Game Manual

Welcome to Crownfall. Survival is unlikely, but this guide might delay the inevitable.

I

Getting Started

Coven & Crown is a dark fantasy BBS-style RPG set in the crumbling city of Crownfall. It features text-heavy, atmospheric gameplay with turn-based combat, character progression, a player-driven economy, and optional PvP.

The Gameplay Loop

  1. Create an account and confirm your email.
  2. Create a character — pick a class, allocate stats, and receive starter gear.
  3. Explore — move between zones and search for encounters.
  4. Fight — defeat enemies for XP, gold, and loot.
  5. Upgrade — buy better gear, bank your gold, level up.
  6. Manage your Nerve — stamina pool that regenerates over time and modifies rewards.
  7. Survive — death is punishing. Bank your gold. Salvage unwanted gear.

Character Name Rules

  • 3–24 characters long.
  • Letters, numbers, spaces, hyphens, and underscores only.
  • Must be unique and pass the profanity filter.

Account Settings

Use Settings in the top bar to change your password. You will need to enter your current password first; then Coven & Crown sends a secure link to your account email where you can choose a new password.

Help & Feedback

Use User Manual in the top bar to open this guide in a new tab. Logged-in players can use Feedback to report problems; the report includes your account, character, page, and browser details so issues are easier to investigate.

Starting Gold

Every new character starts with a random amount of gold: 2–9 gold.

II

Classes

There are five classes. Each determines your combat style, stat bonuses, starter gear, and HP/MP growth per level.

Class Scaling Stat Style Stat Bonuses HP/Lvl MP/Lvl
KnightMightHeavy meleeMight +2, Grit +1+10+3
WitchWitsMagic / CursesWits +2, Presence +1+6+8
ThiefGuileQuick attacks / EvasionGuile +2, Wits +1+8+5
NecromancerWitsLifesteal / SiphonWits +2, Grit +1+7+7
AlchemistWitsAcid / Utility / CraftingWits +2, Guile +1+7+6

Starting Stats (Level 1, Default Allocation)

ClassHPMPMightGuileWitsPresenceGrit
Knight2810108889
Witch2018881098
Thief2214810988
Necromancer2418881089
Alchemist2016891088

Starter Gear

ClassWeaponArmor
KnightRusted Sword (Might +1, 2–4 dmg)Worn Mail (Grit +1)
WitchCrooked Wand (Wits +1, 1–4 dmg)Threadbare Cloak (Presence +1)
ThiefCheap Dagger (Guile +1, 1–3 dmg)Dark Coat (Guile +1)
NecromancerBone Focus (Wits +1, 1–4 dmg)Grave-Stained Robe (Grit +1)
AlchemistFlask Belt (Wits +1, 1–4 dmg)Stained Work Apron (Grit +1)
III

Stats & Point-Buy

Five Core Stats

StatEffectPrimary For
MightScales Knight physical damageKnight
GuileScales Thief damage, flee chance, and evasionThief
WitsScales magic damage for Witch, Necromancer, and AlchemistWitch, Necro, Alchemist
PresenceUsed for some armor bonusesWitch
GritReduces incoming enemy damage (mitigation)Knight, Necromancer

Effective Stat Calculation

Your effective stat = base stat + equipment bonuses − injury penalties (minimum 1).

Stat Modifier

The stat modifier formula is: (effective_stat − 10) ÷ 2 (rounded down). For example: stat 8 → −1, stat 10 → 0, stat 12 → +1, stat 14 → +2.

Point-Buy System

At character creation, you have 3 bonus points to spend. Stats range from 6 to 15 (before class bonuses). Your final stat = point-buy value + class bonus.

Stat Value6789101112131415
Point Cost-2-101234579
IV

Combat

Combat is turn-based. Each round you take one action, then the enemy acts.

Combat-log narration varies by enemy, progression tier, class ability, defense, intent, and status effect. Mechanical results remain explicit and color-coded: damage is red, healing and recovery green, MP costs violet, defense and shields parchment, and status effects gold. Labels such as Deals, Costs, and Applies ensure color is never the only cue.

Actions

ActionCostEffect
AttackFreeWeapon damage + stat modifier. 10% miss chance.
DefendFreeRestores 2 MP, reduces incoming damage (+5 flat mitigation, then remaining damage halved), interacts with the displayed enemy intent, and triggers a class-specific defensive effect. You deal no damage.
AbilityMPClass ability with tier-based damage multiplier. 10% enemy evasion.
Use ItemFreeUse a combat consumable (healing tonics, bombs, smoke bombs).
FleeFreeEscape attempt. Base 60% success, +5% per Guile above 10. No rewards on success.

