide Object |
| T3 | Stormroot Log Object | Umbral Ore Object | Frost Silk Object | Frost Hide Object |
| T4 | Sunspire Log Object | Emerald Shard Object | Crystal Thread Object | Glacial Hide Object |
| T5 | Frostwood Log Object | Sunstone Ore Object | Sun Thread Object | Nightfang Hide Object |
| T6 | Emberpine Log Object | Glacier Shard Object | Sun Fibre Object | Shadowhide Panther Object |
| T7 | Dragonwood Log Object | Void Ore Object | Ash Thread Object | Umbral Panther Object |
| T8 | Lumin Log Object | Stormcrystal Ore Object | Ember Thread Object | Void Serpent Object |
Professions · live rules
Gathering, Perfect Hit and Refining
Woodcutting, Mining and Harvesting now use the interactive Perfect Hit system on normal world nodes. There is no countdown and the marker does not miss automatically: every click is one gathering tick. Skinning remains a conventional local interaction because its animals must first be defeated.
The moving marker is a CSS illustration of the in-game mechanic—no image asset is required.
One Click = One Tick
- Click the bar when you decide to commit the tick; waiting has no penalty.
- Every accepted non-red tick awards gathering XP immediately and rolls that tick's resource yield.
- A valid tick can still give 0 resources. Yield uses fractional chance instead of forcing at least one item.
- Skill yield unlocks, tools, potions and location bonuses improve the average yield across the node.
- The node's yield is spread over all ticks, so a one-tick node cannot create one oversized payout.
Perfect Streak and Gathering Focus
- Land 10 consecutive Perfect hits—the green centre—to activate Gathering Focus.
- Focus grants +25% XP and yield on subsequent Perfect hits.
- While Focus is active, the marker also moves 25% faster.
- Focus has no timer. The first non-Perfect hit ends it and resets the streak.
- Your streak follows you between nodes. Its text hides after 15 seconds without gathering, but the streak is remembered for that character.
| Tier | Required skill | Shared ticks | Perfect-zone centre | Difficulty |
|---|---|---|---|---|
| T1 | Level 1 | 5–8 | 18% | Wide |
| T2 | Level 10 | 4–7 | 17% | Wide |
| T3 | Level 20 | 4–6 | 15.8% | Comfortable |
| T4 | Level 30 | 3–5 | 14% | Moderate |
| T5 | Level 45 | 3–5 | 12% | Narrow |
| T6 | Level 60 | 2–4 | 10% | Hard |
| T7 | Level 75 | 2–3 | 8% | Very hard |
| T8 | Level 90 | 2 | 6% | Precision |
The marker's base speed is the same across tiers; higher tiers become harder by narrowing the scoring zones. “Perfect-zone centre” is the configured distance from the exact centre on each side of the bar.
Gathering Skills
- Woodcutting: logs from trees.
- Mining: ore and shards from ore nodes.
- Harvesting: fibre and plant materials.
- Skinning: hides from defeated skinnable animals; 2.5× the normal gathering XP rate to account for combat time.
- The matching skill level and a usable tool of the required tier are checked before gathering.
Yield Bonuses
- Unlocked skill-yield milestones are distributed across the node and still work with multiple gatherers.
- Gatherer's Brew adds +20% gathering yield; it no longer changes Perfect Hit speed.
- Special gathering areas add +20% yield.
- Gathering a lower-tier resource in an unlocked higher-tier region adds +10% yield per tier of region difference.
- Better usable tools increase yield. Broken or level-locked tools do not count.
Refining
Refining turns raw resources into crafting materials: Smelting makes bars, Weaving cloth, Tanning leather and Lumbermilling planks.
- All four refining skills use the same progression rules.
- Higher skill reduces the raw-material input cost, with a minimum cost floor.
- Bonus output starts at 5%; above the early levels it rises by 0.4 percentage points per level, up to 50%.
- Higher skill speeds up an unlocked recipe while high-tier recipes keep a sensible minimum duration.
- Refine All processes every eligible stack and fills existing output stacks before using new slots.
Production
Crafting and Potion Crafting
Crafting
Crafting creates armor and weapons from refined materials. Crafting XP and crafting level count for potion crafting too, so potion progress is part of the same production identity.
- Armor paths: Cloth, Leather and Plate.
- Weapons scale by tier and class needs.
- Crafting points unlock production progression.
- Every crafted item rolls quality once: Normal 40%, Good 25%, Excellent 20%, Epic 10% and Masterpiece 5%.
- Quality also improves crafting XP: Good +10%, Excellent +20%, Epic +40% and Masterpiece +80%.
- Higher Crafting levels can reduce refined-material costs; high tiers keep a larger minimum cost than low tiers.
- Use the crafting page to inspect recipes and tiers.
Potion Types
Potions and buffs support combat, gathering, refining, crafting and XP. Active buffs are saved and restored while they still have time left. Health potions are instant heals with a 15 second health-potion cooldown; buff potions run for 3-5 minutes depending on the potion.
Health Potion
Instant heal for 15% max health.
Instant / 15s health potion cooldownGreater Health Potion
Instant heal for 20% max health.
Instant / 15s health potion cooldownIron Skin
Reduces incoming damage by 20%.
5 minutesRage
Increases player damage by 18%.
3 minutesFocus
Reduces skill cooldowns by 15%.
4 minutesSwiftstep
Increases movement speed by 18%.
4 minutesGatherer's Brew
Increases gathering yield by 20%.
5 minutesBountiful Harvest
15% chance to gain 1 extra gathered resource.
