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Frequently Asked Questions
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Getting started
14 answersWhat is NexusRPG?
NexusRPG is a persistent text-based browser MMORPG. You play directly in a modern web browser and develop your character through combat, equipment, gathering, crafting, quests, achievements, trading, Clans, Kingdoms, Fair PvP and shared Boss encounters.
Do I need to install anything?
No. NexusRPG runs in the browser on desktop, tablet and mobile. Refreshing the page, signing out or changing device does not reset your progression or active timers.
What should I do first?
Read the welcome popup and Choose a path at your first login. It grants one Common level 1 Class set, not a set for every Class. Follow the popup beside each exact control: equip your hand pair and armour, win a safe Battle, inspect the result, spend earned Stat Points and follow Quests, Gathering, Crafting and Map. Action lessons advance automatically after the game verifies success; reading-only explanations use Next. The final help popup reminds you to use /help followed by your question for community help, or /mentor on its own to request a personal Mentor while eligible.
Is my starter Class permanent?
No. Your Main Hand and Off-hand pairing determines the active Class, so you can change it later by equipping another valid pair. The first choice grants a starter set only once. Existing characters keep their equipment.
Do new players receive a beginner Pet?
Yes. Each new account receives one Common Ironback, already hatched but not equipped. After equipping your starter gear, follow the guide to Pets and press Equip on your companion. The guide checks that the starter Pet is actually equipped before advancing. You can skip and resume the guide; skipping leaves the Pet unequipped. Refreshing, resuming or restarting never gives another Pet, even if the original is no longer owned. Existing accounts are not backfilled.
Can I skip or resume the beginner tutorial?
Yes. Choose a path first. Skip this step moves to the next lesson without completing its action or granting rewards. Skip all saves your place and closes the introduction. Both ask for confirmation and explain where to return. If you use Skip all during the equipment lesson, available starter pieces fill empty slots without replacing gear. Open Guide → Guided Walkthrough → Start / Resume guided tour to continue, or Restart guided tour to revisit the lessons. Restarting preserves your character and Quests. Resuming or changing Class never grants another starter set or Pet.
How do I start and stop Auto?
Choose an activity and press Auto to repeat it. Normal Auto uses one remaining Auto per completed action. It continues while you are away until you press Stop, run out of Autos or the activity can no longer continue. Stop keeps unused Autos; an already-paid Craft finishes. Auto does not remove normal requirements or Crafting material and Gold costs.
What do remaining and maximum Autos mean?
Remaining Autos are the actions you can still use. Maximum Autos are your refillable capacity. For example, 20 / 100 means 20 actions remain and you can refill up to 100. Using Autos reduces the remaining balance, not your maximum capacity. A larger maximum lets Auto run longer between refills.
How does free Auto Renew work?
Press Renew in the Actions bar. It is free and can be pressed repeatedly. At Commoner rank, each click restores 5% of your maximum Autos, rounded up and limited to the missing amount. With a maximum of 100, that is up to 5 Autos per click. Higher Supporter Ranks refill a larger percentage; Renew shows the exact amount. Starting Auto with an empty balance performs one partial Renew, but running Auto does not refill itself continuously.
How do I increase my maximum Autos?
Earn permanent Auto capacity from Quests, Achievements, World Chests, Dungeon loot and Pet Expeditions. Pet Expedition Auto rewards increase both permanent capacity and the ready balance. Normal-monster victories and successful Gathering each have an extremely rare 1-in-20,000 chance to grant +1 permanent and +1 ready Auto while your base maximum is below 500, before Supporter Rank bonuses. This 500 threshold applies only to these random finds, not your overall Auto maximum. Shop Permanent Auto upgrades and selected bundles also add permanent capacity. Your current Supporter Rank adds a percentage of all that permanent capacity, rounded down to whole Autos: Commoner +0% through Emperor +100%. Emperor turns 1,000 permanent Autos into a 2,000 maximum; earlier Ranks do not stack. Changing Rank alone does not refill remaining Autos. Auto Renew is separate: it only refills your existing capacity and never raises that maximum.
What is Recommended Next Action?
It is an optional compact suggestion based on your real character progress, such as accepting the first contract, equipping a weapon or trying Gathering. You may dismiss it, and completing real activities moves the recommendation forward without creating a separate checklist or Quest.
Do equipment recipes require a crafting level?
Yes. Each recipe requires its main Crafting discipline plus the displayed shared support skills. Metalworking, Leatherworking, Woodworking and Gemworking connect related equipment categories, while equipment recipes from Level 500 onward also require Runeworking. Crafting shows every requirement before work begins.
Can refreshing change an outcome?
No. Combat outcomes, drops, costs, rewards, cooldowns, purchases, inventory and construction continue from the recorded game state. A visible countdown only helps you follow that progress.
Can I play comfortably on a phone?
Yes. The game uses compact navigation, mobile sheets for chat and side panels, touch-sized actions, safe-area spacing and layouts that avoid horizontal page overflow. Wide data regions use contained scrolling where necessary.
Character, Classes and Stat Points
18 answersHow do levels and experience work?
Battles, Gathering and other progression events award experience. The normal next-level requirement applies through Level 999, then uses a 3× multiplier from Level 1,000, 5× from Level 2,000, 7× from Level 3,000 and two more multiplier points after every further 1,000 Levels. These multipliers are not compounded. A real level-up no longer raises random combat stats automatically; it awards 1–5 Stat Points instead. Each personal five-level reward block contains 1, 2, 3, 4 and 5 once, for exactly 15 points and a long-term average of 3.
What are the main character stats?
Maximum Health determines survivability; Power drives normal damage; Defence reduces incoming damage; Accuracy and Speed influence reliable actions; Critical and Luck are ratings converted through capped, diminishing-return formulas. Raw rating is not a direct percentage. Strength, Dexterity, Intelligence, Vitality, Luck, Explorer and Gatherer are allocated attributes that feed these outcomes.
How do I spend and reset Stat Points?
Open Character Build and invest 1, 10, 100 or 1,000 available points at a time. Strength supports physical Power, Dexterity Accuracy/Speed/Critical, Intelligence magical Power plus general warding/Accuracy/Luck, Vitality Health/Defence, Luck rare PvE results, Explorer adventure/travel rewards and Gatherer production. More than 100 unused points creates a clickable warning under Class. Your first complete reset is free. Existing players who already used it receive one optional free balance reset; no build resets automatically. Later resets show and confirm their level- and allocation-based Gold cost.
Which Classes exist?
Your equipped Main Hand and Off-hand determine your Class:
Warrior — Blade + Shield · Vanguard adds Defence and Accuracy, and converts 7.5% of pre-percentage Core Defence into Power.
Berserker — Blade + Blade · Frenzy adds Power and Speed.
Duelist — Blade + Dagger · Riposte adds Power, Accuracy and Speed.
Mage — Wand + Orb · Spell Ward adds Power and Defence.
Sorcerer — Wand + Wand · Arcane Surge adds Power and Critical.
Amazon — Bow + Quiver · Marksman adds Accuracy and Speed, and converts 15% of pre-percentage Core Accuracy into Power.
Paladin — Shield + Shield · Bulwark adds maximum Health and Defence.
Assassin — Dagger + Dagger · Ambush adds Speed and Critical.
Open the Classes section in the Guide for a separate, complete stat-by-stat page for each Class.
How do primary attributes scale for every Class?
Open the Classes section in the Guide and choose a Class tab to see what every Stat does for that exact build.
The flat values below are retained. Combat attributes also add bounded Class-specific scaling to base stats plus compatible equipment; each Class tab lists the exact scaling caps.
Warrior — Strength: +5 Power/+1 Defence. Vitality: +20 Health/+3 Defence.
Berserker — Strength: +6 Power/+1 Defence. Dexterity: +2 Accuracy/+3 Speed/+2 Critical.
Duelist — Strength: +5 Power/+1 Defence. Dexterity: +2 Power/+3 Accuracy/+3 Speed/+2 Critical.
Mage — Intelligence: +5 Power/+2 Defence/+2 Accuracy/+1 Luck.
Sorcerer — Intelligence: +6 Power/+1 Defence/+2 Accuracy/+1 Critical/+1 Luck.
Amazon — Dexterity: +4 Power/+3 Accuracy/+2 Speed/+1 Critical.
Assassin — Dexterity: +3 Power/+2 Accuracy/+4 Speed/+3 Critical.
Paladin — converts 0.5% of Core Health plus 10% of Core Defence into Power, so Vitality and defensive Equipment also provide offensive value.
What happens with an incomplete or invalid hand pair?
The character becomes an Adventurer. A usable lone Blade, Dagger or Shield can still contribute, but incompatible hand items are ignored; unsupported pairs such as Bow + Sword or Wand + Sword do not combine both stat budgets. A Bow requires its Quiver, and two Bows cannot be equipped as a valid Class pair. Other equipped slots continue to work normally.
How do attributes keep helping after equipment gets stronger?
Each combat attribute keeps its flat bonuses and also strengthens base stats plus compatible equipment before Core. For an attribute with a 50% Class cap, its contribution is 50 × points ÷ (points + 500) percent: 500 points gives 25%, and 1,000 gives about 33.33%. Different attributes targeting one stat share a bounded remaining budget instead of multiplying unlimited bonuses. The Guide’s Classes tabs show every cap. Investing more never reduces another stat; Explorer and Gatherer keep their separate utility curves.
What exactly does Luck improve?
Luck is a broad PvE RNG rating with diminishing returns. It improves equipment drops and quality, rare Gathering finds, Quest rarity, Pet Egg drops, Essence, Blueprints, Dungeon Key and World Chest discoveries, and eligible player-triggered World Boss spawns. Allocated Luck also adds 20 × points ÷ (points + 1,000) percent to eligible rare-outcome/equipment-find modifiers, capped below 20%; 1,000 points gives +10%. Fortune adds another 0.10% per Skill Level, up to 10%, alongside its separate raw Luck training. These modifiers are added once, not repeatedly multiplied. Equipment drops retain their final 3% cap, fixed-rarity Shop items stay fixed, and Luck never guarantees a rare result or improves Battle Skill breakthroughs.
How are effective PvE stats calculated?
Base stats and compatible equipment receive flat attribute bonuses plus bounded Class-specific attribute scaling before Class conversion forms Core. Ordinary percentage sources, including an equipped Pet, are added into one pool and applied once to Core. Battle Skill training is a separate final multiplier: 0.20% per Skill Level, capped at 20% for its named stats. Effective Stat Breakdown separates these sources. Contextual PvE, Elite, Boss, World Boss and Clan Boss damage modifiers remain separate so they cannot be counted twice.
Why does Fortitude matter even with a large Health bonus?
Fortitude adds 0.20% training to maximum Health and Defence per level, up to 20% at Level 100. Training multiplies the result after the ordinary percentage pool instead of being diluted inside it. With everything else unchanged and below the final stat cap, going from Fortitude 10 to 69 changes the multiplier from 1.020 to 1.138: about 11.57% more maximum Health and Defence. Your existing Skill Levels stay intact.
Does Haste make Auto attack faster?
No. Haste adds 0.20% combat Speed per level, up to 20%, through the separate training multiplier. Speed supports evasion against enemy Accuracy, initiative and the bounded chance of an extra attack inside a battle. It does not shorten the two-second manual cooldown or normal five-second Auto interval. A harder, faster opponent can still reduce your relative advantage.
What is Fair PvP?
Fair PvP uses the complete earned build: active equipment and its Upgrade Levels, attributes, Class effects, Pets, Battle Skills, Titles, Supporter Rank, Clan and Kingdom bonuses, Ascendant progression, food and other temporary earned effects. Only direct purchased Shop combat-stat percentages are removed. Explicitly PvE-only contextual damage still applies only to its named PvE target.
How do Battle Skills level up?
Choose one active Battle Skill in the compact box above Quest. Every positive normal gameplay XP award gives that selected Skill one independent breakthrough roll, while the complete XP reward still goes to your character level. Foundation Levels 1–25 remain approachable without being instant, progress slows substantially through Momentum and Veteran training, and Levels 75–100 form the long Mastery climb. The compact Skill panel shows the exact current chance. An equipped Pet improves that chance by its displayed relative percentage, and a World Boss or Clan Boss final blow grants one separate level-scaled roll. Any success grants exactly one level plus a personal System chat message. Luck does not affect Battle Skill rolls, and there is no XP ratio to configure.