Enemy Intent (Telegraphing)

Enemies in combat do not act randomly; they plan their moves in advance:

  • Telegraphed Actions: Before you make your move, the enemy's next planned action is displayed in the combat interface. If the enemy survives your turn, it will execute exactly that action.
  • Varying Intents: Enemy intents can include normal Attacks, Heavy Attacks, Guarding, Healing, Debuffs, Siphons (lifesteal), or unique Boss moves.
  • Strategic Response: Use this telegraphed information to plan your round. For example, if you see the enemy preparing a devastating Heavy Attack, it is an excellent time to use the Defend action or apply a shield. If they are planning to Heal or Guard, you might want to launch your strongest attack to break through.

Class-Specific Defend Effects

Defending in combat activates a special preparation for the next round based on your class:

  • Knight (Counterstance): Prepares a defensive stance. If the enemy uses an attack action on you this turn, you counter-attack to deal damage.
  • Witch (Gather Malice): Focuses dark energy. Increases the duration of the next curse (debuff) you cast by 1 turn, or increases the damage of the next spell you cast by 20%.
  • Thief (Vanish in Place): Steps into the shadows. Grants +25% dodge chance against the next incoming attack, +20% flee chance, and restores 1 additional MP after a successful dodge.
  • Necromancer (Grave Ward): Conjures a bone shield. Prepares a ward that converts 35% of damage prevented by Defend into a temporary shield, capped at 20% of maximum HP.
  • Alchemist (Prepare Compound): Readies reagents. Infuses your next ability, granting +15% damage, +20% healing, +20% shield strength, or +10% siphon damage and healing.

Damage Formulas

Player attack: Random(weapon_min, weapon_max) + stat_modifier − enemy_defense (minimum 1). Unarmed: 1–2 damage.

Enemy attack: Random(1, enemy_dmg_max) − your Grit modifier (minimum 1).

Player Evasion

You have a 5% + (Guile × 1%) chance to dodge any enemy attack entirely.

Victory Rewards

Defeated enemies in PvE battles award XP and Gold, scaled by your current Nerve state and the level delta between you and the enemy. Fighting enemies far below your level yields drastically reduced rewards.

Additionally, successful PvE victories restore 5% of your maximum MP (with a minimum of 1 MP). This MP recovery does not apply to fleeing, defeat, or PvP battles. The victory screen lists each XP, MP, and Gold gain on its own line.

Loot Drops

Two independent rolls on victory:

  • Enemy-specific drop: Some enemies have unique drops at a fixed chance. Disabled for repeated boss kills.
  • Rare gear drop: 5% base chance (modified by Nerve) to find a random weapon or armor within ±2 levels.

Combat Resume

If you refresh or lose connection during combat, the session persists. You'll be redirected back to the fight when you return.

V

Abilities

Each class has unique abilities unlocked at specific levels. You can equip up to 3 active abilities at a time. Newly learned abilities are auto-slotted if you have room. Open BOOK on the dashboard to manage the combat loadout; its main information button explains the system, while the information button beside each ability shows its full effect, MP cost, unlock level, and current slot status.

Abilities execute a variety of effects, such as dealing damage, healing HP, siphoning health, or applying shields. Each ability scales off its primary stat (Might, Wits, Guile, or Grit). Some physical abilities use your equipped weapon's damage and fall back to unarmed damage if the weapon is missing. Recasting a shield replaces its remaining strength instead of stacking it.

⚔️ Knight

AbilityLevelMPDescription
Strike12Might-scaled attack. Deals 115% weapon damage.
Legal Objection23Deals 90% weapon damage and dazes the enemy for 1 action, interrupting or reducing their next heavy attack.
Brace for Consequences55Applies a protective shield based on Grit and grants additional damage reduction for the next incoming attack.
Challenge Accepted74Deals 120% weapon damage and marks the enemy, causing them to take +15% damage from you but deal +10% damage to you for 2 turns.
Crownbreaker Blow108Deals 220% weapon damage. Deals bonus damage to guarding or shielded enemies and removes Guard.

🔮 Witch

AbilityLevelMPDescription
Hex12Deals Wits-scaled spell damage with a chance to apply a minor curse.
Personal Problem24Deals Wits-scaled spell damage (60% value) and applies Curse for 2 enemy actions (reduces their damage output by 15%).
Mirror Curse56Reflects 35% of post-mitigation damage from the next incoming attack back to the attacker.
Bad Luck, Specifically75Applies severe accuracy reduction for 2 enemy actions. If their attack fails, they have a chance to harm themselves.
Blood Price108Spends 10% of current HP to deal 225% spell damage. Enhanced by Gather Malice focus.