5 minutesMiner's Luck
Mining gets 15% extra chance to gain 1 extra ore.
5 minutesRefiner's Tonic
Reduces refining time by 20%.
5 minutesArtisan Focus
Reduces crafting time by 15% and adds crafting point bonus.
5 minutesDungeon Ward
Reduces incoming damage by 15%.
5 minutesBoss Slayer
Increases damage against bosses by 20%.
4 minutesLucky Drop
Adds 7.5% bonus item drop chance and boosts gold.
5 minutesShadowstep
Makes dash dodges easier with +0.35 dodge-window bonus.
4 minutesRegeneration
Restores 3% health every 2 seconds.
5 minutesXP Boost
Increases earned XP by 20%.
5 minutesResource Generators
Generators produce resources while your character is online, including while you move between scenes. They pause while offline.
Production
- One production cycle takes 25 minutes.
- Output per cycle equals the capacity bought for that tier.
- Storage uses 8 slots with stacks up to 99.
Tier Unlocks
Generator tiers unlock from the matching profession level: 1, 10, 20, 30, 45, 60, 75 and 90.
Maximum capacity by tier: 15 / 12 / 10 / 8 / 6 / 4 / 2 / 1.
Capacity Cost
Starting cost by tier: 1,000 / 2,500 / 5,000 / 10,000 / 25,000 / 50,000 / 90,000 / 150,000 gold.
Each additional capacity level costs 10% more than the previous one.
Gear
Equipment, Stats and Specialties
Equipment has four main slots: head, chest, legs and weapon. Armor pieces carry an armor type, while weapons add their own damage, cooldown and resistance points. The character sheet converts those raw gear points into display percentages, and the armor type adds a specialty proc on top.
Cloth Specialty
Cloth is the damage-focused armor path. When a skill hits, cloth rolls for an extra damage proc. The proc chance and the extra damage percentage use the same armor formula.
- Head: +0.625% proc chance and +0.625% extra damage per tier.
- Chest: +2.5% proc chance and +2.5% extra damage per tier.
- Legs: +1.25% proc chance and +1.25% extra damage per tier.
- Full T1 cloth set: 4.375% chance for +4.375% extra damage.
- Full T8 cloth set: 35% chance for +35% extra damage.
- Endgame cloth damage points are balanced around 59.5 points.
- Gear damage bonus caps at 162%; total displayed damage bonus caps at 180%.
Leather Specialty
Leather is the cooldown-focused armor path. When you use a skill, leather can proc and force that used skill to its minimum cooldown.
- Head: +0.875% no-cooldown chance per tier.
- Chest: +1.25% no-cooldown chance per tier.
- Legs: +1% no-cooldown chance per tier.
- Full T1 leather set: 3.125% chance.
- Full T8 leather set: 25% chance.
- When it procs, the used skill cooldown becomes 1 second.
- Gear cooldown is curve-based and can reach strong reductions late-game.
- Total displayed cooldown reduction caps at 250%.
Plate Specialty
Plate is the defensive armor path. Incoming damage rolls against your plate block chance before resistance is applied. A successful block makes the attack deal 0 damage.
- Head: +0.875% block chance per tier.
- Chest: +3.75% block chance per tier.
- Legs: +1.625% block chance per tier.
- Full T1 plate set: 6.25% block chance.
- Full T8 plate set: 50% block chance.
- Gear resistance gives 0.9% resistance per point before class multiplier.
- Warrior receives the highest resistance multiplier.
- Total displayed damage resistance caps at 85%.
| Armor path | Specialty roll | Head formula | Chest formula | Legs formula | Full T1 | Full T8 |
|---|---|---|---|---|---|---|
| Cloth | Extra skill damage | Tier x 0.625% | Tier x 2.5% | Tier x 1.25% | 4.375% chance / damage | 35% chance / damage |
| Leather | Used skill to 1s cooldown | Tier x 0.875% | Tier x 1.25% | Tier x 1% | 3.125% chance | 25% chance |
| Plate | Block attack for 0 damage | Tier x 0.875% | Tier x 3.75% | Tier x 1.625% | 6.25% chance | 50% chance |
| Full armor set | T1 damage points | T1 cooldown points | T1 resistance points | T8 damage points | T8 cooldown points | T8 resistance points | Stat identity |
|---|---|---|---|---|---|---|---|
| Cloth | 19 | 7 | 7 | 41 | 18 | 18 | Highest armor damage path with extra-damage procs. |
| Leather | 15 | 19 | 10 | 37 | 40 | 21 | Highest armor cooldown path with 1-second cooldown procs. |
| Plate | 12 | 7 | 24 | 33 | 17.5 | 45 | Highest armor resistance path with block procs. |
Durability
Equipped gear loses durability when mobs hit you. Higher incoming damage causes more durability loss, and higher-tier equipment lasts longer than lower-tier equipment.
- Wear order by speed: head loses durability fastest, then legs, then chest, then weapon.
- At 75% durability or higher, gear keeps full damage, cooldown and resistance value.
- From 40% to 75%, gear modifiers are reduced by 10%.
- From 15% to 40%, gear modifiers are reduced by 20%.
- Below 15%, gear modifiers are reduced by 30%.
- At 0 durability the item breaks and the equipment slot returns to its empty slot item.
Repair Station
The repair station restores durability on equipped gear or gear in your inventory. Repair price scales with item tier and missing durability, so high-tier broken gear costs more than a lightly damaged low-tier item.
- Use the interact prompt near the repair station.
- Hovering gear shows current durability.
