Player Guide
The purpose of this guide is to consolidate 'must know' information into one place. Reading this isn't necessary when first making a character, but is recommended.
If you're not already aware, there's a game launcher that we recommend using.
The guide might occasionally reference a slash (/) command, which can be viewed on this page or seen in-game via the blue crystal chat tab.
Character Creation
Spawnpoint
When making a character, you'll have a choice of starting locations and races to choose from. The location doesn't matter much as you can always change it using the /spawnpoint command.
Description
You'll see a 'description' input. You can also change this in-game via the options menu (cog icon on the far right, 'Change Description). A character description is a basic HTML page, which you can use to include an image of your character, and/or a text description. See this character profile guide for some commonly used tags and templates.
Tutorial NPC
After creating your character, you'll spawn directly next to a Tutorial NPC. Interact with it with lift-click or X. Complete the tutorial quests to learn the basic controls and interactions, such as buying and selling items, defeating monsters, battling other characters, and exploring dungeons.
Stat Sheet
Within the stats menu after making a character, you'll see the following.
- Level: Your character level. You earn EXP via roleplaying, completing quests and dungeons. The 'soft cap' is Level 200, which typically takes a few weeks or less to reach. The 'hard cap' is 220, which takes a few months or longer to reach, depending.
- Spell Points: Points to spend on spells. Consider that you have a few hundred to work with when designing a build. The potion 'Mana Amnesia' can reset all your spell points and purchases beside the openers, and a 'Rebirth' potion can reset your choices entirely (as long as you're under Level 210 for the latter).
- Stat Points: Points to spend on stats. Always focus on Vitality and Power. You can use a 'Blackout' potion to reset your stat points.
- Vitality: This increases your HP by 274. Click the stat name (or green HP bar) to see your current amount.
- Power: The damage spells deal.
- Agility: One point increases crit rate by 0.30%, and reduces spell cooldowns by 0.15%.
- Mana: Each point gives 0.05% damage reduction up to 150, and 0.020% after 150, as well as increasing your overall mana pool.
Guild
A guild is a great way for players to organize their characters. If you're looking to join one, the guilds sub-forum might be useful, or just ask around in-character.
High ranking members of a guild can also put out public and private announcements; the latter is sent to all members, and pings them, and the former is server-wide. This is great if you're hosting an event, such as a tournament, festival, wedding, or anything else you might want to get the word out on.
Faction
A faction is a settlement wide organization, and joining one unlocks various features. When a part of a faction, you'll gain influence whenever roleplaying nearby the associated settlements (you can use /influence to see your amount). You can still be a member of other guilds, but only one faction.
Speak to a recruiter NPC to join a faction as a base rank of 1 (citizen). Each rank up is +50% influence gain. High ranking members of that faction can promote you.
Influence can be spent on upgradeable faction gear and also via the token/PvE store. It's an attractive perk to have, so do consider officially aligning with a settlement, whether it's as a knight, priest, researcher, or whatever other role suits your character, even if it's just someone that lives there! This also generally makes roleplaying easier as a new player since it provides a path to follow.
Faction Gear
Faction gear are items that the leaders of the faction have set up, a chest and cloak slot.
The chest has a base vitality of 5, and the cloak slot has a base vitality of 5.
Using polish (500 influence per 1 upgrade) you can upgrade these items for a period of five years. The chest caps out at 15, and the cloak caps out at 8 (excluding vitality enchantments).
Crafting
General crafting has no spell point investment. Artificer and Alchemy cost a total of 10 spell points (2 per tier, five tiers).
General Crafting
These are public recipes anyone can craft free of spell point investment. Just have the ingredient list in your inventory, then left-click the associated recipe. You can find many useful items here, such as rowboats to travel the ocean, hoes and watering cans to farm, fishing rods to fish, and paper/books to document history. Be sure to have a look through to see the different items and their descriptions (right-click an item to view this).
Artificer
An artificer can forge gear (such as weapons and armor), enchant/empower gear, and forge many rune-related objects.
Item Stats
These are the non-standard item stats you'll see.
- Physical: This functions the same as Power, except it only applies to Armed and Unarmed spells.
- Weight: This increases cooldowns by 0.1% per 1 weight while equipped.
- Element Power: This increases the % damage of an affinity and its specializes. So if you see 3 Air Power on an item, that means it increases Air Magic's damage by 3%, and also any of the sub-trees (Lightning, Sound, etc).
- Element Defense: Like power except it reduces incoming damage of that affinity and its specialization by a %.
Quality Bonus
Crafted gear can have a slight stat bonus (uncommon, rare, ultra) on select gear slots (weapon, chest, legs, amulet). Upgraded artificer anvils have favored odds to roll a bonus when crafting item, which you'll see listed in the construction's décor menu.
Unique Tag
If an item has a golden name, then it's a unique, and will have an associated [] tag at the bottom. This typically means that it came about via an event. See this guide for information on event items.
Special resources (as explained in the linked guide) can also turn items into uniques.