🗡️ Thief

AbilityLevelMPDescription
Cheap Shot12Deals 90% weapon damage with +20% critical strike chance. Gains +10% critical chance if the target is Exposed.
Knife With Intent24Deals 90% weapon damage and applies Exposed for 2 turns (causes the next Thief damaging action to deal +25% damage).
Exit, Poorly Witnessed55Grants +40% dodge chance and +30% flee chance until your next turn. Restores 2 MP if you successfully dodge an attack.
Pocket Sand73Deals 50% weapon damage and blinds the enemy for 2 actions (-25% accuracy).
This Was Never Yours108Deals 175% weapon damage (deals +25% extra if enemy is below 30% HP). On kill, restores 3 MP and awards a small gold bonus.

💀 Necromancer

AbilityLevelMPDescription
Grave Touch12Deals Wits-scaled spell damage and siphons health, healing you for 20% of the damage dealt.
Bone Problem24Deals light initial spell damage (40% value) and applies a damage-over-time decay effect for 3 enemy actions.
Borrowed Pulse55Deals 120% spell damage and siphons health, healing you for 50% of the damage dealt.
Unpaid Mourner76Applies a shield based on Wits and Grit. If the shield is broken by damage, you restore 1 MP.
Someone Else's Funeral1010Deals 210% spell damage. Deals +30% damage if target is below 25% HP, and restores 10% maximum HP if it kills.

⚗️ Alchemist

AbilityLevelMPDescription
Flask Toss12Deals Wits-scaled spell damage with a chance to trigger a minor poison, reduce enemy armor, or deal extra damage.
Unlicensed Chemistry24Deals direct acid damage (110% Wits value) and applies Corroded for 2 enemy actions (reducing enemy defense).
Emergency Tonic55Heals yourself based on Wits, but inflicts a minor accuracy reduction for 1 turn.
Field Test74Applies a random beneficial mutation lasting 2 turns (+damage, +evasion, +defense, or +MP recovery).
Perfect Prototype108Deals 200% spell damage and applies a guaranteed secondary status effect (Poison, Blind, or Corroded).

Ability Damage Tiers

Unlock LevelDamage Multiplier
Level 11.0×
Level 2–41.2×
Level 5–61.5×
Level 7–91.8×
Level 10+2.2×
VI

Leveling & Progression

The level cap is 25. Reaching an XP threshold makes you eligible for the next level but does not advance you automatically. Use Preview Level on the dashboard to review exact maximum HP and MP gains, ability unlocks, automatic ability-slot behavior, restoration, and whether the level grants attributes or items. Confirm advancement from that preview when ready for stronger encounters. Advancement processes only one level at a time and extra XP remains banked.

XP Table

LevelTotal XPXP from PreviousLevelTotal XPXP from Previous
101459,00016,000
21001001580,00021,000
330020016108,00028,000
465035017145,00037,000
51,20055018193,00048,000
62,10090019255,00062,000
73,5001,40020335,00080,000
85,7002,20021438,000103,000
99,0003,30022570,000132,000
1014,0005,00023738,000168,000
1121,0007,00024950,000212,000
1230,5009,500251,215,000265,000
1343,00012,500

Milestone HP/MP Bonuses

In addition to per-level HP/MP gains, you receive bonus HP and MP at milestone levels:

LevelBonus HPBonus MP
5+10+5
10+20+10
15+25+12
20+30+15
25+40+20

Progression Arcs

ArcLevelsDescription
Beginner1–5Starter survival, basic gear, class identity.
Early Dungeon6–10Blackwood and Crownvault, first real bosses.
Midgame11–15Gallowsmere and Red Orchard, daily rhythm settles in.
Advanced16–20Ashmarket and Hollow Road, gear pressure rises.
Late Game21–25Crownfall Court, elite bosses, long-term rivalry.
VII

Nerve (Stamina Pool)

Nerve acts as a stamina pool that limits sustained grinding without blocking you from playing. Every character has the same maximum Nerve capacity of 30, regardless of level. Your Nerve pool regenerates automatically over real elapsed time (1 point every 30 minutes, online or offline) and fully refills at 4:00 AM Eastern Time.