- Repair before long dungeon or boss runs to avoid losing important gear.
Salvage Machine
The salvage machine converts inventory items into gold value. Gear value is based on its item type, tier and quality; stackable items use their own salvage values. Higher quality increases gear salvage value.
- Select an item from your inventory in the salvage UI.
- The UI shows the salvage value before confirming.
- Good, Excellent, Epic and Masterpiece gear salvage for more than Normal gear.
- Use salvage for surplus drops, old gear and spare materials.
| Class | Class damage bonus | Resistance multiplier | Cooldown identity | Best armor feel |
|---|---|---|---|---|
| Warrior | +75% | 1.35x | Stable melee tempo | Plate tanking and boss pressure |
| Ranger | +100% | 0.85x | Best fit for leather tempo | Leather cooldown chains |
| Mage | +150% | 0.70x | Burst windows matter most | Cloth burst damage |
| Tier range | Gear examples | Resource feel | Progression meaning |
|---|---|---|---|
| T1-T2 | Linen, Leather, Iron Bark, Bloodwood | Starter resources and first upgrades | Learn your armor identity and start building toward your class style. |
| T3-T4 | Mystic, Frost Wolf, Dragonwood, Shadowhide, Sunspire | Mid-game materials with stronger mixed recipes | Proc chances become noticeable, especially with full matching armor. |
| T5-T6 | Sunthread, Emberhorn, Frostwood, Sunfang, Emberpine | Higher maps, stronger mobs and better crafted sets | Cooldown, block and burst builds start feeling distinct. |
| T7-T8 | Starfall, Ashveil, Lumin, Emberweave, Emberveil, Stormcrystal | Endgame resources and top-tier gear | Full specialty sets reach their strongest proc values. |
Weapon build layer
Weapon Traits
Weapon traits are extra combat modifiers attached to weapons. A weapon can carry two trait slots, each with a trait level from 0 to 3. They are shown on inventory, bank, marketplace, lootbox rewards and build-planner loadouts, so a weapon is more than only its tier and raw stats.
Damage targets
- Brutal
- Boss Hunter
- Dungeon Bane
- First Strike
- Executioner
- Crowd Breaker
- Lone Hunter
Tempo and cooldown
- Swift Casting
- Battle Rhythm
- Opening Tempo
- Relentless
- Boss Rhythm
Control, sustain and defense
- Frostbite
- Serrated Edge
- Disorienting Force
- Vampiric
- Iron Vitality
- Last Stand
- Guardian Strike
- Second Wind
- Unbroken
How to change a trait
- Open Escape → Character → Weapon Traits or press Y.
- Select an inventory or equipped weapon, then choose slot 1 or slot 2.
- Choose the trait and its strength, review the gold cost, then confirm.
- Level I works on every weapon tier, Level II unlocks on T4 weapons and Level III on T6 weapons.
- Removing a trait costs 20% of that trait's purchase price.
Planning rule
Treat weapon traits as the final layer on top of class, level, armor type, skill tree branch and potion choice. For example, a boss setup should care about boss traits and sustain, while a mob-wave setup usually values control, crowd pressure, cooldown flow and survival windows.
| Trait | Level I | Level II | Level III |
|---|---|---|---|
| Brutal | +5% weapon damage | +10% | +20% |
| Boss Hunter | +10% boss damage | +18% | +30% |
| Dungeon Bane | +8% dungeon damage | +15% | +20% |
| First Strike | +10% vs full HP | +20% | +35% |
| Executioner | +50% below 20% HP | +60% | +70% |
| Crowd Breaker | +3% per nearby mob | +6% | +10% |
| Lone Hunter | +6% with one mob nearby | +12% | +20% |
| Swift Casting | 3% cooldown reduction | 6% | 10% |
| Battle Rhythm | Every 4th cast: 10% CDR | 20% | 35% |
| Opening Tempo | First casts: 25% CDR | 50% | 75% |
| Relentless | Kills reduce cooldowns 2s | 3s | 4s |
| Boss Rhythm | 15% boss-fight CDR | 20% | 25% |
| Frostbite | 5% freeze chance | 10% | 12.5% |
| Serrated Edge | 8% DOT chance | 12% | 14% |
| Disorienting Force | 5% confuse chance | 10% | 12.5% |
| Vampiric | Heal 5% of damage | 7.5% | 12.5% |
| Iron Vitality | +10% max HP | +15% | +20% |
| Last Stand | +15% damage below 30% HP | +25% | +32.5% |
| Guardian Strike | +5% resistance after damage | +10% | +15% |
| Second Wind | Kills restore 15% max HP | 25% | 30% |
| Unbroken | +20% damage above 90% HP | +35% | +45% |
Build identity
Skill Tree Points and Shared Builds
The skill tree turns level progress into build identity. Each class has three branches, every named node has a stronger second rank, and each individual node can hold up to 20 points. Once a build spends points in one branch for that class, the other branches are locked for that build.
Mage
- Frost Control: Freeze duration, frost damage and mage cooldown pressure.
- Arcane Burst: Pure burst damage and spell tempo.
- Elemental Defense: Damage reduction, max health and guarded casting.
Warrior
- Weapon Mastery: Weapon damage, execution pressure and warrior cooldown flow.
- Iron Defense: Damage reduction, max health and tank identity.
- Rage & Sustain: Health, damage, cooldown and survival pressure.
Ranger
- Precision: Direct damage and fast ranged pressure.
- Traps & DOT: Damage-over-time duration and damage across eight Ranger skills, including Venom Recovery, Predator Arrow and Apex Arrow.