What is the difference between Shop Rank, Special Rank Badge and Character Title?
Shop Rank is determined automatically from verified purchases and appears before your name. Staff identity such as Owner or Admin replaces that badge. A Special Rank Badge is optional staff-granted recognition. One earned Character Title appears after your name and grants the exact small bonus shown in Settings; Clan Chat instead shows Clan role and omits public Titles.
Can I equip a character title?
Yes. Open Settings → Titles. You may activate one Achievement Title or owner-created Special Title that this Character earned or received. Each card shows its exact bonus and the page shows when another change is available. Shop Rank remains automatic and separate.
Can I change my player name?
Yes. Shop → Rename can update the account and character display name together for 250 Credits. The new name must be unique and use the supported name characters. A custom colour is optional, and the purchase does not change email, progression, inventory or permissions.
What are special achievement titles?
Major milestones unlock titles such as Worldbreaker, Clan Executioner, Clan Vanguard and The Cataclysm. A Clan Boss final blow counts only toward Clan Boss achievements, not normal World Boss milestones.
What are Ascendant Paths?
At the displayed endgame requirements you may activate one optional Path: Slayer, Bulwark, Planewalker, Grand Artisan or Sovereign. Each has a narrow allow-listed benefit and an explicit opportunity cost. The first choice costs 250,000 Gold and 5 Essence; switching costs 750,000 Gold and 15 Essence with a seven-day cooldown. Each Path then has 15 optional ranks. Rank L costs 600,000 × L² Gold, while Essence starts at 4 and rises by 1 after every three ranks. The complete ladder costs 744,000,000 Gold and 90 Essence. Reset returns 50% of the exact stored investment, so older purchases retain their historical price. Deactivation has a 24-hour cooldown. Earned combat-stat effects count in Fair PvP; activity-specific effects still apply only in their named context.
Battle, PvP and Bosses
37 answersHow do Rifts work?
A Rift opens randomly for 10–60 minutes and is announced in Global Chat. The next automatic opening uses a random delay from 1 second to 12 hours, reset whenever a Rift opens, including staff-started Rifts. Only one Rift can be active: if its next timer expires while it is still open, another must wait until it closes. Scheduled staff events also take priority. Click HERE in its highlighted announcement to enter; no travel, unlocked Plane or Resource Site is required. Choose Attack, Mine, Woodcut, Hunt or Herbalism first. All controls, results and rewards stay on the Rift page. Manual actions resolve immediately with a shared two-second cooldown. Rift offers Manual and Auto, not Rage. Auto uses the normal balance and Renew rules; active Blood Frenzy still gives faster cycles without spending normal Autos. The first action resolves immediately. Auto stops when the Rift closes. Back to activities stops Rift Auto, preserves unused Autos and scores, and never resets the cooldown. Finish any pending Craft and stop another Auto activity before participating.
What bonuses and prizes can a Rift give?
One highlighted activity receives +100% XP and yield; the other four receive +20%. Attack awards Character XP and Gold on victory against a personal Rift Colossus Echo scaled to half your Character Level, with a minimum of one. Gathering awards profession XP and matching resources using your skill, Tool, build and active bonuses. Normal Clan contributions apply, but local Kingdom tax, facilities, Plane and disaster bonuses do not. In new Rifts, the highest total damage wins an Attack challenge; the most resources gathered before Clan contributions wins a Gathering challenge. Each of the five activities has its own winner; ties favour the first to reach that total. The featured activity winner receives two Chests and one Mythic equipment item, while each other activity winner receives one Chest. The same player can win several activities. Each Chest rolls Rare 70%, Superior 25%, Epic 5%. Equipment uses the winner's level and normal design eligibility; Nexus needs Level 3000 and crafting-exclusive designs never drop. Previously opened Rifts retain their published prizes and scoring rules. Every completed action in any Rift activity counts once toward Most Actions Today, regardless of damage or resource quantity. Rift actions do not consume weekly Boss kills or count as location Quest objectives.
What is the Weekly Tournament?
Arena has a separate Weekly Tournament between Last Stand and Clan Last Stand. Staff chooses Team PvP, Mining, Woodcutting, Hunting or Herbalism and publishes entry requirements and rewards. Registration opens, registration closes and tournament starts are separate times in game time; the card has separate countdowns. Join or change teams before registration closes. Player-created numbered teams are available only when staff explicitly enables them, and the displayed capacity is per team. Zero in an admin limit means no limit set for that field, subject to the overall 256-participant safety limit. Cancelled events disappear from the current-event card. Last Champions keeps the most recent winning team and its members.
How are Weekly Tournament results and rewards decided?
New tournaments run automatically in the arena even while entrants are offline. Team PvP freezes genuine PvP builds at the start and resolves team elimination without spending normal Health, Autos or rating; winners retain tournament Health. Mining, Woodcutting, Hunting and Herbalism use frozen profession Level, matching equipped Tool and permanent yield bonuses, excluding temporary or purchased boosts. Each match compares five simulated collection rounds; higher total wins, with seeded tie-breaking. These simulations grant no normal resources, XP or actions. Winning members receive the winner package instead of the participation package, not both; eligible non-winners receive the participation package. Rewards are delivered once and pending delivery remains recoverable. Existing older activity events keep their published rules. Weekly Tournaments are independent of both monthly Last Stand events.
How do I join or create a Weekly Tournament team?
Open Arena → Weekly Tournament → Teams, rules & registration while registration is open. Choose an existing team and press Join team. Teams marked Password required open a private password popup; ask a teammate for the code. If staff has enabled player-created teams, the separate Create your own team button lets you choose an available number, an optional name and an optional password. Leave the password blank for an open team. Never reuse your account password. Creating a team also joins it; leave your current team before switching, and make changes before registration closes.
Where can I compare Arena championship wins?
Open Rankings → Arena. Last Stand Wins ranks individual champions, Weekly Tournament Wins counts one win for each qualifying member of the winning team, and Clan Last Stand Wins ranks winning Clans. Only completed tournaments count, not individual duels, cancelled events or unfinished results. Equal totals use a stable ID order.
When does Attack or Auto resolve a Battle?
Attack resolves one Battle immediately, followed by a two-second server cooldown. Auto resolves its first Battle immediately, then normal Auto repeats every five seconds; Rage and Blood Frenzy use two-second cycles with their existing costs. Stop or switching combat modes never removes the shared cooldown. The compact Battling result shows damage dealt and taken, hits and Victory, Defeat or Draw. Auto keeps this result visible until Stop; manual Battle returns to selection after the cooldown.
How does normal Battle work?
Choose one of the 60 monsters on your current Plane from the compact dropdown and attack. Each Plane spans Levels 1–22,000, so Surface remains a complete progression path without a paid key; unlocked Planes retain stronger identities and reward boosts. The Battle preview shows hit chance per strike, not your chance to win. Your Accuracy opposes the enemy’s Speed, and enemy Accuracy opposes your Speed. Damage, Health, Critical, extra attacks and other effects also decide the fight. Your location, cooldown and target must be eligible before the turn-by-turn battle begins.
What do Monster modifiers do?
Armoured, Swift, Accurate, Brutal, Regenerating, Lucky, Critical, Berserking, Fortified and Cursed use one versioned ruleset. The Battle preview explains the exact stat tradeoff before attack. Regenerating restores 3% maximum Health every third round, while Berserking gains 1% Power per round after the first up to 25%; every trigger is written into the Combat Log without changing unrelated combat rolls.
What is Bestiary Mastery?
Only verified victories update a monster entry. Mastery tiers are Discovered at 1 kill, Studied at 10, Hunter at 100, Specialist at 500, Master at 1,000 and Nemesis at 10,000. Entries also preserve verified encounter/modifier discoveries and best results. Plane and monster-family completion are derived from those verified records; V1 is prestige, lore and presentation rather than combat power.
What does Combat analysis explain?
After a loss or Draw, Why you lost separates the attacks, hits, misses, Criticals, extra attacks, damage, rounds and initiative that occurred from the hit, Critical and Defence chances expected from both builds. Wins can open the same analysis. It describes likely weaknesses conservatively and never promises that one stat increase guarantees victory. Older PvP records show only the facts available from those battles.
Why do Critical, Defence and Speed depend on the opponent?
Ratings are not universal percentages. Accuracy opposes enemy Speed, not Defence, for hit chance within the existing 10–95% limits. Critical chance is 50 × your Critical ÷ (your Critical + max(100, enemy Defence ÷ 4)) percent. Defence reduction is 75 × your Defence ÷ (your Defence + max(250, attacking Power ÷ 4)) percent. Extra-attack chance is 35 × positive Speed advantage ÷ (that advantage + max(100, enemy Speed)) percent. The existing 50%, 75% and 35% caps remain. Character-sheet chances use a reference opponent, while Combat analysis uses the real encounter. Older stored PvP battles retain their historical rules.
What do Ferocity and Resolve do?
Ferocity raises the Critical-hit damage multiplier by 0.15 percentage points per Skill Level, from the normal 150% up to 165% at Level 100; it never raises Critical chance. Resolve reduces incoming damage by 0.10% per Skill Level only while current Health is at or below 35%, up to 10% at Level 100. Both are earned Battle Skills, stay within their stated limits and count in Fair PvP.
What are Autos?
Autos repeat an eligible Battle, Gathering, Crafting or Dungeon action without bypassing location checks or requirements. A completed Auto has a 1-in-1,000 chance to ignite 25–100 free two-second Blood Frenzy actions. Rage uses 5% of maximum Autos per action and raises that chance to 1 in 250. Permanent Auto capacity can be bought in quantities of 1, 5, 10 or 50. The first ten Shop Autos cost 1 Credit each, then the unit price rises by 1 Credit after each ten purchased Autos.
What is pausable Blood Frenzy?
Timed bundle boosts start immediately after verified payment, run while offline and cannot be paused. Only Pausable Blood Frenzy can be saved. Pausable Blood Frenzy comes from listed Shop purchases and community grants. It is stored separately from naturally triggered Blood Frenzy, consumes no normal Autos and always arrives paused. Open Bonuses to enable or pause it. Pausing preserves the exact remaining balance; a natural Frenzy is still automatic and is used before the purchased balance.
What happens to Autos while I am away?
Your finite Auto continues at its normal action interval. Returning does not create an instant catch-up screen or extra reward; the queue works through overdue turns safely. Actions shows one compact While You Were Away summary with Autos used, outcomes, rewards, notable drops, Boss contribution and the stop reason. Moving within the current Plane keeps Auto running, while changing Plane stops it.
What happens when a Battle is a Draw?
A Battle ends in a Draw after 100 rounds if neither side falls. A normal Draw gives no XP, Gold, item or Quest progress, fully restores the character, consumes one Auto when applicable and retries the same monster after the normal interval.
When do automatic World Bosses spawn?
After each automatic system World Boss, the next spawn time is rolled independently from one second to twelve hours and stored so a restart cannot reroll it. Separately, every eligible completed Battle, Gathering or Crafting action makes its own 1-in-15,000 player-triggered roll. Player-triggered, Clan and staff spawns never change the automatic timer.
What happens during a World Boss battle?
A public World Boss has shared Health and remains until defeated. Select its red name in Chat, World Bosses or People Here to open the exact encounter. The final hitter always receives one Chest and one extra rarity roll. Other participants follow contribution: below 5% gives none, 5% gives a 5% chance, 10% gives a 10% chance, and 25% gives a 50% chance. Higher Boss Levels progressively improve Chest rarity without guaranteeing a result. Top damage adds one extra rarity roll after qualification. One player holding both roles receives exactly two extra rarity rolls. Every earned Godly Boss Chest has a separate 50% chance to grant one independently rolled bonus Chest. The final hitter also receives the signature reward. A Character begins with three public final blows per weekly window; Covenant of Five permanently raises that Character to five. At the displayed limit, public Bosses remain inspectable while Attack, Auto and Rage stay locked until reset. Clan Bosses ignore this limit.
