Getting started
You pick a nation, El Morad or Karus, and one of four classes. Every character starts in Moradon, the neutral town both nations share. The first forty levels come quickly; after that the land gets harder and the fights begin.
Levels 1 to 603 stat points a level2 skill points a level from 10Endless HP and MP potions
Moradon
Moradon is a walled town with the merchants every character needs: armor and weapons, sundries, jewelry, the inn's storage, the clan clerk, the anvil and Ludwig beside it with the Upgrade Scrolls, and the Chaotic Generator. Its fields hold the first monsters, up to about level 16. Kill them, take the quests from your quest log (Q) and you are level 10 within minutes.
Your bar and your trees
Your skill bar has four pages of eight slots and starts empty: open the skill tree and drag a skill onto a slot. A right click empties a slot. Your red and blue potions sit at the end of the bar and never run out; they grow with your level. M opens the big map.
Stats and skill points
Every level gives 3 stat points. A Warrior raises STR, a Rogue DEX, a Mage INT. A Priest chooses: INT for a healer who levels with a party, STR for an attacker who levels alone. Some VIT keeps you alive. From level 10 every level also gives 2 skill points, spent in one of your class's three trees with the + in the skill tree. A tree's skills open when the points in that tree reach their number, so most players fill one tree first.
Where to level
- Moradon: levels 1 to about 16.
- Your homeland: El Morad Castle or Luferson Castle and the fields around it, from the teens to level 60. The other nation's homeland is closed to you.
- The Colony Zone: from level 45, open PvP outside the camps; its monsters pay twice the gold of a homeland and drop items more often.
- Eslant: from level 50, one copy for each nation, no PvP, with the same richer pay: harpies, trolls, golems and apostles, the land's bosses (Talos, Troll King, Harpy Queen, Snake Queen, Deruvish Founder) and more, lower camps round the crossroads.
- Bifrost: from level 55, only for the nation that breaks the Ronark Land Monument (see wars and events).
A monster pays its full XP up to six levels below you; below that it pays less and less. The climb is easy up to level 40 and steeper after it.
Warp stones
Moradon's warp gates take you to your castle, the Colony Zone and Eslant, and the homelands' gates lead back and on. A gate refuses you until you have the level its destination asks. The Colony Zone's stones are also the way into Bifrost.
Dying and being raised
From level 10 a death to a monster costs 3% of your level's XP (never a level). A death to a player costs nothing. You lie where you fell for a minute: a Priest can raise you there and give back part of the lost XP. Click Return town in the death window to go back at once.
Parties and clans
Up to eight may party, within 40 levels of each other (clan mates aside): the XP is shared among those near the kill, and each member adds a small bonus. A clan holds up to thirty players of one nation; the Knight Clerks sell clan cloaks to clans of their grade.