- Mobility & Evasion: Damage reduction and evasive cooldown flow.
| System | Current rule | Why it matters |
|---|---|---|
| Points per node | Maximum 20 points per node. | Builds can specialize without one click maxing a node instantly. |
| Second ranks | Every base node is followed by a stronger rank with a later level requirement. | A branch continues to grow between its major unlock milestones. |
| Branch locking | Spending points in one branch locks the other branches for that class. | A Mage cannot mix Frost Control and Arcane Burst in the same planned build after committing points. |
| Unlock levels | Nodes unlock at their listed character-level milestones. | Low-level builds stay realistic when shared. |
| Build sharing | Shared builds are fixed snapshots with equipment, weapon traits, notes and view counts. | Changing your character later does not rewrite an already shared build link. |
Custom combat loadouts
Choose Skills That Match Your Playstyle
Every class has 27 available skills: seven core abilities and twenty additional abilities unlocked while levelling from level 5 through level 90. Your action bar still has seven active slots on hotkeys 1-7, so the important choice is which seven skills you bring. Open Escape Menu → Character → Skillbar, select an unlocked skill and assign it to a slot.
Build a Purposeful Loadout
Decide what the loadout needs to accomplish before choosing seven active skills. Boss fights reward reliable pressure and survival, while mob waves benefit from area damage, control and ways to reposition.
Balance Your Cooldowns
Mix shorter cooldowns with stronger situational abilities. Filling every slot with long cooldowns can leave the character without a useful response at an important moment.
Create Skill Synergy
Look for abilities that support one another. Control can create room for a slower attack, mobility can make an aggressive setup safer, and healing or damage reduction can keep sustained builds active longer.
Class Identity
- Mage: burst and execute damage, damage over time and spell-based lifesteal.
- Warrior: mitigation, healing, lifesteal and strong low-health or execute pressure.
- Ranger: cooldown refunds, damage over time, survival shots and tempo control.
These identities are starting points, not fixed roles. The selected skills, equipment, traits and skill-tree choices determine how a class actually plays.
Effects Worth Combining
- Direct damage and damage-over-time effects.
- Freeze, confusion, knockback and other control.
- Healing, damage reduction and defensive recovery.
- Movement tools for engaging, escaping or repositioning.
- Area effects for groups and focused attacks for priority targets.
| Activity | Useful priorities | Common mistake |
|---|---|---|
| Boss fights | Sustained damage, recovery, defensive timing and dependable cooldown coverage. | Choosing only burst skills and having no answer during cooldown windows. |
| Mob waves | Area damage, crowd control, mobility and tools that remain useful against several targets. | Building entirely around single-target damage. |
| Dungeons and parties | A clear role, complementary effects and enough survival to keep contributing. | Ignoring what the rest of the party already provides. |
| Solo exploration | A flexible mix of damage, movement and sustain with little downtime. | Using a highly specialized setup for every encounter. |
Loot and enemy scaling
Mob Loot Drops, Gold and Scaling
Mobs use tier-based loot. A tier 1 mob can roll tier 1 loot. Higher-tier mobs can roll loot from their own tier and earlier tiers, so a tier 4 mob can still drop lower-tier materials while also adding tier 4 drops. Dungeon mobs get better loot odds, special mobs can multiply loot odds, and Lucky Drop adds a flat bonus to item drop chance.
What mobs can drop
- Gold: normally level x 3 to level x 6 gold.
- Gear: cloth, leather, plate and weapons for the mob's unlocked tiers.
- Tools: mining, woodcutting, harvesting and skinning tools by tier.
- Unrefined materials: logs, ore, fibre and hides.
- Refined materials: planks, bars, cloth and leather.
- Potion ingredients: herbs and special plants used for potions.
- Extra per-mob loot can be added on top for custom mobs or bosses.
Drop modifiers
- Dungeon loot multiplier: 1.3x item chance and 1.3x gold.
- Special mob loot multiplier: set by the special mob spawn.
- Lucky Drop potion: adds its bonus directly to item drop chance.
- Mob level bonus: higher mob levels add up to +25% chance through a logarithmic bonus.
- All item chances are clamped between 0.05% and 100%.
| Loot type | Base T1 chance per item | Base T2 chance per item | What it means |
|---|---|---|---|
| Unrefined materials | 5% | 3% | Best common material drops: logs, ore, fibre and hides. |
| Potion ingredients | 3.75% | 2.25% | Herbs and ingredients for potion crafting. |
| Refined materials | 3.25% | 1.95% | Planks, bars, cloth and leather. |
| Tools | 1.25% | 0.75% | Tier tools for gathering professions. |
| Gear and weapons | 0.9% | 0.54% | Armor pieces and weapons are rarer than materials. |
| Tier | Base tier chance | Unrefined | Refined | Potion ingredients | Tools | Gear |
|---|---|---|---|---|---|---|
| T1 | 5% | 5% | 3.25% | 3.75% | 1.25% | 0.9% |
| T2 | 3% | 3% | 1.95% | 2.25% | 0.75% | 0.54% |
| T3 | 1.8% | 1.8% | 1.17% | 1.35% | 0.45% | 0.324% |
| T4 | 1.08% | 1.08% | 0.702% | 0.81% | 0.27% | 0.194% |
| T5 | 0.648% | 0.648% | 0.421% | 0.486% | 0.162% | 0.117% |
| T6 | 0.389% | 0.389% | 0.253% | 0.292% | 0.097% | 0.070% |
| T7 | 0.233% | 0.233% | 0.152% | 0.175% | 0.058% | 0.050% |
| T8 | 0.140% | 0.140% | 0.091% | 0.105% | 0.050% | 0.050% |
| Mob level | Loot tier | Health | Attack cooldown | Move speed | Projectile speed | Respawn | Approx normal hit | Approx dungeon hit |
|---|---|---|---|---|---|---|---|---|
| 1 | T1 | 64 HP | 4.00s | 1.00 | 2.00 | 8.0s | 10 | 13 |
| 10 | T2 | 320 HP | 3.70s | 1.30 | 2.51 | 13.3s | 32 | 42 |
| 30 | T4 | 1,760 HP | 3.02s | 1.98 | 3.63 | 24.9s | 82 | 106 |
| 60 | T6 | 6,941 HP | 2.01s | 2.99 | 5.31 | 42.5s | 156 | 203 |
Combat math
Player Effects, Cooldowns and Mob Scaling
Player Scaling
Player power comes from level, class, gear and active buffs. Gear damage, cooldown and resistance are recalculated when equipment changes, then shown on the player stats UI.