How do World Chests work?
Chests appear below Experience. Press Show to open the Chest inventory popup with exact rarity balances. Open consumes one Chest and displays the exact rewards you found in the same popup; rewards are delivered immediately. Closing and reopening preserves the last result. Open another Chest directly; no Continue step is needed. Recent openings also keep their reward summaries. Common begins with 1–2 random rewards and every rarity adds another possible reward, up to 1–11 at Divine. Essence has a separate rare roll—5% at Common, 7.5% Uncommon, 10% Rare, 12.5% Superior, 15% Epic, 20% Legendary, 25% Mythic, 30% Ancient, 40% Celestial and 50% Divine—and awards 1–5 according to rarity without consuming a random reward slot. A Chest cannot repeat the same reward category, while Ore, Wood, Meat and Herbs are separate categories. Rewards may include Equipment at the Chest rarity, Personal or Clan Keys, Credits, Autos, Gold, core and rare resources, Pets, timed boosts, one Battle Skill level, progress in one or more Crafting skills, or a bounded reduction to both active Contracts.
How do I collect a Chest that appears on the Map?
Global chat announces its coordinates. Walk or teleport onto that tile to automatically collect the unopened Chest; the first arriving player receives it and a private Drops message. Open it from Chests below Experience. One new Chest spawns after each independently rolled 1-second to 12-hour delay across all five Planes. Older unclaimed Chests remain until collected. Higher rarities are progressively rarer. Normal Plane access, terrain items and teleport requirements still apply; seeing the announcement does not unlock the destination.
How do World Chest resource rewards scale?
Ore follows permanent Mining, Wood follows Woodcutting, Meat follows Hunting and Herbs follow Herbalism. A reward uses a bounded roll of unboosted skill-reference actions—not your current boosted Gather yield.
Common — 25–50 reference actions.
Uncommon — 35–65 reference actions.
Rare — 50–90 reference actions.
Superior — 70–120 reference actions.
Epic — 95–160 reference actions.
Legendary — 125–210 reference actions.
Mythic — 160–260 reference actions.
Ancient — 200–320 reference actions.
Celestial — 250–400 reference actions.
Divine — 300–500 reference actions.
The reference uses the richest authored profession tier allowed by that Skill Level and the skill-only yield curve, capped at 690 units per reference action. Current Tools, allocated points, location, Clan, taxes and temporary boosts do not multiply it. The rolled amount and its reference are saved once with the opening receipt; retrying cannot reroll them. Chests award no Gathering XP or action credit. Essence, rare resources and Dungeon Chests keep their separate rules.
How does a Clan Boss differ?
A permitted Clan member selects a Boss level up to the current Clan Level. The Clan pays the displayed Gold, Ore, Wood and level-scaled Clan Credit cost for a private 24-hour encounter. Every member of that Clan can attack from any Plane without travelling or buying a Shop rank; non-members cannot attack. Normal action timers still apply. The normal summon allowance resets Sunday 23:59 Europe/Copenhagen. Public World Boss travel and weekly limits are unchanged.
What are Clan Boss rewards?
New Clan Boss victories independently roll Gold, Clan Credits, Ore and Wood between their exact summon cost and twice that cost. Meat and Herbs are additional independent rewards using the same base as Ore, with no extra summon cost. Clan XP is rolled separately: at the maximum Boss level, its range is half the current Clan Level requirement through the combined XP requirements of that level and the next. Lower Boss levels multiply both bounds by Boss Level divided by the maximum selectable level; the minimum rounds up and maximum rounds down to whole XP. The exact ranges, Clan Level and scale lock when summoned, never change during the fight and receive no extra rarity multiplier. Each victory pays once, and the ledger shows the actual amounts. Older encounters and paid history keep their original terms. Every accepted attacker receives the displayed participation Gold and XP plus 10 Credits and a separate 2% Pet Egg chance. The final-blow player receives additional personal Gold, a Boss Trinket, the stronger 10% Pet Egg roll and at most 50 Credits; top damage grants separate Gold and 10 Credits. Victory also starts or extends the shared Clan Victory Feast.
Can repeated clicks grant duplicate Boss rewards?
No. A Boss attack and its final-hit or top-damage rewards can resolve only once. Repeating the same request returns the existing outcome without paying twice.
How do I challenge another player?
Fair PvP is available through nearby player interactions where the current location permits it. Both characters must be eligible. The complete earned build counts, including Class equipment and Supporter Rank; only direct purchased Shop combat-stat percentages and explicitly PvE-only contextual damage are excluded.
Where is my PvP Rating shown?
PvP Rating is public competitive progression. It appears on the Public Player Profile and in Rankings → Players → Combat & PvP → PvP Rating. People Here permits a rated battle when the two Ratings differ by no more than 100. After you attack someone, your direction of that pairing enters a seven-day cooldown; they may still attack you immediately, which starts their own separate cooldown. A People Here battle also sends its stored result, damage totals, Combat Log and analysis into the shared Battle view.
Where can I review PvP attacks?
The dedicated PvP page contains your inbox and history, including attacks received while away, result, rounds, compact combat summary, full log, Dead or Revived state, protection and rating/reward effects. Its navigation badge shows unread battle records. Revenge starts a normal PvP request and never bypasses location, Rating range, life, protection or directional opponent cooldowns.
How do PvP Replays, Sparring and Challenge Codes work?
A Replay shows the recorded battle exactly as it happened. Sparring uses the same Fair PvP loadout as rated PvP but grants no Gold, XP, rating, Quest/Achievement progress, Clan contribution, tax or drops. Challenge Codes are private, expire and can be revoked; access is participant-only unless a share link is created, and no private account data is exposed.
How does Last Stand registration work?
Arena is always visible. Each monthly card keeps the latest champion, upcoming reward, battle time and Join Queue time together. Registration opens in and Starts in have separate countdowns; Open now means the queue is available. Last Stand normally runs on the last Friday and Clan Last Stand on the last Saturday. Both open Join Queue at 00:00 on event day and begin battle at 23:00 in Europe/Copenhagen time. You may leave before the deadline; at zero, eligibility and direct-PvP stats lock, the bracket is created and Round 1 starts automatically.
What is the difference between Last Stand and Clan Last Stand?
Last Stand is individual single elimination. Clan Last Stand automatically groups every eligible queued member by their current Clan with no per-Clan roster-size minimum or maximum, then runs 1v1 duels until one Clan still has a living fighter. Eliminated fighters never return during that event.
What are byes and the Arena Verdict?
Stored bracket order pairs 1 vs 2, 3 vs 4 and so on. The final odd entry receives a bye. If neither fighter falls within 100 rounds, the Arena Verdict compares remaining Health percentage, total damage, successful hits and finally the stored deterministic match seed. Normal PvP keeps its ordinary Draw rule.
Does Arena Health reset between fights?
No. You receive full Arena Health once when the event locks. A winner starts the next duel with exactly the Health left after the previous duel, while a bye leaves Health unchanged. Arena Health remains isolated from normal Character Health.
Does an Arena loss make my Character Dead?
No. Arena uses event-only elimination and never writes normal Character death, PvP protection, rating, Gold, tax, Quest or Achievement progress, so all normal game systems remain available.
How do Arena rewards work?
Staff locks the complete package before registration opens. Last Stand may reward individual placements. Clan Last Stand pays only the winning Clan treasury and never creates personal member rewards. Every grant settles exactly once and remains recoverable if delivery needs attention.
What does War Academy do?
Each completed War Academy level gives one direct-character-PvP-only additive percentage to max Health, Power and Defence: 8 × Level ÷ (Level + 75), capped below 8%. It costs no Credits, applies in rated PvP, Revenge, Sparring, Challenge Codes and both Arena types, and never affects PvE, rewards or Kingdom warfare. Arena locks the completed level when registration closes.
Where can I review Boss contributions?
World Boss History and the Clan Boss area show your damage, contribution percentage, top contributors, final hitter, duration and reward status. Participant rewards may briefly show as processing after the final hit while the result is distributed.
Travel, planes and Kingdoms
36 answersHow does travel work?
The world contains five Planes: Hell, Dungeon, Surface, Sky and Heaven. Once a Plane is permanently unlocked, you can travel directly to it from any other unlocked Plane while keeping your exact map coordinates. Buy Keys in Shop or from the Plane screen; branch prerequisites still apply when buying new Keys. Same-level monsters use comparable base difficulty with modest themed stat profiles. Surface is balanced, Dungeon focuses on Battle Gold, Hell on Battle XP, Sky on equipment drops and Battle Skill chance, and Heaven on a flexible mixture of rewards, Luck and quality.
How do I use the Map?
Open the dedicated Map page, or expand Map + in Battle for the same exploration tools. Battle starts with its map closed on each fresh visit. Opening or reopening the Battle map always starts at 7 × 7 coordinates; the dedicated Map page starts at 15 × 15 coordinates. Both begin centered on your current location. Your zoom is kept during live refreshes within that visit; Center on me preserves your chosen zoom. Enlarge reveals more terrain at the same scale; zoom controls, Show entire Plane and Center on me adjust the view. Hover previews an area and clicking selects it. Arrow Keys move on desktop outside typing and dialogs; mobile direction controls move on phones, while drag and pinch pan and zoom. Clicking terrain never moves your Character.
Whose Kingdoms can I see on the Map?
Only your own Kingdoms and civic Facilities have ownership markers. Other players’ Kingdoms remain private. Revealed public Resource Sites are visible without identifying their ruler or Clan. An unmarked coordinate is not proof of unclaimed land. Kingdom warfare and intelligence retain their existing access rules.
What do Gathering map markers show?
Gathering markers use the exact Resource Site coordinates, not invented locations for each activity. Their tooltips name the supported profession and a short selection of actual active activities for that Plane, including skill-level and Tool requirements. Confluences support Mining, Woodcutting, Hunting and Herbalism. Travel to the site, then select an eligible activity in Gathering; a visible marker does not bypass skill, Tool, Plane or Journey requirements.
Why is a Journey location missing from the Map?
Quest-locked location markers and their details remain hidden until you own the required Journey item. Walking or teleporting into restricted terrain still checks the requirement and explains the missing item. Open Quests and complete its Journey before trying again.
Can I walk on the blue water on Surface?
Deep water requires the permanent Tideglass Breather from Breath Beneath the Tide. The same coastline rules apply to walking, teleporting and arriving from another Plane. Mixed coastal ground and illustrated bridges remain walkable. The four starter Resource Sites and the Flooded Observatory can all be reached from the Waygate without crossing deep water, so the unlock never requires itself. A player left in deep water by an older map can explicitly choose Return to safe ground: it is free, stops Autos and grants no rewards or quest credit. It does not move Kingdoms or remove items.
Which terrain is quest-locked on the other Planes?
Dungeon deep chasms require the Delver’s Grapnel; Hell molten channels require the Cinderwalker Sigil; Sky open storm rifts require the Stormwing Harness; Heaven deep celestial water requires the Dawnward Seal. These are physical regions on the illustration, not scattered invisible locks on ordinary garden paths. Intact bridges and substantial shores remain open. Walking, teleporting and Plane arrivals use the same access rules. The required tool also unlocks the named advanced Gathering sites; a site’s work area does not need to be falsely marked as lava or a chasm.
Why are Resource Sites valuable?
Plane-wide Gathering yield and Gathering XP are neutral. Fixed Resource Sites provide the specialist bonuses instead: higher Gathering yield, XP and rare-resource chance, plus a Plane identity. Dungeon Sites add local Battle Gold, Hell Sites enable improved fee-free Crafting, Sky Sites improve drops, Battle Skills and Blood Frenzy, and Heaven Sites provide smaller mixed bonuses and item quality. Specialist Sites peak above flexible Heaven Confluences, and every Tier has a visible milestone.
What are daily Catastrophes?
At Europe/Copenhagen midnight, each Plane receives one catastrophe at a random coordinate. The five different bonuses are distributed once each across the five Planes: +200% Battle XP, +200% Gathering XP, +100% relative Equipment find chance, +150% Gathering yield or +100% relative Battle Skill breakthrough chance. Battle, Equipment and Battle Skill bonuses require the exact center. Gathering bonuses apply at every valid Resource Site on that Plane, and the exact Disaster center temporarily supports Mining, Woodcutting, Hunting and Herbalism until the zone expires.
