Tips & Lore
All 41 lines that appear while a zone loads, so you can read them without waiting for a loading screen.
Tips
Small things worth knowing. · 17A coloured name means warded
Item names are coloured for exactly one reason: warding. A lit-up name means something has been done to that item. It is not a rarity tier.
Chains reward patience
Each swing opens a window where the next attack in the chain will connect. Mashing closes it. Watch the recovery and strike into the gap.
Ctrl gets you out
Dodge is bound to Ctrl. It is the cheapest answer to almost anything a large enemy does, and it costs nothing but stamina.
Drinks burst, food lingers
A drink restores in one go. Food heals you over time. In the middle of a fight that is the entire difference between them.
Four keys, always ready
The hotbar holds four items on keys 1 through 4, and it follows your character rather than your machine. Keep a heal on one of them.
Guard absorbs, parry answers
Guarding bleeds damage off an incoming hit. Parrying it on time turns the exchange around entirely. One is safe; the other is better.
Hold to charge
Holding the attack input charges the swing instead of throwing it away. A charged finisher hits far harder than the same attack rushed.
Pin what you never sell
Right-click anything in the bank to pin it. Pinned items stay put while you sort, consolidate and shuffle everything around them.
Shift sweeps the floor
Holding Shift as you loot takes every pile in reach at once — the difference between clearing a camp and tidying one.
Shift-click to sell
With a shop open, Shift+click an item in your pack to sell one, or right-click for every amount at once and a straight value check.
Shops remember
Sold something you wanted back? Shops keep a buyback list. Check it before you go looking for another one.
Six tabs, sixty-four slots
The bank runs five tabs of your own plus a combat tab, sixty-four slots each, with crafting materials kept in shared storage of their own.
Some companions carry
Pack summons have inventories of their own, and the larger the beast the more it holds. Interact with your companion to open it.
The market takes a cut
A sale on the world market is taxed on the seller's side. Price with the tax in mind, or sell to a shop when the margin is thin.
The station is part of the recipe
Recipes belong to the station they are worked at. If one will not appear, you are usually at the wrong bench rather than short a level.
Thirty now, sixty later
Your pack starts at thirty slots and can be expanded to sixty. Stack sizes are set per item, so bulk materials cost far less room than gear.
Your drop is yours first
Loot you drop is visible only to you for a while before anyone else can see it. You do not have to sprint for something you just put down.
Things to Try
Suggestions for your next session. · 9Change the weapon, change the fight
Every weapon carries its own moveset rather than a reskin of the last one. Swapping weapons is the fastest way to make combat feel new.
Cook in batches
Cooking runs as a batch rather than one item at a time. Bring the whole stack and walk away with a full pack of food.
Examine things
Nearly everything in the world has something written for it. Examine is never wasted, and it is occasionally the entire point.
Fish somewhere new
What is biting depends on where you are standing. A stretch of coast you walk past every day is holding something you have not caught.
Level something unrelated
Skills feed each other more often than they look like they should. The gathering skill you keep ignoring probably unlocks the thing you want.
Look up occasionally
Weather, time of day and the sea are simulated rather than painted on. It is worth standing still on a ridge once in a while.
Ride when the road is long
A horse moves considerably faster than you do, and puts you down politely the moment a fight, a swim or a fall wants your feet back.
Save a second loadout
The bank holds two combat loadout presets and can swap your whole kit in a single action. Build the second one before you think you need it.
Wear what you earned
Titles are earned for specific things and worn on purpose. Check which ones you have already unlocked without noticing.
The World
Lore and facts about the land. · 11Alignment is a choice you make
Where you stand is something you decide, and can be seen to have decided. It is not handed to you by the first quest you finish.
Dropped is not damaged
Durability and enchantments travel with an item through a drop and a pickup. Putting something on the ground never quietly resets it.
Element belongs to the ability
An ability's element is part of what that ability is. Your gear and your choices change how hard it lands, never what kind of damage it deals.
Gold, and only gold
There is one currency in the world. No copper, no silver, nothing to convert — a price quoted in gold is the whole price.
Keeping it out is the training
Summoning experience accrues while a companion is with you, not at the moment you call it. The skill rewards living alongside them.
Many worlds, one character
The game runs as many parallel worlds, and your character is the same character in all of them. Where you log out is where you log back in.
No quality tiers, ever
A bar is a bar and a blade is a blade. Crafting decides how much you get and how quickly, never whether the result is a worse copy of itself.
Sixty-nine is the ceiling
Combat level is derived from your combat skills, weighted toward the offensive ones, and it tops out at 69. Everything past that is you.
Summoning is a skill like any other
Summoning sits alongside the rest, and the level you carry decides how long a companion stays with you before the bond lapses.
Twelve slots, one ring
There are twelve equipment slots, and exactly one of them takes a ring. Which ring you wear is meant to be a real decision.
Quests
Nudges toward the stories out there. · 4Nothing appears by magic
Quest items are handed to you by someone, or found somewhere. Nothing is conjured into your pack because a step quietly ticked over.
Quest items are safe from you
Anything a quest needs cannot be dropped, destroyed, sold or traded away. You cannot lock yourself out of a quest by tidying your pack.
The answer is in the world
Early quests are written so that the world tells you what to do — the people in it, the things lying about, the state of the place.
The journal keeps the thread
Every quest you have touched stays in the journal along with where you left it. Step away for a week; the thread will still be there.