- Damage gains level bonus and gear bonus.
- Cooldown reduction has a base value plus level and gear scaling.
- Resistance uses class identity, gear points and level bonus.
- In combat, health regen is lower; out of combat, regen is much faster.
Mob Scaling and Effects
Mobs scale by level. Higher-level mobs attack faster, move faster, shoot faster projectiles, respawn slower and give the player a shorter dodge window.
- Mob attack cooldown scales from about 4 seconds toward 1 second.
- Move speed scales from about 1 toward 4.
- Projectile speed scales from about 2 toward 7.
- Respawn time scales from about 8 toward 60 seconds.
- Possible mob effects include silence, freeze, confuse, DOT and reflect.
Competitive activities
Matchmaking Minigames
Open Escape Menu → Activities → Minigames to queue for Red Light Green Light, one of five competitive arena challenges, or Gathering Frenzy. Multiplayer matches use server-authoritative objectives and stats; Mob Waves remains a separate solo activity.
| Minigame | Objective | Useful tip |
|---|---|---|
| Treasure Rush | Collect 12 shared treasures before the opponent. | Each collected treasure moves for both players, so route quickly toward the new marker. |
| Dodge Storm | Survive moving hazards with three lives. | You begin with five seconds of immunity; a hit gives three seconds of protection. Survive at least one minute to remain reward-eligible. |
| Zone Keeper | Spend a total of 25 seconds inside the moving green zone. | Anticipate the zone change instead of waiting at the previous centre. |
| Gathering Frenzy | Score the most tier points in two and a half minutes while keeping the gathered resources. | Bring usable tools and unlocked profession levels; T8 nodes are rare and worth 8 points. |
Gathering Frenzy Rules
- Only normal tree, ore and fibre prefabs appear; Skinning is excluded.
- Every minute all remaining nodes fade away and 15–30 new collision-safe nodes fade in. An active gather is cancelled during the swap.
- Nodes cannot spawn within five world units of either player's spawn point.
- You need the normal skill level and correct usable tool: T1/T2/T3/T4/T5/T6/T7/T8 require levels 1/10/20/30/45/60/75/90.
- A completed node awards its real resource, 75% of normal gathering XP and points equal to its tier.
- Each Frenzy node can be claimed once; the player whose server-confirmed gather finishes first receives it.
Result and Rewards
- The highest score wins. The winner receives XP equal to the final score in one random gathering skill: Woodcutting, Mining or Harvesting.
- The loser receives no end-of-match XP, but keeps resources and gathering XP earned during play.
- The result screen shows winner, both scores, reward amount and rewarded skill.
- Rewards auto-claim after 15 seconds so the opponent is not left waiting.
- If either player leaves, both receive no match reward and the leaver gets a two-minute queue penalty.
Tier weights: 60 / 15 / 10 / 7.5 / 5 / 3.5 / 2 / 1 are relative weights and are normalized by the server. They express rarity, so they do not need to total 100.
Arena Match Rules
- Normal combat skills and dodge are disabled; movement and objective control decide the result.
- The winner claims a fixed gold reward for that mode plus one rolled bonus item.
- Bonus items can include resources, refined materials, equipment or an XP tome.
- Make inventory space before claiming a reward.
- Leaving an active match gives the leaver a two-minute matchmaking penalty.
Red Light, Green Light
- Move toward the finish during green and stop before red.
- Movement during red creates a fault; every fault reduces that player's reward by 10%.
- A completed match starts from 300 gold for the winner and 50 for the loser before fault reductions.
- If a player leaves or disconnects, the match is cancelled and nobody receives a reward.
- The player who left receives a two-minute queue penalty.
Optional combat challenge
Mob Waves
Mob Waves are focused arena challenges opened from the game menu or keybind. Choose a mob, pick a difficulty from 1 to 10, then start a wave run when you want direct combat practice or a higher-pressure build test. Mob waves cannot be started while in a party.
How the panel works
- Select an eligible mob prefab from the Mob Waves panel.
- Set difficulty from 1 to 10 before starting.
- The panel previews wave information before you commit.
- The arena has its own active-session state and returns you after the challenge flow.
Color overlay rules
- When a mob glows, hit that colored mob before the color fades.
- Yellow overlay can grant a damage x1.5 window for 7 seconds.
- White overlay can grant damage immunity for 10 seconds.
- The color legend appears during active arena runs.