How does a Catastrophe damage Kingdoms?
The exact center loses half its Population, Army and fortifications, all stored Meat and Morale down to at most 10%. The eight surrounding coordinates lose one quarter of Population, Army and fortifications, half their Meat and part of their Morale. A center territory grows 25% faster for the next 24 hours. Its ruler receives seven days of Coup protection and fourteen days to restore the displayed Meat recovery target. If the ruler never returns and the crisis is not recovered, the affected connected territories can decay; returning to the game stops that connected-territory decay.
How do I inspect a whole Plane or teleport from the Map?
Show entire Plane displays the complete illustrated 100 × 100 Plane. Zoom, Enlarge, coordinate search and selecting another Plane only change what you inspect; browsing never moves your Character. Select an area and choose Teleport here to review its destination and server-calculated Gold price, then confirm. The Wayfarer’s Compass and any required terrain items are still checked. Tool-locked locations remain hidden until you own the required item. Only your own Kingdoms and civic Facilities, revealed public Gathering Sites and Journey landmarks, visible World Bosses and Disasters are marked. Other rulers and Clans are not revealed.
How do weekly Plane Expeditions work?
Open Quests → Weekly → Weekly Expeditions, expand the section and manually start one permanently unlocked Plane. Weekly Operations has its own expandable Quest Log; repeatable Active Contracts stay on the other Quest tabs. The five ordered steps, target modifier, quantities and reward are fixed when you start and expire at the Monday reset. Battle, Gathering and timed equipment Crafting must happen on the chosen Plane; the Expedition page shows exactly where each objective counts. The final step requires an actual World Boss participation reward there. Expedition rewards use existing Gold, Scraps, Essence and resources.
Why can I not reach an activity?
The target may be on another tile, area or plane, require a higher level, or be unavailable at the current location. Open Map and inspect your current position, access requirements and explicit travel options.
What is a Kingdom?
Every Plane contains 100 × 100 independent Kingdom coordinates. Stand on an Unclaimed coordinate to claim it. Your first Kingdom is free; every later direct claim shows its exact current personal-Gold cost before confirmation. A fresh claim starts with 1,000 Population, 100% Morale and the weakest Guard, while Treasury, Meat, Army, Runes and fortifications start at zero. You may continue claiming independent territories without an ownership cap.
How do hourly Kingdom ticks work?
Any player visiting the exact coordinate makes that Kingdom active for 24 hours. On each active clock-hour tick, Population uses its Sovereignty and Morale-scaled growth rate, while stored Meat, each Army type and every directional fortification use the standard asset-growth rate. Each gains at least one while below its cap. The current Population tier supplies the first Treasury rate and the ruler's level-based Sovereignty rate is added to it. Owning more than 300 Kingdoms gradually reduces growth and interest through Empire Corruption, but never forces a release.
How does Morale change?
An active Kingdom gains 1 Morale point per clock hour up to 100%. Every populated Kingdom requires the displayed hourly Meat amount; if that Meat cannot be paid and nobody has visited the coordinate within 24 hours, Morale falls by 1 point per hour after the initial 24-hour claim grace. A defeated Guard also reduces Morale by up to 4 points, reduced by Runes. Pay Serfs with your Gold to restore Morale. Releasing a Kingdom clears every local asset.
What is Sovereignty?
Sovereignty is a Battle Skill with 100 levels and can level only through the normal selected Battle Skill breakthrough roll from monster combat. Its direct Treasury contribution rises gradually from 0.0020% at Level 1 to 0.0060% at Level 100 and is added to the current Population-tier rate before multipliers. It also improves hourly Population and asset growth and shortens both legs of Kingdom War and Expedition campaigns by 0.25% per level, up to 25%. It provides one attack per rolling six hours and one concurrent transport at Levels 1–49, two at Levels 50–98 and three at Level 99 or 100. Levels below 50 allow five deposits and five withdrawals per local Kingdom in a rolling 24 hours; Level 50 removes that Treasury-command limit.
How do I unlock teleport?
At Character Level 50, open Quests → Journey and accept The Wayfarer’s Compass on Surface. Its eight ordered chapters require surveying 75 different Surface coordinates, winning 250 Surface Battles against Level 50+ monsters, harvesting 100,000 Ore at Stonefield Quarry, 100,000 Wood at Kingswood Commons, 50,000 Meat at Redhorn Range and 50,000 Herbs at Greenwell Herbarium, forging the bound frame with Toolcrafting Level 25 and those same resource amounts, then attuning it at the Surface Waygate. Only eligible actions during the current chapter count; buying resources cannot replace harvesting. Keep the resources for the final craft. Every required site is reachable on foot without teleport or the Tideglass Breather. Attunement grants permanent same-Plane teleport, not free travel or access through locked terrain. This Journey replaces the old 1,000 Explorer-point unlock; Characters already meeting that requirement when the change launched retain permanent access without fabricated quest completion. It is not an extra prerequisite for Covenant of Five.
How does Kingdom teleport pricing work?
The permanent Wayfarer’s Compass unlocks travel to valid coordinates on your current Plane. Each trip costs 1,000 Gold plus 500 Gold per travelled square, reduced by your Explorer Teleport discount up to 50%. Battle shows the distance, base price, discount and final price before confirmation. Chat accepts /tele 4,Surface,34 or /teleport 004,Surface,034 and charges the same price. Commands and Plane names are case-insensitive, display coordinates run from 0 to 99, optional leading zeroes are accepted, and teleporting keeps an Auto running because it stays on the same Plane. Changing Plane stops the Auto.
How does the Kingdom Treasury work?
Deposit your Gold into one local Treasury and withdraw it later, subject to your Sovereignty Treasury-command allowance. Population interest plus Sovereignty interest forms the combined base rate. Policy, Treasury Expertise and the Sovereign Ascendant Path multiply that base; Empire Corruption and Rune Corruption reduce the result. Interest compounds once per active clock hour while capacity remains. The base capacity is 2,000,000,000 Gold, and each permanent Royal Vaults rank raises every owned Kingdom by another 1,000,000,000. Treasury Gold is not used automatically for Army, Meat, Runes, Morale or fortifications.
Which Population tiers determine Treasury interest?
Your current Population determines the settlement shown on Kingdoms → Overview and Economy. These are the complete tier contributions before Sovereignty and multipliers:
Unsettled · 0–999 Population · 0.0000% per active hour
Outpost · 1,000–9,999 Population · 0.0050% per active hour
Hamlet · 10,000–99,999 Population · 0.0100% per active hour
Village · 100,000–999,999 Population · 0.0150% per active hour
Town · 1,000,000–9,999,999 Population · 0.0200% per active hour
City · 10,000,000–99,999,999 Population · 0.0300% per active hour
Metropolis · 100,000,000–999,999,999 Population · 0.0400% per active hour
Grand Dominion · 1,000,000,000–2,000,000,000 Population · 0.0500% per active hour
An Unsettled Kingdom earns no interest. The Economy tab highlights the current tier and shows the exact next threshold.
What are Kingdom Policies?
Each Kingdom may use Balanced, Prosperity, Treasury, Fortified or Open Kingdom. A Policy changes a clearly listed local strength and tradeoff, such as Population growth, Treasury interest, defence, Morale recovery or tax value. A change has a 24-hour cooldown, and Open Kingdom makes that territory’s military intelligence public.
What are Daily Orders and Kingdom Renown?
Daily Orders offer three optional local objectives each day. Completed Orders and important Kingdom achievements grant account-bound Renown. Available Renown can buy permanent global Kingdom upgrades, while Lifetime Renown records everything ever earned. Orders may be dismissed, and repeated conflict against the same ruler cannot be farmed for Renown.
How does Disaster Relief work?
Travel to the exact center of an active catastrophe to help another ruler. You may contribute up to 10,000 Meat to that zone; completing the full contribution grants 5 Renown once. The center owner uses normal catastrophe recovery instead, and old detailed Relief records expire with other short Kingdom reports.
How do Army and directional fortifications work?
Each Kingdom stores its own Infantry, Archers, Cavalry and Siege Corps, bought for one Gold per unit. Walls, Moats, Siege Batteries and Bastions are built in batches of 1,000 separately for North, East, South and West using the displayed resources. Each Army type caps at 2,000,000,000 and each directional fortification caps at 999,999,999.
How does Kingdom warfare work?
Open Kingdoms → War & Expeditions, choose an owned origin and hostile target on the same Plane, then preview the selected Army, provisions, travel times and approached defensive sides. Launch reserves the Army and Meat immediately. Arrival resolves one five-phase battle through Siege Batteries, Moats, Walls, Bastions and Last Stand. Diagonal approaches can involve two weighted sides, not two battles; unengaged defences remain untouched. Only surviving attackers can conquer, and a mutual defeat leaves the defender in control. Survivors follow the campaign’s locked return journey. Unclaimed land is claimed through its separate explicit Gold-priced claim action.
How do War & Expedition campaigns work?
From an owned origin Kingdom, send a selected Army to another ruler on the same Plane or to a fixed Resource Site or active Catastrophe. Infantry, Archers, Cavalry and Siege Corps have different travel speeds, and the slowest selected unit sets the pace. Direct Assault is balanced; Forced March is faster but expensive and riskier; Siege Train and Encirclement trade time and Meat for stronger outcomes. The displayed duration is for each way. After the destination resolves, surviving troops and any rewards automatically make the same timed return journey. War Camp and Sovereignty shorten both legs.
Which sides does a Kingdom campaign attack?
The Attacking sides compass shows the target’s approached defences before launch. A straight north, east, south or west approach uses one side at 100%. A diagonal approach uses two sides: equal row and column distances give 50% each; an origin three tiles north and one tile west of the target gives North 75% and West 25%. The percentages weight the relevant directional fortifications in one five-phase battle, not two armies or two battles. New campaigns lock the approach at launch, and active campaigns and battle reports retain those percentages. Campaigns launched before this rule keep their original single-side approach. The compass shows directions and percentages, not another ruler’s classified Army or fortification counts.
How much Meat does a Kingdom campaign require?
The displayed Meat is paid once at launch and covers the entire round trip, with no second charge on return. Before tactic adjustments, provisions cost 1 Meat per 200 weighted Army units per outward tile, rounded up to a whole Meat with a minimum of 1. Infantry and Archers weigh 1, Cavalry 3 and Siege Corps 5. For example, 500,000,000 Infantry on Direct Assault cost 2,500,000 Meat at distance 1, or 187,500,000 Meat at distance 75. Already launched campaigns retain their locked provisions and travel terms.
How many troops and active Kingdom expeditions can I send?
Resource and Catastrophe expeditions require at least 1,000 Army units in total and share one active expedition per owned origin Kingdom. Outbound, returning and recovery-pending expeditions occupy that slot; another owned Kingdom has its own slot. Ordinary War campaigns keep their separate Kingdom Attack allowance. Army strength contributes up to 50 percentage points to expedition success chance, while Plane, distance and tactic determine the final chance. Beyond that contribution cap, extra troops can still increase rewards, but also provisions and potential losses.
How does Kingdom transport work?
Army or the stationed Guard may travel for one hour from an owned origin to any cardinally adjacent Kingdom, including Unclaimed land or another ruler’s territory. Transport never claims land. The recipient permanently receives the Army; a Guard upgrades the destination only when its tier is higher and is otherwise lost. Sovereignty controls concurrent transports independently of the attack allowance, and every movement is locked to its origin, destination and cargo when dispatched.
How do Kingdom taxes work?
A ruler may set Kingdom tax from 0% to 99%. The selected share of visitors’ Monster and Boss Gold earned at that coordinate enters the local Kingdom Treasury. Gathering withholds the same share of visitors’ common resources and stores each exact resource in that Kingdom for its ruler to withdraw; fractional shares carry forward fairly. The current owner Character is exempt from both taxes and keeps the full reward in every Kingdom they own. Clan members, former owners and rulers visiting another player’s Kingdom still pay its configured tax. PvP and Quests are never taxed.
How do Resource Site visitor terms work?