Nerve States

StateConditionXPGoldRare Drops
Steady16 to 30 remaining Nerve100%100%100%
Frayed1 to 15 remaining Nerve50%50%50%
Spent0 remaining Nerve25%25%25%

Nerve Costs

  • Search the Blackwood / Crownvault: 1 Nerve per search, paid when you click the button.
  • Hunt for Enemies: 1 Nerve, paid when you click the button.
  • Combat victory / Flee / Defeat: 0 additional Nerve. The search or hunt already paid the cost.
  • Boss encounters via Search: 1 Nerve total. The search paid; the boss result adds nothing extra.
  • When Nerve is Spent, you can still explore and fight normally, but rewards are reduced to 25% until it recovers.

Boss Repeat Protection

Killing the same boss again on the same day yields only 20% XP/Gold and disables all drops entirely.

VIII

Items & Equipment

Item Types

TypeStackableEquippableNotes
WeaponNoYesHas min/max damage and a scaling stat.
ArmorNoYesProvides stat bonuses (typically Grit).
ConsumableYes (max 99)NoHealing tonics, bombs, smoke bombs.
MaterialYes (max 99)NoCrafting ingredients and bounty proof items.

Inventory Limits

  • Carried inventory: 30 stacks maximum.
  • Tavern storage: 100 stacks maximum. Safe from death.
  • Stack size: 99 per stack (consumables and materials).

Rarity Tiers

Item cards identify rarity with the written tier, a diamond marker, a colored name, and a slim left border. Common uses muted parchment, Uncommon uses poison green, and Rare uses Coven violet, so rarity remains readable without relying on color alone.

Item LevelRarity
1–3Common
4–7Uncommon
8–10Rare
11–15Epic
16–20Relic
21–25Crownforged

Consumables

ItemEffectCostCombat?
Healing Tonic+40 HP15g
Strong Healing Tonic+65 HP45g
Grand Healing Tonic+130 HP120g
Mana Tonic+25 MP20g
Strong Mana Tonic+50 MP60g
Grand Mana Tonic+100 MP150g
Antidote+20 HP, clears toxins25g
Smoke BombInstant flee from combat30g
Basic Bomb28 damage40g
Blackpowder Bomb70 damage120g
Crownfire Bomb140 damage300g
LockpickThief tool25g
IX

Economy & Gold

How You Earn Gold

SourceAmount
Combat victoriesEnemy gold × Nerve × level delta modifiers
Bounty turn-ins20–150 gold (fixed per bounty)
Bank interest1% of banked gold per 24 hours (min 1g)
Crownvault events25 gold (also deals 2 damage to you)
Player market salesSale price − 5% tax
Selling to Healer/BlacksmithFlat 50% of item's base cost (unequipped gear only, min 1g)
Municipal Rat Confirmation25 gold (once per daily key, level 3+, if both carried & banked gold < 10)
Corpse recoveryRecovering previously lost gold

How You Spend Gold

SinkCost
Blacksmith gear50 × level² (weapons), 45 × level² (armor)
NPC consumables15–300 gold (fixed)
Healer clinical treatmentFree (level 1–2), missing HP/MP (1g per 5) & injuries (15g each) (level 3+)
Stat/Class respec100g → 250g → 500g → 1,000g (escalating)
Corpse recovery (Registrar)20 + (level × 5) gold, ×2 for Crownvault
Death (permanent)10% of carried gold destroyed
Market tax5% of sale price
X

City Services

Blacksmith

  • Buy weapons and armor (level-gated — you can't buy gear above your level).
  • Shop listings are grouped as Available, Requires Higher Level, and Already Owned. Owned items appear last with subdued styling.
  • Sell eligible unequipped gear for a flat 50% of its base cost (minimum 1 gold).
  • Salvage unwanted unequipped weapons and armor into crafting and progression materials.
  • Option to "Buy & Equip" for immediate use.

Healer

  • Clinical Restoration: Restores missing HP (1g per 5 HP), missing MP (1g per 5 MP), and cures afflictions (15g each). Free for levels 1–2.
  • Sell Supplies: Sell consumables and materials to the Healer at 50% of cost. Supplies are listed alphabetically by name.

Bank

  • Deposit/Withdraw gold freely.
  • Banked gold is safe from death — you cannot lose it.
  • Interest: 1% every 24 hours (minimum 1 gold). Collected manually via button.

Player Market

  • List items for sale at your chosen price. Suggested price shown (Blacksmith sell × 1.2).
  • Buyers pay full price. Sellers receive price minus 5% tax.
  • Listings expire after 24 hours — items return to your storage.
  • You can cancel listings to get items back.