Reward containers
Lootboxes
Lootboxes are tiered reward containers. Each type has its own item pool and price curve, and a tier must be unlocked by the matching required character level before it can be opened.
| Lootbox type | Contains | Main odds feel | Important note |
|---|---|---|---|
| Resource Lootbox | Unrefined and refined materials for that tier. | Unrefined common, refined uncommon, bigger stacks rare. | Useful when you are short on crafting inputs. |
| Potion Lootbox | Potions and potion ingredients for that tier. | Ingredients common, finished potions uncommon, extra stacks rare. | Good for combat prep and profession boosts. |
| Gear & Weapon Lootbox | Only gear and weapons for that tier. | Gear common, weapons uncommon, higher quality rarer. | Weapons can roll one trait at 25% chance or two traits at 12.5% chance. |
How to open one
Open Escape → Activities → Lootboxes, choose the box type and an unlocked tier, review its contents and cost, then confirm. The server performs the roll and adds the confirmed reward to your character.
Tier unlocks
Lootbox tier access uses the same tier requirement logic as other character progression. Higher-tier boxes cost more and produce higher-tier items.
Quality rolls
Gear and weapons can roll quality. Good and Excellent are more common than Epic and Masterpiece, and quality affects how valuable the item feels in equipment, marketplace and salvage contexts.
Where to compare rewards
Use Crafting Recipes to check material requirements. Use Marketplace for listings, price history and active economy signals.
PvE
Dungeons and Daily Bosses
Dungeon Loop
Dungeons are tiered combat areas. You clear mobs, push kill progress, fight the boss and claim reward chests. Party boss kills, opened doors, points and timer state can sync so group play stays consistent.
- Shadow Cavern is the Brightwood dungeon. Its mobs are level 1-4 with a level 5 boss.
- Whispering Hollow is the Whispering Meadowlands dungeon. Its mobs are level 10-15.
- Dungeon doors stay unlocked for the current run and reset after the boss/chest completion flow.
- Timed dungeon runs show points and remaining time above the progress bar.
- Party members share dungeon progress, unlocked doors and boss completion state while grouped.
- If a timed run fails, progress resets and players are moved to the configured timeout scene and position.
End Chest
Dungeon-boss rewards are collected through the end chest. Each party member sees only the items and gold assigned to that character.
- Click one item to claim it, or use Take All.
- An item disappears only after the server confirms the claim.
- Inventory space and duplicate claims are checked by the server.
- After all assigned items and gold are claimed, the normal Leave Dungeon flow runs automatically.
Party Reward Split
Boss loot is assigned server-side before claiming. Players cannot take another member's allocation, stack quantities can be divided, and Take All only claims your own share.
If your share contains only gold, claiming the gold completes the chest. If it contains nothing, the dungeon can be left immediately.
Matchmaking
Dungeon Finder and Requirements
Open Escape → Social → Dungeon Finder. Select an unlocked dungeon and choose a group size from two to five players. You can keep exploring while queued; the compact queue panel in the lower-right shows the dungeon and current player count. When enough eligible players are found, the game creates the party and moves the group into the dungeon.
| Tier | Dungeon | Combat | Smelting |
|---|---|---|---|
| T1 | Shadow Cavern | 1 | 0 |
| T2 | Whispering Hollow | 12 | 5 |
| T3 | Glacier Depths | 22 | 8 |
| T4 | Temple of the Eternal Sun | 32 | 12 |
| T5 | Heartroot Sanctuary | 47 | 18 |
| T6 | Molten Core Sanctum | 62 | 25 |
| T7 | Voidheart Citadel | 77 | 30 |
| T8 | Sanctum of the First Stars | 92 | 35 |
Daily progression
Monthly Rewards
Open the Monthly Ledger with N or through Escape → Progress → Monthly Rewards. Each calendar day has one server-tracked task and a reward. Select today's tile to inspect progress and claim it after completion.
Daily Tasks
Tasks rotate between logging in, defeating mobs, gathering, refining, crafting and clearing a dungeon. Progress is attached to the current character and updates from the real activity systems.
Claim Rules
Only today's completed reward can be claimed. Future days stay locked and missed days remain missed, so an old day cannot be completed later. Rewards can contain gold, items, or both.
Monthly Booster
Every consecutively claimed day in the current month adds +1% extra loot. Missing a day breaks the streak. The ledger shows whether a day is ready, claimed, missed, locked or still incomplete.
Online play
Chat, Party and Social Systems
Chat
Chat supports global messages, party messages, local say messages and direct player whispers from the online player dropdown or friends list.
- Press Enter to focus chat or send a message.
- Messages refresh automatically.
- Say messages can show speech bubbles nearby.
- Guild messages appear in green with a clear [Guild] label.
Party
Parties support invites, accept/decline, leaving, leader-only invites and kicks, party chat, shared combat state, boss registration, gold sharing and loot sync. World gathering itself is synchronized independently of party membership.
- 2 players: 65% XP each.
- 3 players: 50% XP each.
- 4 players: 40% XP each.
- 5+ players: 35% XP each.
- Every nearby player sees shared tree, ore and fibre depletion, whether they are in the party or not.
- Gathering XP and each tick's rolled resources go to the player whose click the server accepts.
- If a node spawns a guarding mob, party members can see and fight it. It stays while at least one party member remains in the scene.
Friends and Mail
The in-game social menu lets players search names, send friend requests, accept or decline pending requests, remove friends, whisper online friends and send paid mail.
- Friends are sorted online first, then offline.
- Typing one or more letters in Add Friend filters matching players.
- Right-clicking an online player can inspect equipment, invite to party or add as friend.
