Your first ten levels: a quick start

Everyone starts in Emberfold, the town at the heart of Hearthmoor. Hearthmoor is neutral ground: both nations level there side by side, nobody can attack another player, and humans and orcs may even party and trade with each other. Here is how to make the most of your first hours.

Open your quest log with Q. Quests are taken and handed in right there, with no quest giver to find, and you can keep up to eight open. Quests pay gold on top of XP, so take every one you can.

Fight monsters near your own level. Each monster's level is on its nameplate: those more than three levels below you give less XP, those above you a little more. The ones close to town are the weakest, and they grow stronger the further you walk.

Spend your stat points. Every level gives you three. Raise your class's main stat first (STR for Warriors, DEX for Rogues, INT for Mages and Priests), then put some into VIT. New skills unlock as you level: open the skill book with K and drag them to your bar.

Never buy potions. Every character carries an endless red potion for HP and an endless blue potion for MP: press 9 or 0, wait two seconds, drink again.

Use your starter pack. The first character of a new account starts with ten of each Novice scroll in its bag, XP and loot gold among them. Read the XP and gold scrolls together before a long hunt, not before shopping.

Group up. A party holds up to six players and every extra member adds 5% XP, gold and drops. Even with a stranger, a party levels faster than playing alone.

At level 10 the gate takes you home: Valcrest for humans, Gorzhak for orcs. From there the road leads to the Crystal Clash at level 20 and the Colony Zone at 40. See you on the road.

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