Apothecary (NPC Shop)

Located on the Market page. Sells Healing Tonics (15g), Mana Tonics (20g), Smoke Bombs (30g), and Lockpicks (25g) at fixed prices.


Tavern

  • Atmosphere & Rumors: Draw from more than 40 mechanical hints and pieces of local gossip covering Crownfall's major activities and destinations.
  • Storage: Store items safely (up to 100 stacks). Storage items are never lost on death.
  • The Tavern has its own local chat channel.

Office of Corrections

  • Respec Stats: Reallocate your point-buy stats. Cost escalates: 100g → 250g → 500g → 1,000g.
  • Change Class: Switch to a new class (same escalating cost, shares the counter). Resets abilities and recalculates HP/MP.
  • Corpse Recovery: Pay the Registrar to retrieve a corpse from anywhere: 20 + (level × 5) gold, doubled for Crownvault. Inflicts a random injury.

Municipal Rat Confirmation (Emergency Work)

  • Emergency Payout: Destitute adventurers level 3 and above can perform emergency work for the municipality by counting rats in the City Square.
  • Level Requirement: You must be level 3 or higher. Levels 1–2 are covered by Crownfall's newcomer protections (free healing, protected death).
  • Gold Eligibility: Available only when both your carried gold and banked gold are strictly below 10 gold.
  • Combat Lock: Blocked during active combat sessions.
  • Daily Limit: Limited to exactly one claim per game day (resets at 4:00 AM Eastern time rollover).
  • Reward: Awards exactly 25 gold added directly to your carried gold.
XI

Exploration & Zones

The game world is a connected graph of locations. Select Location on the dashboard to open the full-screen travel map, or use the local navigation buttons. Major districts use restrained accent colors and background washes as orientation cues, while their written names and descriptions remain the authoritative location indicators.

World Map

City Square ─── Tavern
     │
     ├── Blackwood Gate ─── Blackwood Forest
     │
     └── Streets
           ├── Arena Lobby ─── Arena Pit
           ├── Witch Market Alleys (Witch only)
           ├── Crownfall Graveyard (Necromancer only)
           ├── Gutter Court (Thief only)
           ├── Knights Keep (Knight only)
           ├── Alchemists Sanctum (Alchemist only)
           └── Crownvault Gate ─── The Tax Crypts (Level 5+)

Combat Zones

ZoneEnemy LevelsBossBoss Level
Starter (City Square)1–5
Blackwood Forest3–8The Thing Wearing a Ranger6
The Tax Crypts (Crownvault)5–11The Auditor of Bones10
Gallowsmere10–15The Fen Executor15
Red Orchard13–18The Red Widow of Harvest18
Ashmarket16–21The Saint of Bad Bargains21
Hollow Road19–24The Cart of Last Rides24
Crownfall Court22–25The Uncrowned Thing25

Blackwood Exploration Events

When you "Search the Woods" in Blackwood, 1 Nerve is spent and one of these happens (weighted random):

  • Combat (2/7 chance): Random enemy encounter.
  • Shrine (1/7): Full HP/MP restore.
  • Witch's Hut (1/7): Buy a Healing Tonic for 5 gold.
  • Resource Find (1/7): A random crafting material.
  • Nothing (2/7): Atmospheric flavor text.
  • At Level 5+, there's a 25% chance any event is replaced by the boss.

Search cannot produce more than three non-combat events in a row; the next search is guaranteed to start an encounter.

Hunt for Enemies also costs 1 Nerve and always starts combat with a random Blackwood enemy. No additional Nerve is charged when you win, flee, or die.

Crownvault Exploration Events

Requires Level 5+. Events:

  • Combat (2/6): Random Crownvault enemy.
  • Sealed Ledger (1/6): Find a valuable Sealed Ledger item.
  • Complaining Gold (1/6): Gain 25 gold, take 2 damage.
  • Dusty Clerk (1/6): Find a Mana Tonic.
  • Skeleton (1/6): Flavor text.
  • At Level 8+, there's a 15% chance to face the Auditor of Bones boss.

Fast Travel

Use the Location button on your dashboard to fast-travel directly to any zone or city service, bypassing the normal connection graph.

XII

Death & Consequences

Under Level 3 (Protected)

  • 10% of carried gold lost permanently.
  • HP set to 50% of max. Teleported to City Square.
  • No corpse dropped. All items retained.