A Resource Site ruler chooses a Treasury share of only the extra Gathering quantity created by that Facility. A visitor always keeps the full baseline reward plus the remaining Facility bonus, and the ruler gathers at the owned Site without paying that share. The Kingdom screen previews the owner bonus, default visitor bonus and Treasury value before scheduling a change. Ordinary Kingdom taxes remain a separate rule.
How does Kingdom Meat work?
Deposit gathered Meat at 1:1. Kingdom Meat cannot be bought or withdrawn. Every populated Kingdom consumes the exact displayed amount each active hour, so Hunting and player-to-player Meat trading remain valuable throughout the Kingdom lifecycle. Stored Meat also participates in hourly active-territory growth and can provide a combat advantage when the territory has more Meat than its opponent.
How do Guards, Runes and Coups work?
Choose one of 20 increasingly strong Guards for the selected Kingdom. A hostile player at that coordinate may defeat its living Guard once per clock hour; it returns at the next exact hour. Victory lowers Morale by up to 4 points. Runes cost 1,000,000 Gold each, strengthen military defence and reduce Guard Morale damage, but excessive Runes reduce Treasury interest through Rune Corruption. Bribing costs 10,000,000 Gold per point and cannot lower Morale below 50%. Coup attempts unlock below 5% Morale, are limited to one per player per clock hour and use the displayed calculated chance.
What is recorded in Kingdom history?
Recent warfare and Coup reports record the participants, exact territory, selected Army, five combat phases, losses, directional fortification damage, power, verdict and ownership result. Detailed conflict and resolved-catastrophe reports remain for seven days; longer aggregate progression remains in normal game statistics and ledgers.
Equipment and Inventory
12 answersWhich equipment slots exist?
Characters can use Main Hand, Off-hand, Head, Chest, Legs, Gloves, Feet, two Rings, Amulet, Trinket, Relic, Cloak and one Tool slot. Hand-item families also obey the active Class pairing rules; each other item fits only its listed slot.
How do Only Upgrades and Auto Salvage understand my Class?
Combat slots use one shared comparison of the resulting rounded Class-weighted stats, including allocated attributes, compatible equipment scaling, Paladin conversion, ordinary bonus pools and Battle Skill training. Either a PvE or Fair PvP improvement protects the item; Tools retain Item Score comparison. A completed Class admits only hand candidates that preserve its pairing. Adventurers keep compatible choices for an empty hand, and compatible future-level or stronger stat-capped gear keeps its safety protections. Locked, listed, equipped and audited custom items remain protected. This is build guidance, not a guarantee of winning against every opponent.
How does Quick Equip work?
Select a slot such as Head on Equipment. The dialog lists only your unlisted items compatible with that exact slot. Level, ownership, listing state and compatibility are checked again when equipping.
What does Item Score mean?
Item Score is a compact comparison signal derived from item stats. New generated equipment also shows its possible score range and an 80%–100% Power Roll within that range. It is useful for scanning, but a lower-score item can suit a specialized build better. Review the actual Health, Power, Defence, Accuracy, Speed, Critical, Luck and gathering lines.
Where do item stats come from?
For new normal drops, crafted equipment and Boss rewards, Item Level sets the main stat budget. Rarity creates its own power step, the Equipment template strengthens later items and directs the budget toward suitable stats, and the Power Roll chooses a point from 95% to 100% of the displayed range. Generated equipment no longer receives a Copper, Iron or other material power tier. Existing equipment keeps its original stats and does not display made-up generation values.
What are rarity and item quality?
Every rarity floor is above the previous rarity’s maximum possible score for current generated equipment, and better rarities can spread power across additional suitable stats. Luck and item-quality bonuses improve the chance of receiving stronger rarities; they do not guarantee them. Required level, Power Roll, score range and origin remain visible where the item was generated by the current system.
Why can I not sell, destroy or equip an item?
Equipped, locked, listed, foreign or level-restricted items cannot be changed. Unlock the item, cancel its listing or meet its requirement before trying again.
How do bulk inventory actions work?
Select All selects eligible inventory items. The in-game sale confirmation shows the item count and exact Gold proceeds before you sell.
What can I do in the Scraps Workshop?
Eligible unequipped and unreserved equipment may reroll one existing stat up to five times within the exact previewed range. Gathering Tools may reach Calibration 20 for bounded improvements. The Workshop shows the full Scraps price before confirmation; administrative/test, equipped, listed, traded, locked and favourite items are excluded.
Can I rename equipment or a Tool?
Yes. Open Shop → Rename, choose any owned item that is not reserved on the Market, enter a valid custom name, choose a colour and confirm the 50-Credit purchase. Renaming is cosmetic: item stats, upgrades, rarity, origin and ownership do not change.
Where do Trinkets come from?
Trinkets are Boss-drop-only equipment and are not available from Crafting. Progression Boss victories have a displayed 1% identified Trinket chance; World and Clan Boss paths retain their own Boss reward rules. Existing Trinkets remain valid and are never rewritten.
What is a Boss Trinket identity?
Only newly dropped Boss Trinkets can receive one versioned, whitelisted PvE identity: Planar Vanguard (+2% all PvE damage), Elitebane (+3% Elite), Boss Executioner (+3% Boss), Worldbreaker (+4% World Boss) or Clan Conqueror (+5% Clan Boss). These contextual percentages are additive, never enter Fair PvP and remain bound to the version stored on that drop.
Pets and Boss Eggs
13 answersHow do I get a Pet Egg?
A progression Boss final hitter receives a 10% Egg chance. Every accepted non-final World or Clan Boss participant receives a separate 2% chance when the Boss falls, while the final hitter uses the stronger 10% base chance instead; certain named World Bosses improve that final chance. The final hitter never receives both rolls. On success, the Egg receives a random species and rarity, and Global chat announces the owner and rarity.
How many Pets can I keep?
You begin with three shared Egg/Pet slots. On Pets, you may permanently purchase slot four for 1,000 Credits, slot five for 2,500 Credits and slot six for 5,000 Credits. Eggs, hatched Pets and Market-listed Pets in those slots all count. If an Egg drops while every purchased slot is occupied, it waits safely in Hatchery Overflow until a slot becomes available.
How long does an Egg take to hatch?
Press Incubate in Egg Slots & Pet Roster to begin hatching. Common Eggs take one minute, while increasingly rare Eggs take longer up to 24 hours for Divine. The completion time persists through logout, refresh, browser closure and device changes.
What bonuses does a Pet provide?
Expand Stats & bonuses on a Pet card, or focus its summary for a compact preview. Every Egg permanently rolls exact percentages for 1–7 of the seven core combat stats. Its rarity controls the displayed stat-count and percentage ranges, while species prioritizes signature stats. Pet Level, Rebirth Power and Fusion Power strengthen those rolls. Every active Pet also improves Battle Skill breakthroughs.
How does Pet Fusion work?
Expand Pet Fusion on the same roster page, then choose a Primary Pet and a different available hatched donor. The preview shows the exact chance. Donor rarity and level affect the attempt. Success adds +5% Fusion Power to every Primary Pet effect, up to +50%, and raises its rarity by one when another rarity exists; the higher rarity may add another stat. The donor is consumed on every attempt. Divine Pets may still gain Fusion Power.
How do I hatch and equip a Pet?
Open Pets, choose Incubate, wait for the rarity-based hatch time, then Equip after hatching. Only one owned, hatched and unlisted Pet can be active. Equipping another Pet automatically replaces the current active Pet.
What bonuses do Pets give?
Each Egg permanently rolls 1–7 core combat stats according to its rarity. Species prioritizes signature stats; Pet Level, Rebirth Power and Fusion Power strengthen the exact percentages shown on the Pet. Every active Pet also improves the selected Battle Skill breakthrough roll.
How do Pets gain levels?
Your active Pet receives 10% of your awarded character XP. Early Pet levels remain quick, while the XP requirement rises sharply toward Level 100. Higher rarity Pets require more XP per level, ranging from the 1.00× Common curve to the 6.50× Divine curve. Pet XP, level and bonuses persist across refreshes, devices and logins.
How does Pet Rebirth work?
At Level 100, an available hatched Pet may be reborn. Its level and current Pet XP reset to Level 1 and zero, while identity, lifetime XP, rarity, Rebirth count and permanent progression remain. Every Rebirth increases all Pet effects through diminishing Rebirth Power and rolls the exact displayed chance to gain one rarity. A failed rarity roll still grants Rebirth Power and improves the next rarity attempt through pity. Divine is the maximum rarity, but a Divine Pet may continue earning Rebirth Power.
Can I sell a Pet or Egg?
Yes. In Market → Sell Offers, choose Pet Eggs for an unhatched Egg or Pets for an unequipped hatched companion. Both stay reserved and occupy their existing roster slot while offered. The buyer needs a free Pet Roster slot. Buy Offers accept Pet Eggs only; a hatched Pet must be bought from its individual Sell Offer so its exact progress and bonuses can be reviewed.
Can I rename a Pet?
Yes. A fully hatched Pet that is not listed on the Market can receive a custom name and colour through Shop → Rename for 100 Credits. Its species, rarity, level, experience and bonuses remain unchanged.
Can I remove a Pet?
Use Set Free and accept the in-game confirmation. Listed Pets cannot be released until their Market listing is cancelled. Setting a Pet free is permanent and disables its bonus immediately.
What are Pet Expeditions?
Open a Pet’s Expedition panel directly in the roster to review and start a six-hour Deep Frontier trip. The Pet must be owned, hatched, unequipped, unprotected, unlisted, unreserved and not already away. Its card names the resource its species can bring back. Species, level, rarity and Rebirth determine the exact displayed reward ranges when the Pet departs. High-level and high-rarity Pets earn a meaningful percentage of their next Pet level, substantially larger resource caches and stronger chances of permanent Autos. Auto rewards increase both permanent capacity and the ready balance; they are not just refills and are not limited by the 500-base-Auto random-find threshold. Higher Pet rarity improves the displayed Dungeon Key chance. Trips already underway keep the exact duration and reward terms locked when they began. Expeditions grant no Gold and no Eggs. The Pet stays away until its fixed result is delivered or safely recovered.
Dungeons
12 answersWhere do Dungeon Keys come from?
Personal and Clan Dungeon Keys can be found through normal Battle, Gathering, World Boss participation and Pet Expeditions. Stronger Pets improve the displayed Key chance on new six-hour Expeditions. At midnight game time, one randomly selected player receives a Personal Key or finds a Clan Key for their Clan. Rare Key finds are announced according to their rarity.
What changes with Dungeon Key rarity?
Rarity fixes the labyrinth size, monsters per room, monster strength, number of Grand Chests and reward ranges when the Key is opened. Map dimensions increase one step per rarity: 5 × 5 at Common, 6 × 6 at Uncommon and onward to 14 × 14 at Divine. Gold and core resource amounts use fixed rarity min–max ranges instead of Character, Clan or Dungeon Level; a Grand Chest uses four times the normal range. The generated maze and every room reward then remain the same for that Dungeon.
How do Personal Dungeon loot pools work?
Regular Chests make one reward roll and Grand Chests make three. Their separate Possible Loot lists show each starting chance, amount or quality range and maximum number of times the reward can appear. Gold and each core resource may repeat up to the displayed limit; all other rewards are unique and are crossed out after being found. Exhausted rewards leave the remaining pool, so later chances adjust automatically. Higher Key rarity lowers the share of common rewards, raises the share of rare rewards and gives Pet Eggs more rarity rolls while keeping the best result. Regular Chests can contain Equipment, while Grand Chests contain the exclusive Relic, Cloak, Dungeon Key and pausable Blood Frenzy chances.
How does the Dungeon map work?
The view follows your position and keeps you near the center except where the outer walls clamp it. At first only your room and its open north, east, south and west neighbors are visible. Rooms stay revealed after you explore them, while rooms never seen remain black. Red rooms still hold monsters and green rooms are clear. Dungeoneering Level 50 expands the view from 5 × 5 to 7 × 7, and Level 100 expands it to 10 × 10.
Can I have more than one Dungeon?