- Mail can be sent to friends from the in-game Mail UI and costs gold.
- Inbox mail can be opened, read and deleted.
- Admins can send System inbox mail to all members from the website admin panel.
- Online player visuals, name tags and inspect actions support social play.
Competitive open world
PvP Zones
PvP zones are dangerous open-world maps where other adventurers become real opponents. Darkwood is the first dedicated PvP destination: enter through its world portal, prepare your loadout before crossing over and watch the battlefield rather than only the path ahead.
Arrival Protection
For the first 30 seconds after entering a PvP map, a player cannot attack or receive player damage. Protected arrivals and their projectiles stay hidden from combatants until the protection ends, preventing attacks during loading or spawning.
Read the Minimap
Enemy players use red markers, party members use light blue, and guild members use dark green. These relationship colors remain useful outside PvP as well, so allies are immediately recognizable.
Combat Rules
Warriors gain extra movement speed in PvP and use a visible melee radius. Their defense against projectiles becomes strongest at close range, while long-distance hits deal their normal damage. Defeated players can leave a public gravestone containing surviving dropped items.
Optional player challenge
Duels and Wagers
Duels turn any suitable meeting in the open world into a focused one-versus-one fight. Right-click another player, choose Duel, and decide whether the match is for honor, gold, items, or a combination of both.
Safe Wager Setup
Both players see the selected quantities and gold before the fight. Each side must lock its own offer; changing an offer requires a new confirmation. A duel can also be played with no wager at all.
The Arena
A three-second countdown begins once both offers are locked. The fight uses a visible 25-metre arena, a dedicated health display and the normal skillbar. Health does not regenerate during the duel, and leaving the arena can cost the match.
Builds Matter
Freeze, confusion, damage over time, lifesteal and other skill effects carry into duels, with one control effect active at a time. Mage and Ranger receive extra duel range, while Warrior receives extra movement speed and a visible melee radius.
Victory
When one player is defeated, the result screen clearly names the winner and loser. Agreed items and gold move automatically to the winner, while the result panel shows exactly what was won.
Persistent communities
Guilds, Contracts and Campaigns
Open Escape → Social → Guild to create or join a persistent guild. Founding a guild costs 10,000 gold; guild names and tags must be unique. Joining a public guild sends one character-specific request that a permitted guild member must accept or decline.
Members, Roles and Permissions
Roles are Leader, Officer, Veteran and Member. The leader can configure each non-leader role separately.
- Deposit or withdraw treasury gold.
- Deposit or withdraw Guild Vault items.
- Accept members, kick members and change roles.
- Claim contracts, choose campaigns and buy upgrades.
- Visit the Guild Island and use Guild chat.
Contracts
Daily and weekly contracts clearly show their reset time, target, progress and reward. Completed contracts add Guild XP and gold to the shared treasury when claimed by an authorized role.
- Dailies include gathering 150 resources, defeating 50 enemies, crafting 15 items, refining 300 resources and winning 3 multiplayer minigames.
- Weeklies include gathering 1,500, defeating 500 enemies, crafting 100 items, refining 2,000 resources, completing 20 dungeons and winning 30 minigames.
Weekly Campaigns
Choose one unlocked world region and contribute matching guild activity until the displayed weekly end time. Available regions cover Brightwood through Celestial Frontier.
- Member contribution adds campaign score and Guild XP.
- Trophy Gallery levels add 2% campaign score per level.
- The #1 guild in each region receives 2,500 Guild XP and 5,000 treasury gold after settlement.
Treasury and Guild Vault
Gold and items are stored server-side. Quantity selectors let members deposit or withdraw part of a stack when their role permits it.
- Vault tooltips preserve item name and icon.
- Durability appears for tools, gear and weapons.
- Quality appears for gear and weapons; traits appear only for weapons.
- Deposits, withdrawals and upgrades are recorded in the audit log.
Guild Hall Upgrades
- Great Hall: +5 member slots per level.
- Guild Vault: +10 shared item slots per level.
- Artisan Workshop: +5% crafting contribution per level.
- Contract Board: +5% contract rewards per level.
- Trophy Gallery: +2% campaign score per level.
Guild Island and Chat
The Guild Island button travels to the guild leader's owned island as a meeting place. The island owner retains edit access, and leaving returns each visitor to the world location saved before travel.
Select Guild in the normal chat dropdown. Messages appear in green as [Guild] Name: message to permitted guild members—there is no separate Guild chat window.
Rankings
Player, Minigame and Guild Leaderboards
Open Escape → Social → Leaderboard. Rankings are paginated in groups of ten, with Previous and Next controls at the bottom. The website Leaderboard page uses the same server data.
Level Rankings
Combat Level is selected by default. Use the selector to rank players by:
- Combat, Woodcutting, Harvesting, Mining and Skinning.
- Lumbermilling, Weaving, Smelting and Tanning.
- Crafting.
The table shows rank, player name and level for the selected skill.
Minigame Rankings
Select Red Light Green Light, Treasure Rush, Dodge Storm, Zone Keeper or Gathering Frenzy. Rankings show wins, losses and win ratio. Mob Waves is excluded because it is a solo challenge.
Win ratio = wins ÷ (wins + losses). A new result is recorded once per completed match.
Guild Rankings
Rank guilds by Guild Level and Guild XP. Rows also show the guild tag and member count; the website Guild tab adds treasury information and a searchable guild name or tag.
Objectives and tracking
Quest Journal and Recipe Tracking
Open the Quest Journal with J or through Escape → Progress → Quests. The journal separates story and progression objectives into Main, Skills, Daily, Discovery, Trials, Resources, Wealth, Dungeons and Build categories.
