Guides
Getting started
Make a character, get into the world, and learn the handful of keys that matter.
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Choosing a class
You pick a class up rather than picking it off a list. What that means, and what it costs to change your mind.
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How a fight works
Why the damage lands late, why you cannot walk out of your own swing, and what changes when somebody comes with you.
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Your first quest
Somebody out past Aeven's west gate has a crow problem. Here is how to take the job, follow it and get paid.
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Your first dungeon
What a dungeon is, who to talk to, what to bring, and what happens if it goes badly.
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Starting a guild
What it takes to found one, how ranks work, and what a guild actually gets you.
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Gold and the bank
Where money comes from, where it sits, and what to do when your bags will not shut.
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Playing on your phone
Hold it sideways. Here is where everything is, and how to make it open like an app.
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Portals and player events
Now and then a portal opens beside somebody. Here is what is on the other side, who can go through, and what it pays.
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Upgrading your gear
Charge Dice, the upgrade window, what a plus does, when a weapon starts to glow, the seven elements and the five tiers.
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Equipment tiers
Why the same sword can be better than yours, what T5 to T1 means, where the better rungs come from, and how to tell.
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Shops
The three shops in Aeven, who runs them, what they sell and how buying works.
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The bank
Where the bank is, how the drawers work, what more room costs, and what you can keep there.
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Daily rewards
A run of rewards you claim one day at a time, from your journal. Where to find it, when the next box opens, and what happens if you miss a day.
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