Yes. You may keep one active Personal Dungeon of every rarity, and your Clan may keep one active shared Clan Dungeon of every rarity. Only one Dungeon can be entered at a time. Opening a new Personal or Clan Dungeon automatically exits the one you are inside, preserving its exact position, map, monsters, Chests, Stored XP and Stored Gold; it never permanently closes it. A second Dungeon of an already active rarity still requires completing or permanently closing the first.
How do Dungeon combat and rewards work?
Clear the current room before moving onward. Manual Attack resolves immediately, then has a two-second cooldown for every player. Count and higher may run five-second Dungeon Auto Fight, while Marquis may use Rage. Every defeated monster adds Level-based XP and Gold to the Dungeon’s visible Stored rewards and rolls the selected Battle Skill plus passive Dungeoneering. A cleared Chest opens automatically and pays its contents immediately. Every Grand Chest is guarded by one powerful Boss with persistent Health; Clan members damage the same shared Boss until its Chest opens. Reaching 100% releases all Stored XP and Gold to the Character in a Personal Dungeon or to the Clan in a Clan Dungeon.
What does Dungeoneering do?
Dungeoneering is a passive Dungeon-only Battle Skill and cannot be selected as the active Skill. Every won Dungeon combat rolls it automatically alongside the separately selected Battle Skill, so both may increase from one victory. The final base steps average 4,000 wins at Level 75, 10,000 at Level 90 and 20,000 at Level 99; all relative bonuses together can make it at most three times faster. Every Dungeoneering Level reduces generated room monster counts by 0.20%, improves the chance of keeping a better Chest reward by 0.50% and adds 0.25% chance to battle two monsters together in one harder encounter, up to 20%, 50% and 25% at Level 100. Level 100 also unlocks a separate 10% chance to battle three monsters while retaining the 25% two-monster chance. Winning defeats every engaged monster. Level 50 reveals a 7 × 7 view. Level 100 reveals 10 × 10 and removes passage restrictions, but never the rule that a red room must still be cleared before leaving.
What is different about Clan Dungeons?
Clan Dungeon progress is shared. It uses the same rarity-based map size as a Personal Dungeon, but each room starts with ten times as many monsters and it contains more Normal and Grand Chests. A Leader or Officer with the required permission opens or permanently closes it, members may enter and explore it, and every immediate Chest reward goes directly to the Clan. Monster XP and Gold accumulate in one shared pool that is paid to the Clan only at 100% completion. Grand Chests can also award Clan building progress or carry a 1-in-1,000 weekly Clan Boss reset. A reset works only after an unreset Boss victory that week and cannot be stored if found too early.
Where do Relics come from?
Relics are Dungeon-exclusive accessories for their own Relic equipment slot. A Personal Normal or Grand Chest can reveal one, with stronger odds in a Grand Chest and at higher Key rarity. A Relic has only two effects: a chance to reroll the generated monster count lower and a chance to reroll the generated Chest count higher. Its effects lock when the Key is opened. Relics cannot enter ordinary monster, Boss, Crafting or Quest drops, but a player-found Relic can be equipped, upgraded, linked in Chat or traded on the Market.
Where does the Labyrinth Cloak come from?
The Labyrinth Cloak can come only from a Personal Dungeon Grand Chest. Regular Chests make one reward roll but cannot contain a Cloak; Grand Chests make three reward rolls from their separate finite pool, and a Cloak can appear only once in that Dungeon. It cannot drop from normal monsters, Bosses, Crafting, Quests, the Market’s generated stock or a Clan Dungeon, but player-found Cloaks can be traded. If four Personal Grand Chests fail to award a Cloak, the fifth replaces one roll with a guaranteed one.
What is the difference between Exit and Close?
Exit safely saves your room, explored map, defeated monsters, opened Chests, Stored XP and Stored Gold. Close permanently ends the unfinished Dungeon and destroys its unreleased Stored XP and Gold after confirmation. Chest rewards already delivered remain yours. Clan Close requires the same Clan permission used to open it.
Can Dungeon Keys be merged or sold?
Merge three unlisted Keys of the same scope and rarity into one Key of the next rarity. Personal Dungeon Keys may be listed on the Market while unused and unreserved. Clan Dungeon Keys are permanently bound to their Clan and can never be sold or transferred. Divine is the highest rarity and cannot be merged further.
Gathering and Crafting
34 answersWhich gathering professions exist?
Mining gathers Ore with a Pickaxe, Woodcutting gathers Wood with an Axe, Hunting gathers Meat with a hunting tool and Herbalism gathers Herbs with a herbalism tool. Each profession has persistent level and XP progression. Consecutive actions within ten minutes build Gathering Momentum: every ten actions adds 1% yield, up to 25%, and the best chain is saved.
Where can I gather and how do I get there?
Choose Mining, Woodcutting, Hunting or Herbalism, then use its single activity at a matching Resource Site. Current position explains whether you can gather here. Nearest Resource Site shows a destination on your current Plane, and the directory includes public Surface sites. Show on Map lets you inspect it. With The Wayfarer’s Compass, Teleport previews the exact Gold cost before confirmation and still checks Plane access, terrain requirements and your current position.
Where can I see Gathering Momentum and my result?
Momentum remains visible with your selected profession progress. Expand it for the explanation, best chain and next bonus: another successful action in that profession within 10 minutes keeps the chain, with +1% yield per 10 actions up to +25%. The single Gathering result box shows your actual resources, XP, Kingdom tax, rare finds and additional rewards. Preview values describe the next action, not a second reward.
Do I need to unlock more Gathering grades?
No. Each profession has one activity that improves with its level. You do not need to choose a new named grade or receive an area-unlock notification. New Tools and Profession Mastery remain meaningful upgrades, while physical Resource Sites, Plane unlocks and terrain Quest items still determine where you can gather.
How do rare Battle and Gathering discoveries work?
Every Battle victory and successful Gathering result has one independent 1-in-10,000 chance to reveal a themed discovery. It chooses one of eleven bonuses: Battle Surge, Gathering Surge, Character XP, Battle Gold, Gathering Yield, Gathering XP, Crafting Skill-Up Chance, Battle Skill Chance, Equipment Drop Chance, Equipment Quality or Luck. The bonus benefits either the finder, their current Clan or everyone, with equal odds among eligible audiences. Without a Clan, only Personal and Global can roll. Every bonus type has equal odds and starts at +25% for 20–45 minutes; matching discoveries extend their timer up to 24 hours without weakening a stronger active bonus or resuming a paused Personal bonus. The Divine Boost is never included. Personal finds appear only in the finder’s System feed, Clan finds in Clan chat, and Global finds in Global chat. The message names the player, discovery, exact bonus and time actually added. One action cannot grant twice, and the discovery does not replace its normal rewards.
What happens after Profession Level 100?
At Level 100 you earn the first Profession Mastery point and gain another every 25 levels. Each level gradually requires more actions, with an additional mastery curve beyond Level 1,000; resource yield still grows. Level 41 requires 1,950 XP and Level 100 requires 7,525 XP. Lifetime XP is your actual historical total, not another spendable progress bar. Existing earned levels and your fraction of progress to the next level are retained when the curve changes. Spend them across Yield, Precision and Tempo; all three tracks can eventually be developed and use diminishing returns. Visible ranks progress through Master, Grandmaster, Mythic, Ascendant and Eternal.
How do profession levels and bonuses improve Gathering?
Levels 1–50 retain their beginner rewards. After Level 50, base resource and XP gains follow smooth diminishing-return curves rather than continuing linearly. Before bonuses, Level 100 gives 22–31 resources and 51 XP; Level 500 gives 59–81 and 100 XP; Level 1,000 gives 87–119 and 133 XP. Skill yield, Gatherer attributes, Pets, Mastery, Momentum and ordinary boosts feed the normal reward pool. Matching Tool and named Catastrophe benefits apply afterward. Rare finds have a separate bounded roll. Your expanded preview shows the actual boosted range and XP; the result shows taxes and Clan contributions. Existing levels, progress and lifetime XP are unchanged.
Why can Gathering XP suddenly increase without gaining a level?
A Gathering Catastrophe applies its named bonus at every valid Resource Site on its Plane, not just at its center. For example, +200% Gathering XP multiplies otherwise-earned XP by three after ordinary soft caps and matching Tool bonuses. It ends with the Catastrophe. Other active bonuses and changes to your Tool or build can also change the preview. Manual Gathering has a two-second cooldown; normal Auto starts from five seconds before eligible speed effects, and Rage retains its fast cadence.
What is the exact Gathering base reward formula?
Up to Level 50, use your profession Level as the reward level. Above 50, set d = Level − 50 and use reward level = 50 + 2d ÷ (1 + sqrt(1 + d ÷ k)). For resources use k = 50, then average = 4 + (reward level − 1) ÷ 4; round 85% of that average down for the minimum and 115% up for the maximum. For XP use k = 12.5, then base XP = 12 + floor((reward level − 1) ÷ 2). These are base awards before your separate bonuses; earned levels and XP requirements do not use this reward-level calculation.
What are profession contracts?
Daily, weekly and high-level profession contracts use the existing Quest system for Gathering quantities, rare finds, exact advanced locations, qualifying Tools or Crafting batches. Plane-specific contracts stay locked without that exact purchased access and grant their stored reward only once.
Which rare resources can be found?
Gemstone is associated with Mining, Ancient Bark with Woodcutting, Primal Hide with Hunting and Mystic Bloom with Herbalism. Rare-find chances remain bounded.
How does player Meat support a Kingdom?
Player Meat and local Kingdom Meat are separate balances. A Kingdom owner may permanently deposit gathered Meat at 1:1. Kingdom Meat cannot be bought with Gold or withdrawn.
Which crafting disciplines exist?
The seven active disciplines are Weaponcrafting, Armorcrafting, Toolcrafting, Jewelcrafting, Alchemy, Enchanting and Disenchanting. Enchanting adds chosen effects to owned equipment; Disenchanting removes a chosen effect. Each trains independently, up to Level 999. Existing progression remains stored under its compatible internal keys.
How do I enchant or disenchant equipment?
Open Crafting and choose Enchanting or Disenchanting. Open Choose equipment and select a family from the left-hand list, then choose an item on the right. Hover, focus or tap an item name to inspect its exact stats. Select your item, an effect and its strength, review Before → After and the exact cost, then confirm. Listed, reserved, foreign or protected equipment cannot be changed. You must stand in a Kingdom you own with enough Runes for the displayed cost; no specific Plane or other special location is required. Both operations succeed, but skill-ups are a separate chance.
Can I add the same enchantment twice?
No. Select an existing effect in Enchanting to upgrade it to a strictly higher percentage allowed by your Enchanting level. Upgrading replaces its percentage in the same slot, even when every slot is occupied; it never adds the old and new strengths together. For example, Gold 1% upgraded to 2% gives 2%, not 3%. The full displayed materials, one Blueprint and one Rune are consumed for the new strength. Equal or lower strength is rejected without spending anything.
Which enchantment strengths and slots can I use?
Profession Levels 1–99 allow up to 1%; 100–199 allow 2%; each next 100 levels unlocks another 1%, up to 10% at Level 900. A 1% operation becomes Trivial at 100, 2% at 200, and so on; the maximum skill is 999. Disenchanting must independently meet the level needed for the effect being removed. Common has 1 slot; Uncommon and Rare 2; Superior and Epic 3; Legendary and Mythic 4; Ancient 5; Celestial 6; Divine 7. Each effect can appear only once on an item. Unused capacity is shown as available enchantment slots.
What does enchanting cost?
Adding or upgrading consumes one Rune from your current owned Kingdom plus one core resource and its matching rare resource, and one matching Weapon, Armour, Tool or Jewel Blueprint; a Master Blueprint can substitute. Core cost is ceil(cost level / 25) × 25 × strength squared; rare cost is ceil(cost level / 500) × strength. Strength means the selected whole percentage, such as 2 for 2%. Combat equipment uses its Required Level; Tools use their design level, not a made-up Item Level. Bows, Quivers and Axes use Wood/Ancient Bark; Wands, Orbs, Herbalism Tools and Relics use Herbs/Mystic Bloom; Chest, Legs, Gloves, Feet, Cloaks and Hunting Tools use Meat/Primal Hide; other families use Ore/Gemstone. Disenchanting costs one Rune per percentage point removed: 1% costs 1 Rune, 2% costs 2 Runes, up to 10% for 10 Runes. Item level does not change that price. Its own Disenchanting level limits removal: levels 1–99 allow 1%, 100–199 allow 2%, and each next 100 levels unlocks another 1%, up to 10% at level 900. Enchanting level cannot substitute. Disenchanting never consumes resources or a Blueprint. Removing returns nothing and preserves all other enchants.