Quest Progress
Combat, gathering, refining, crafting, exploration, dungeon and level milestones update from the systems that perform those actions. Completed objectives show their reward and claim state. Progress is stored per character.
Skills Guide
The Skills tab is generated from the live gathering, refining and crafting configuration. It shows resource and recipe unlock levels plus the latest yield or material-saving milestone, so the explanation follows the actual calculations.
Track One Quest
Track a quest to keep its progress visible during play. The tracker can stay on screen while the full journal is closed, and changing the tracked quest replaces only the previous quest.
Track One Recipe
In Crafting Recipes, Track shows the materials required, owned and missing. If a recipe needs refined materials, it also shows how much unrefined material is required and already owned. Tracking another recipe replaces the old recipe, not the active quest.
Interface
Escape Menu and Keybinds
Default Keybinds
Keybinds can be rebound in-game, and Escape cancels a rebind.
Finding Features
Press Escape to open the unified menu. Each group keeps related systems together:
- Character: inventory, equipment, stats, skill tree, weapon traits and Skillbar.
- Progress: quests, collection log, crafting recipes, monthly and unclaimed rewards.
- Social: friends, Dungeon Finder, mail, leaderboards, guilds and marketplace.
- Activities: multiplayer minigames, Mob Waves and Lootboxes.
- Settings: game audio, controls, Chat UI, Mob UI, minimap, other players, language and Help & Tutorials.
Unified Escape Menu
Click a category on the left, then a large icon on the right. Opening a destination closes conflicting panels. Resume returns to play; Log Out returns to account flow; Quit Game closes supported desktop builds.
Character and Progress
Inventory, equipment, stats, skill tree, traits and Skillbar sit together. Quests, collection log, recipes, monthly rewards and unclaimed rewards form the Progress group.
Activities and Settings
Minigames, Mob Waves and Lootboxes are grouped under Activities. Audio, controls, chat, mob UI, minimap, other players and language are managed from Settings.
Discovery tracking
Collection Log
The collection log is opened with L and tracks long-term discovery across mobs, items, resources, crafting and dungeons. It gives players a clean reason to revisit older content, complete resource tiers and compare what they have actually found.
Tracked Categories
- Mobs records kills, map context, levels and best loot value.
- Items records discovered or owned items.
- Resources records gathered trees, ore, fibre and skinning finds.
- Crafting records created gear, tools, materials and potion progress.
- Dungeons records dungeon clears and discovery progress.
How Entries Fill
- Mob kills report name and level.
- Gathering reports node name, resource type, tier and amount.
- Crafting and refining report created items by tier.
- Dungeon clears report the active dungeon scene.
Why It Matters
Discovery feeds quests, generator unlocks and account planning. If a tier has never been discovered, some progression systems can stay locked until the player earns that discovery in-game.
Storage
Bank and Bank Tabs
Banks provide server-backed storage shared with the website's Loadout & Vault tools. Open a bank in the world, choose a tab and move resources, consumables, tools, gear and weapons without losing their item details.
Deposit and Withdraw
Select one or more items, then choose the quantity for each selected stack. The quantity panel supports typing a number, minus, plus and All. Confirm only after reviewing every quantity.
Item Details Stay Intact
Quantity, quality, durability and weapon traits travel with the item. Hover tools and gear to inspect durability before deciding what should remain in the inventory.
Extra Tabs
An additional bank tab costs 2,000 gold. The server checks the balance before purchase. Tab buttons scroll horizontally when they no longer fit, and the active tab is kept visible.
Player economy
Marketplace
Open a city marketplace, choose Escape → Social → Marketplace, or visit the website Marketplace. Listings use the server economy, so orders and purchases remain consistent between the game and website.
| Action | How it works | Check before confirming |
|---|---|---|
| Browse | Search and filter active offers by item or category. | Item quality, durability, traits, quantity and total price. |
| Buy a sell order | Select the amount you want from another player's listing. | Your gold and available inventory space. |
| Create sell order | Select an inventory item, quantity and price per item. | Correct stack, metadata and final total. |
| Create buy order | Choose an item, requested quantity and gold offered per item. | Total gold reserved for the request. |
| Sell into buy order | Fulfil another player's request using matching inventory items. | Requested item details and quantity. |
| My Orders | Review or cancel orders you created. | Cancel only the intended active order. |
Website
Website Companion Features
Loadout & Vault
Inspect character equipment, inventory and bank outside the game. Use it to plan storage and builds while preserving the same item data as the client.
- View stats, quality, durability and traits.
- Compare character and stored items.
Community and Rankings
Use leaderboards, forum, shared builds, character profiles and social pages to compare progress and exchange strategies.
- General and minigame leaderboards use game data.
- Forum categories cover combat, builds, open world, activities and LFG.
Website Tools
The website lets players register, log in, select characters, manage equipment, inventory and bank through Loadout & Vault, view combined character and weekly Stats, use the marketplace, build planner, shared builds, crafting recipes, leaderboard, forum, social pages, downloads and browser play.
- Character hub links important account features.
- Live Activity highlights recent PvP, dungeon, crafting, rare-loot, duel and guild milestones.
- Equipment and inventory pages expose item stats, durability and account planning outside the client.
- Build Planner creates shareable snapshots with skill tree points, equipment, weapon traits and notes.
- Crafting recipes can show bank-owned material counts for planning.
- Public pages help SEO and new-player learning.


