Item Modifiers
These are modifiers that are sometimes applied to unique items, and a few of the craft recipes.
- Long Dash: Increases dash distance (space key) by 1 tile
- Blessed: When the player is inflicted with a temporary injury, the duration is halved
- Cursed: When the player is inflicted with a temporary injury, the duration is doubled
- Wrath: The injury and capture roll is reduced by 1 for both combatants at the end of a battle, and this should be noted in the message
- Juggernaut: The player cannot dash, but they're immune to knockback debuff
- Sprint: On dash, instead of dashing the player gains 1 movement speed for 2s
- Invisibility: Player has a 200 alpha applied for 2s when they dash
- Bleed: Physical damage has a 5% chance to deal 3 stacks of bleed
- Blunt: Physical damage has a 5% chance to apply a 1s slow
- Critical: Critical damage is increased from its current amount (33%) to 40%
Alchemy
Alchemy is the art of potion making across the world. It can refer to ordinary solutions made by day to day herbalists, or it can refer to the powerful potions that are created by magi and involve supernatural means to brew. The more advanced potions are complicated, sometimes involving several stages and days to make.
Beginnings in alchemy involve learning how to forage and identify ingredients. By distilling and harnessing certain aspects of the procured materials, a number of desired effects can be produced in the combinations. Something as slight as a minor increase in brewing time or quantity might sabotage and change the desired outcome. Extraction, mixing, heating and cooling in a carefully staged process by skilled hands will produce a concoction ready to be bottled and sold.
Classes
You can spend 5 Spell Points to unlock an (optional) character defining class. These are supporting roles within the world of Meranthe.
The typical method of learning a class is by being inducted by another character. Alternatively, you can submit an ability request application. See the individual pages for mechanical and lore information.
Medic
An experienced Medic can Mentor others to learn Medic. As you use Medic (to treat temporary and permanent injuries) you accrue EXP that can be spent on various upgrades in the public skill tree.
Faith
A priest can baptize another to grant them Faith - Initiate, one of three levels. While there are many faiths, what they share is that their unison with the flow of life energy (known as the lifestream). This fuels typically benevolent acts (empowering, healing, warding), but there are no alignment restrictions on a Faith (or any Class, technically). You can be a bloodthirsty zealot or a pacifist sage as long as you abide by your particular Faith's oath.
Fortuna
This is a sub-Faith with unique mechanics. Fortune tellers empower the fates of those they bless, tell fortunes for randomized buffs, and can unlock Fortuna combat spells.
Necromancy
Necromancy is control over the dead. You can summon and empower the undead as your direct underlings. This ability is quite rare and difficult, and must be taught directly, or through forbidden knowledge (such as a tome).
Black Magic
To become a Witch, you form a soul exchange pact with hel, the underworld. You can sign your name into a Book of Shadows object, or manifest your own, then accrue and spend Essence to further master the dark arts. Much like Necromancy, most governments have a death penalty for this practice.
Lifeskills
Lifeskills are passive levels in various activities. The higher your level in a lifeskill, the more bonuses you receive. Your chosen occupation (which you can select during character creation) increases your lifeskill EXP gain by 2x.
You can change your lifeskill at any time by drinking the Job Reset potion. This won't impact your accumulated levels.
Adventurer
This grants +20% EXP and Coin gain on quests and dungeons. It cannot be levelled up, and is the default if not changed in character creation, or via the Job Reset potion.
Farming
The higher your farming level, the chance you'll gain seeds when harvesting your crops, as well as bonus amounts of crops. It also means a better chance of 'high quality' (HQ) crops. For every HQ ingredient in a cooking recipe, the finished product gains 1 power.
Cooking
As your cooking level increases, the base energy reward and vitality of the food you cook improves. At Level 100, your food is twice as effective.
Fishing
A higher fishing level means a better chance at a 'high quality' fish reward. It also unlocks rarer fish.
Mining
Some ore nodes require a higher mining level. At level 40 and beyond, you can more or less mine any nodes without loss. The higher your mining level also means a chance at bonus ore.
Foraging
Foraging level improves your chance at a bonus herb.
Misc
Housing
If a property has a blue marker on the door, you can pay the upfront cost to gain ownership. Make sure to also upkeep the maintenance cost or you'll lose ownership. To view your current property locations, type /properties.
Properties are good for item storage, via chests, as well as your own personal space to customize.
You will typically easily find affordable rooms available in public spaces, like apartment buildings and inns.
Encampment
An encampment also acts as a house with the same features, and can easily be packed into your inventory so you can take it with you! Try not to leave it alone in for too long. It's best to carry it around.
Sailboat
A sailboat is effectively a 'moving home' that can also be used to travel the ocean and explore the outer islands. X to ride it, right-click while nearby for the various options.
Letter System
You can send long-distance messages to other characters via the /message command. If they're offline, they'll receive the mail whenever they next log in.
Be aware that there are rules against using this to call someone to you during conflict.