Level 3+ (Full Penalties)

  • 10% of carried gold lost permanently (destroyed).
  • 25% of carried gold placed on your corpse.
  • All carried and equipped items placed on your corpse.
  • Items in Tavern storage are safe.
  • HP set to 50% of max. Teleported to City Square.

Corpse Recovery

MethodCostInjury?Requirement
On-Site RecoveryFreeNoTravel back to the zone where you died
Registrar (Corrections)20 + (level × 5) gold
(×2 for Crownvault)
Yes (random)Available from anywhere
XIII

Injuries

Injuries are persistent stat penalties applied when you use the Registrar for corpse recovery. Multiple injuries stack.

InjuryEffectStats Affected
Shaky Hands−2 Might, −2 GuileMight, Guile
Grave Chill−2 WitsWits
Bruised Ego−2 PresencePresence
Crownfall Limp−2 GritGrit

Curing Injuries

Injuries can be treated via Clinical Restoration at the Healer, costing 15 gold per active injury (free for levels 1–2).

XIV

PvP & Arena

Arena Duels (Safe)

  • 100% safe. No corpse, no gold loss, no item loss.
  • Winner receives 50 XP.
  • Challenge via the Arena UI or the /duel <name> command.

World PvP (Lethal)

  • Available in non-safe zones only.
  • Loser drops a full corpse (gold + all carried items). 10% gold permanently lost.
  • Initiator gains Heat and Threat.

Brackets

You can only challenge players within a +/- 3 level range of your current level.

New Player Protection

Characters under level 3 with PvP protection enabled cannot be challenged. Protection is permanently disabled for both players once a challenge is accepted.

Safe Locations

PvP is blocked in: City Square, Tavern, Bank, Healer, Office of Corrections, Market, Arena Lobby, and the Blacksmith.

XV

Crafting

Alchemist class only. Craft consumables from gathered materials via your Inventory.

RecipeIngredients
Healing Tonic2× Reagent Bundle
Mana Tonic1× Reagent Bundle + 1× Witch Candle
Antidote1× Reagent Bundle + 1× Grave Salt
Basic Bomb2× Reagent Bundle + 1× Grave Salt
Smoke Bomb1× Reagent Bundle + 1× Witch Candle

Material Sources

MaterialSource
Reagent BundleEnemy drops, Blackwood exploration
Grave SaltBlackwood exploration
Witch CandleBlackwood exploration
XVI

Bounties

Turn in proof-of-kill items at the Market for gold rewards. Requires the matching material item in your inventory; contracts you cannot currently claim have disabled Claim buttons.

BountyProof ItemReward
Clear Mud GoblinsGoblin Ear30g
Harvest Thorn Imp HornsImp Horn35g
Hunt Tax CrowsCrow Feather20g
Purge The Ranger ThingRanger Shreds150g
XVII

Chat & Social

Chat Channels

  • Global: Visible to all players (when not at the Tavern).
  • Tavern: Only visible to players at the Tavern.

Slash Commands

CommandEffect
/helpLists available commands.
/whoLists active characters.
/whisper <player> <msg>Send a private message visible only to you and the recipient.
/duel <player>Issue a PvP challenge to a character at your current location.
/hex <player>Cast a hex (unsafe zones only, generates Heat/Threat).

News Feed

The dashboard shows recent game news — player deaths, PvP and Arena victories, boss kills, bounty completions, corpse recoveries, rare loot, and system announcements. Automatic notices vary their wording while always stating the relevant names, locations, rewards, losses, or recovered belongings.

Who's Online

The dashboard shows players who have been active in the last 5 minutes. The global navigation also displays a broader Players Online count for players active within the last 15 minutes.

XVIII

Tips & Advice

  • Bank early, bank often. Carried gold is lost on death. Banked gold is safe and earns interest.
  • Salvage unwanted gear. Break down off-class or low-level gear at the Blacksmith to get materials.
  • Watch your Nerve. If it runs low or becomes spent, your rewards are reduced, but you can keep exploring and fighting.
  • Store valuable items. Items in Tavern storage survive death. Keep backup gear there.
  • Use the Defend action when you're low on HP and waiting for an opportunity to heal or flee.
  • Carry Smoke Bombs. They guarantee escape from combat — useful when outmatched.
  • Sell materials at the Healer. Consumables and materials can be sold at the Healer for 50% of their value.
  • Alchemists should gather materials. Crafting potions and bombs is cheaper than buying them.
  • Don't fight enemies too far below your level. Rewards are drastically reduced when the level gap is large.
  • Retry an expired form. If a page remains open long enough for its security token to expire, the game rejects that submission safely and returns you to refresh the action.