What do enchantment bonuses affect?
Choose Battle Gold, Battle XP, Gathering yield and XP, PvE damage, PvP damage, Equipment Find Chance, Boss damage, Maximum Autos, Health, Power, Defence, Accuracy, Speed, Critical rating or Chest Find Chance. The six stat effects improve that item’s own effective stat, including upgrades; the item must already have that stat. Other effects add across active equipped items and join the existing reward or damage calculation once. Inactive Class hand combinations give no enchantment benefits. Maximum Autos adds to the Supporter Rank capacity percentage without compounding it or refilling Autos. Critical means rating, not percentage-point critical chance. Find chance does not improve rarity, and normal caps and diminishing returns still apply.
Can equipment drop with enchantments?
Eligible new monster, Boss, World Chest and new Dungeon equipment has a 10% chance to receive one random eligible enchantment. Its maximum strength is 1% below source Level 1,000, 2% from 1,000, and 3% from 2,000; the actual strength is random. Source level is the defeated enemy, World Chest opener or frozen Dungeon level as appropriate. Existing items and older locked Dungeon rewards are unchanged. NPC purchases, paid bundles, ordinary Crafting and fixed Quest or Arena rewards do not receive this free drop roll. Enchants stay on an item when traded, and item tooltips and upgrade protection include them.
What can each crafting discipline make?
Weaponcrafting has separate Blade, Dagger, Wand, Bow, Orb and Quiver families for Class pairings. Armorcrafting covers Shields, Head, Chest, Hands, Legs and Feet; Jewelcrafting makes Rings and Amulets. Each group has 37 ordinary recipes through Level 925, then an Aetherforged recipe at profession Level 975. Nexus Weapon and Armour recipes retain their chosen Required Level from 2,500 up to your Character Level; Aetherforged combat Equipment starts at 3,000. Toolcrafting selects a Gathering profession and Alchemy a temporary boost type.
Where do Class hand items come from?
Blade, Dagger, Wand, Bow, Orb and Quiver items can be crafted through Weaponcrafting; Shields are crafted through Armorcrafting. All can also be found through eligible level-scaled Equipment drops. Every family has its own stat profile, and the normal rarity and Required Level rules still apply.
When can Nexus Equipment drop?
New random Equipment rewards can select a Nexus design only from an eligible source Level of at least 3,000. Battle uses the defeated enemy Level; World Chest Equipment uses your Character Level when opened; Dungeon Equipment uses the Dungeon difficulty Level. Chest rarity does not bypass this gate. Unlocking Nexus does not guarantee it: its design keeps a small separate weight, and lower eligible designs remain possible. Item rarity and design are separate rolls. Previously issued items and rewards already locked in paid bundles or Dungeon snapshots are preserved.
What is Aetherforged Equipment?
Aetherforged is a crafting-only endgame series: six Weapon families, Shields and five Armour slots, Rings, Amulets and all four Gathering Tools. Each recipe requires profession Level 975, its displayed support skills, a matching Blueprint and materials including 10 Essence. Combat Equipment has a 10% larger maximum Nexus drop stat budget at the same Item Level and rarity, before any safety caps; Required Level is chosen from 3,000 up to your Character Level. Tools have 10% higher Eternal base ratings and rarity ceilings, rounded to whole ratings, with unchanged diminishing returns and no Item Level. The page previews each rarity. Standard Tool direction rolls never produce Aetherforged: select its exact recipe. It is not available through drops, Chests, bundles, Arena rewards or NPC Shop. Players may trade crafted items normally. These recipes give no ordinary Crafting level-ups; rare World Boss breakthroughs remain the route beyond 925.
How complete are the equipment recipe paths?
Blade, Dagger, Wand, Bow, Shield, Orb, Quiver, Head, Chest, Hands, Legs, Feet, Rings and Amulets each have 37 ordinary recipes through Level 925 plus an Aetherforged recipe at Level 975. The four Tool professions also have Aetherforged recipes. Every card shows the exact Crafting level, support skills, ingredients, Scraps and Gold before work begins.
How is early Crafting easier?
Apprentice recipes use fewer base Scraps: a Level 1 recipe uses one quarter of its normal base cost, rounded up, with the discount fading to zero at recipe Level 250. Masterwork Finish costs remain separate. Apprentice recipes start with stronger success chances; early skill-up assistance fades by Crafting Level 250. Training still becomes Trivial at the displayed level and then grants no normal skill-ups. Modern recipes progress through skill-up rolls, not a promised XP award every time; inspect the exact chances before starting. Already-paid jobs retain their stored costs, rolls and rewards.
How does Crafting Skill-Up Chance work?
Modern Crafting gains levels through skill-up rolls, not XP. Active Personal, Clan and Global Crafting Skill-Up Chance boosts increase the roll relatively: +25% changes a 20% base chance to 25%, not 45%. They also apply to Enchanting and Disenchanting. Combined training bonuses stop at +100% relative and the final chance cannot exceed 100%; trivial recipes and capped professions still grant no levels. Timed crafts lock their chances at the start, including failed-attempt training. A boost expiring or being found later does not change an already started job. It does not increase item rarity, output quantity or crafting success.
How is crafting quality decided?
Every equipment recipe shows the current chance for each rarity. Recipe difficulty, Crafting level, rare ingredients, Gatherer attributes, Profession Mastery and item-quality bonuses all contribute to that distribution.
What is Essence?
Every eligible boss final blow starts with a 5% Essence chance. Each miss adds one percentage point, the tenth consecutive eligible attempt is guaranteed, and a drop resets the protection. One Essence can empower exactly one equipment craft with +200 quality points.
Why does Crafting have a timer?
Starting a job reserves the complete material and Gold cost. One job may run per character. Its start and completion times survive refresh, logout and device changes, and due jobs finish even when the browser is closed.
What are Masterwork Finishes?
Untouched keeps the original item spread. Tempered, Keen and Swift each cost 8 Scraps per item and redistribute—never increase—the existing approved stat budget toward the previewed priorities. Your Finish is fixed when work starts and never applies to Trinkets.
How do Crafting Commissions work?
A requester chooses an eligible non-Trinket recipe, optional Finish and Gold fee. The game confirms and reserves every material and cost. One eligible crafter can accept it. Completion gives the agreed item to the requester and the fee and Crafting progress to the crafter. Open requests can expire or be cancelled safely; if an accepted job cannot finish, staff can safely retry it or return the requester's costs.
What happens when I craft multiple items?
The full quantity, ingredient total and Gold cost are confirmed before the job starts. XP and achievements use the completed quantity.
How do Potions work?
Alchemy first selects a boost type, then rolls one of the tiers currently unlocked by the Alchemy Level. Higher unlocked tiers have more weight, but a lower result remains possible until every tier is unlocked at Level 925. The preview shows each possible result, effect, strength, duration, ingredients, Gold and Scraps before starting. Open the Potions tab in Inventory to drink one or link it in chat. Using another Potion with the same effect extends its duration from the current expiry, capped at 24 hours from now; it does not multiply the percentage.
Quests, achievements and rewards
16 answersWhat are World Journeys?
World Journeys are permanent multi-chapter adventures under Quests → Journey. The five Plane routes combine named landmarks with real Battle, Gathering, Crafting and World Boss activities, then award the permanent tool needed to cross that Plane’s special terrain. The separate Surface Journey, The Wayfarer’s Compass, is a demanding eight-chapter teleport unlock available from Character Level 50. Only eligible actions during the current chapter count, and every requirement and reward stays exactly as displayed for that accepted Journey.
What does Covenant of Five unlock?
After completing all five Plane World Journeys, accept Covenant of Five. It asks you to travel, win and gather across all five Planes; complete all five Crafting disciplines; finish both a Personal and Clan Dungeon; contribute meaningfully to a public World Boss on every Plane; and land three public final blows. Completion permanently raises that Character’s weekly public World Boss final-blow limit from three to five.
How does Class Mastery work?
Open Quests → Class Mastery. At Character Level 200 after Covenant of Five, equip the Class and meet its permanent allocated-attribute requirements: 200 primary + 100 secondary, or 150 Strength + 150 Dexterity for Duelist. Already allocated points count; Equipment and temporary boosts do not. Each eight-part chain tests its Class through matching attributes, crafts, modifiers, combat style and endgame encounters. Meet the allocated requirements again to finish; completed Mastery remains permanent after later respecs. Accepted older chains retain their saved requirements and progress.
Does Mastery matter in PvP?
Yes. Its existing specialist bonus applies once in PvE and Fair PvP whenever that mastered Class is equipped. Warrior gains Defence/Accuracy, Berserker Power/Speed, Mage Power/Defence, Sorcerer Power/Critical, Amazon Accuracy/Speed, Paladin Health/Defence, Assassin Speed/Critical, and Duelist Power/Accuracy/Speed. Each Class page shows exact percentages; Mastery is not a second blanket +20% multiplier.
How does the Newcomer Path teach the game?
Choose and equip a starter path before the first Battle. The contextual tour opens with a welcome popup, places tips beside exact controls and saves progress. Action lessons advance automatically after verified success; reading-only explanations use Next. It ends with a help popup explaining /help message for community questions and bare /mentor for a personal Mentor request. Newcomer Quests then teach a safe victory, Autos, Gathering, Crafting, Map movement, first Kingdom, Treasury, fortification and Plane travel. The optional Academy covers advanced systems when needed. Skip individual lessons without rewards, or dismiss and restore the Academy without changing ordinary progression.
How do I get a Quest?
Open Quests or use the two quick actions in an empty Quest panel. Choose a Battle or Gathering contract. You can keep one active manual contract per category and track the one shown in the side panel.
Does Gathering Contract progress count resources or actions?
New repeatable Gathering Contracts count successful gathers across all four professions. One gather normally gives one progress, whether it produces 1 or 900 resources; the equipped Clan Title retains its small extra-progress chance. Their requirements grow with your Character level and completed Gathering Contracts. Already accepted resource contracts keep their original progress, target and rewards; the next contract uses actions. Daily, Weekly and profession quests that ask for resource quantities still count resources.
Why is my next Quest longer?
Each completed manual Battle or Gathering contract permanently advances that category’s contract number. Every accepted contract also rolls a rarity from Common through Divine. Higher rarity increases both the chosen objective and Gold reward, while the low Credit chance rises gradually with completed contracts and remains capped at 15%. Abandoned contracts do not increase the completed-contract count.
What does Quest Reduction do?
Quest Reduction is a permanent Shop Upgrades purchase. Each rank lowers the required progress of current and future Battle and Gathering Contracts by 5%, up to a 50% reduction. Contract Gold, item chance and other locked rewards remain based on the full unreduced Contract.
Can a Quest reward equipment?
Yes. Uncommon and better manual contracts can roll a visible equipment or accessory reward chance. Better Quest rarities increase that chance and the minimum possible item rarity. The item is generated from your accepted reward by the normal level-scaled equipment system and is granted once when the Quest auto-completes. Rings and Amulets are eligible; Trinkets remain Boss-only.
Do completed Quests need to be claimed?
No. When progress reaches the requirement, the Quest auto-completes, pays its reward once, announces the actual reward, clears tracking and disappears from the active list.
Can I review a completed Quest requirement?
Yes. In Notifications, hover, focus or tap the completed Quest name to see its stored objective and required progress. If the reward included equipment, its item name has a separate tooltip with the exact awarded stats.
Can I abandon a Quest?
Yes. Use Abandon and confirm in the in-game dialog. Only your own active Quest can be abandoned. Unfinished progress is not rewarded, and completed rewards cannot be replayed.
Can a Quest award Credits?
Battle and Gathering contracts include a displayed low chance for a small gameplay Credit reward. Each completed Quest receives one result, so repeating a request cannot reroll it.
What are achievements?
Achievements are event-driven milestones for Battle, Gathering, Crafting, progression, rare items, exploration, Bosses, Kingdoms, PvP and Quests. In Progress shows the next milestone in each chain, while Completed groups every earned milestone into expandable categories and chains.
Which Boss achievements exist?
World Boss final blows, Clan Boss final blows and Clan Boss top damage have separate achievement chains. Major steps award Credits and selected milestones unlock cosmetic titles.
Gold, Credits, Shop and Market
15 answersWhat is Gold used for?
Gold is earned through gameplay and used by character, Crafting, Clan, Kingdom and Market systems. Where Kingdom tax applies, the result separates gross Gold, tax and the Gold you keep.
What are Credits?
Credits are a separate account balance used for approved permanent Shop upgrades, Autos, Clan creation and Clan donations/buildings. Gameplay and player-traded Credits do not count as verified spending or Supporter Rank progress.
What can I buy in the Shop?
Shop sections cover USD Credit packages, bundles, permanent upgrades, timed Personal, Clan and Global boosts, Supporter Rank and cosmetic services. Upgrades contains Plane Keys, Permanent Autos, Battle Skill Chance and Quest Reduction. Each purchase shows its exact contents and final Credit cost before confirmation. USD prices exclude applicable tax; Stripe shows the complete charge before payment.
When do Stripe purchases add Credits?
Credits and the exact displayed pausable Blood Frenzy are delivered only after NexusRPG verifies a signed paid Stripe event against the account, package subtotal, currency and Checkout Session. Blood Frenzy arrives paused in Bonuses. Any higher total must be fully explained by Stripe tax, and repeated events cannot deliver the purchase twice.
How do timed boosts work?
Battle Surge increases normal Battle XP and Gold; Gathering Surge increases Gathering yield and Gathering XP. Personal lasts 120 minutes for your character, Clan lasts 90 minutes for current Clan members, and Global lasts 60 minutes for every player. Each activation costs 100 Credits and may extend the matching boost up to 24 hours. Clan and Global announcements identify the player who activated them. Before a verified purchase, choose +25% Personal for six minutes, +50% Clan for four minutes or +100% Global for two minutes per 100 base Credits. An active Credit promotion doubles that Supporter Bonus Time. These Supporter Bonuses affect Battle XP, Gathering XP and Battle Gold. Personal announcements are private, Clan announcements stay in Clan Chat and Global announcements appear globally.
How does Supporter Rank work?
Supporter Rank is based only on verified lifetime purchases. PvE and convenience benefits follow centralized balance curves. Count unlocks Rank Perks such as remote World Boss access, compact Battle text, automatic next contracts and Dungeon Auto Fight. Marquis adds class-aware Auto Salvage and Rage. Supporter Rank remains part of the complete build in Fair PvP; only direct purchased Shop combat-stat percentages are removed.
What can be traded on the Market?
Sell Offers support Equipment, Resources, Blueprints, Potions, Pet Eggs, hatched Pets, Personal Dungeon Keys and Credits. Buy Offers support the same categories except Equipment and hatched Pets. Clan Dungeon Keys remain bound to their Clan and cannot be traded. You must own the offered asset and have enough capacity or balance to complete the trade.
How do I create a Sell Offer?
Open Market → Sell Offers, choose what to sell, then select the owned asset. Enter the quantity and total Gold asking price. Before confirming, check the available quantity, price per unit, fees and any highest matching Buy Offer. Only the fields for the selected type are shown.
How do Buy Offers work?
Choose the asset, wanted quantity and Gold price per unit in Buy Offers. The full Gold total is reserved in escrow immediately. Sellers can fill all or part of the remaining quantity. Each completed fill pays from that escrow; cancelling or expiry returns only the unspent balance.
Can I sell several units to a Buy Offer at once?
Yes. Each Buy Offer shows how many matching units you own, how many are still wanted and the Gold price per unit. Enter the quantity to sell and review the payout before confirming. Reserved assets are excluded from the available quantity.
How do Sell Offers automatically match Buy Offers?
If your Sell Offer’s unit asking price is at or below a matching Buy Offer, it fills the highest compatible Buy Offer first and you receive that buyer’s price before fees. Ore offered at 48 Gold each therefore sells into a 50-Gold Buy Offer at 50 Gold each. Equal-price offers are filled oldest first. Matching can fill several Buy Offers, and any remaining quantity stays for sale. Your own Buy Offers are excluded.
How do I find one specific resource on the Market?
Choose Resources in Marketplace or Buy Offers, then select the exact resource. Ore, Wood, Meat, Herbs, rare profession materials, Scraps and Essence stay separate, and clearing filters restores the full supported Market.
Can players buy and sell Credits?
Yes. A Sell Offer reserves the seller’s Credits and states the Gold asking price. A Credit Buy Offer reserves the buyer’s Gold. Completed matches exchange the agreed Credits and Gold together. A player cannot trade with their own offer, and traded Credits do not increase Supporter Rank.
What protects Market trades?
NexusRPG records every completed Market action and always verifies ownership, balances and the final price before moving anything.
What does Market Intelligence show?
For supported assets it uses live offers and completed sales to show the lowest Sell Offer, highest matching Buy Offer, last sale, 30-day median and weighted average, recent volume, recent sales and price trend. Pet Eggs and hatched Pets are compared separately. An extreme-price warning is advice; review your offer and matching preview before confirming.
Clans
15 answersWhat is the public Clan Directory?
Clans lists every public Clan as a selectable directory entry. Its dedicated page shows level, capacity, join state, completed Buildings and their useful bonuses, plus text-only About, What we offer, Who we are looking for and Requirements fields. Both the directory and public page show that Clan’s XP Tax and Gold Tax minimums; members may choose higher personal contributions. These are the viewed Clan’s rates, not your own personal settings. Clan names in supported Rankings and player surfaces link to this page. Images, logos, banners and file uploads are not accepted.
How do I create or join a Clan?
Creating a Clan costs 250 Credits. Existing Clans may use invitations, applications and minimum join-level rules. Clan leadership may enable automatic acceptance in Settings; eligible applicants then join immediately while space remains, while the minimum Level and member capacity are still enforced. The Clan header shows level, XP, rank, capacity, treasury, role and contribution rates.
How do Clan contributions work?
Clan leadership sets separate minimum percentages for XP, Gold and gathered resources. Every member may voluntarily raise each percentage. XP advances Clan progression, Battle Gold enters the Clan Treasury and gathered resources enter the matching Clan stock. Automatic contributions remain excluded from the visible Clan Ledger.
What can be donated?
Members can donate supported resources and Credits using clear resource cards and amount controls. You must still belong to the Clan and hold the donated balance.
Do Clans or Clan buildings have a maximum level?
No artificial level cap is imposed on Clan progression or Clan buildings. Costs, required Clan level, construction duration and bonuses scale through central definitions and diminishing balance curves.
How much XP does a Clan level require?
Clan progression is long term. The first next-level requirement is 60,000 Clan XP, and each later level costs 50,000 plus 10,000 times the current Clan Level squared. Existing Clan levels were preserved when this curve launched; the harder curve applies only to future progression.
Which Clan buildings exist?
Every Clan begins with capacity for 10 members. Great Hall adds exactly one member slot per completed level; Treasury improves tax-Gold deposits; Barracks adds earned PvE combat stats; Workshop improves Gathering; Archive improves Clan XP; Watchtower improves earned PvE Accuracy, Speed and Luck. Victory Hall strengthens the shared bonus started by a Clan Boss victory. Title strengthens the optional Clan-named Title whose bonuses apply only while equipped. Their cards show every Gold, resource and applicable Credit cost. War Academy and Title have no building-level cap and cost zero Credits at every level.
How does the Clan Title work?
Current and newly joined Clan members automatically unlock a Title named after that Clan, even before its Title building is constructed. Choose it in Settings → Titles; joining never replaces your selected Title. It gives no bonus at building Level 0. Its percentage is 2 × completed building level ÷ (level + 20), approaching 2%: Level 1 is 0.095%, Level 10 is 0.667%, Level 20 is 1% and Level 60 is 1.5%. Pending construction does not count. Only while equipped, it improves PvP, PvE, World Boss, Clan Boss and Dungeon damage; Gathering yield; Crafting XP where awarded; Pet fusion chance; Character XP; Gold; Luck outcomes; and Contract progress. Existing outcome caps still apply. It does not raise the seven base stats, shorten action timers or discount purchases. Leaving, being kicked or Clan disbanding removes this Title and its bonus, without deleting other earned Titles or resetting the normal 15-minute Title-switch cooldown. Each upgrade uses the displayed shared Gold, Ore, Wood and Herbs costs, with zero Credits.
How does Victory Feast work?
Every Clan Boss victory starts or extends one shared Victory Feast. Boss Levels 0–99 add one hour, Levels 100–199 add two hours, and so on up to 24 hours remaining. Without a Victory Hall it grants +1% Battle and Gathering XP plus relative Crafting skill-up chance. Victory Hall Level 1 raises that to +3%, each later level adds one percentage point up to +25%, and Levels 5, 10, 15 and 20 unlock Battle Gold, Gathering Yield, Equipment Drop Chance and Item Quality. Repeated victories extend time and never stack the percentage.
What is the weekly Clan Operation?
Each week a Clan receives four tracks: Battle victories, gathered quantity, completed equipment Crafting and World Boss damage. Operation history is separate from automatic contributions and donations, each member is capped at 50% of a track, and all four tracks must complete. The Clan treasury reward and personal contribution chest remain safe if delivery is delayed. There is no Mentor or Kingdom track.
How does Clan Boss Preparation work?
Summoning without preparation remains available. Before summon, members may contribute the displayed Ore, Wood, Herbs or completed Crafting jobs up to 10,000 points. Leadership chooses one plan: reduce Boss Defence by up to 10%, improve participant Gold/XP by up to 20%, or improve top/final Gold by up to 20%. The chosen plan is used once at summon; unused or cancelled contributions are returned.
How does Clan construction work?
Only permitted roles may start an affordable eligible upgrade. The Clan can construct one upgrade at a time, with current and target level, remaining time, completion time and progress shown throughout.
How are Clan members managed?
The compact Members list shows names first. Expand a member for role, activity, last online, donated amounts and join date. Promote, demote, kick, transfer and permission actions appear only to eligible Clan roles. A join, voluntary departure or removal is written once in private Clan System chat, and the named player can be opened from that message.
What are Clan Milestones?
The Milestones tab summarizes shared Clan progression such as level, membership, treasury and completed building levels. It replaces the misleading old Clan Quests label; no separate unimplemented reward system is advertised.
What is recorded in the Clan Ledger?
Manual Gold, Credit and resource donations are visible together with supported withdrawals, building costs, role or leadership actions and Clan Boss events. Automatic XP, Gold and resource contributions are deliberately hidden from the visible ledger.
Special Thanks To
Roll of honourThe Beta Tester roll of honour
NexusRPG reached full release with the help of these Beta Testers:
Godfrey The Pious
Lord Bus
Mordred
Sonyeq
Spoongoolie
Ukendt
Thank you for the careful bug reports, thoughtful idea suggestions and time spent testing the persistent world. Your feedback helped shape a better game for every player.
Social, notifications, support and account
37 answersHow do the daily ranking bonuses work? +
Open Rankings → Players → Today. Top Action Bonus gives its holder Double Chest Find Chance and +30% Chest Rarity. Most Dungeon Kills Bonus gives the daily Clan Dungeon kill holder +20% PvE damage. Every claim starts an independent 15-minute takeover protection period for that bonus, capped at midnight game time. Scores keep updating normally, so leaderboard #1 may differ from the protected bonus holder. Each featured bonus card on Rankings shows its Title Protection countdown; Bonuses also shows the active holder and protection.
When can a daily ranking bonus be taken over? +
After its 15-minute protection ends, the next qualifying action checks today’s highest total for that bonus, even if the leading challenger is no longer active. A strict lead transfers the bonus and starts a fresh 15-minute protection period; ties keep the current holder. The holder’s own actions do not restart either timer. Expiry alone does not remove the bonus or post a chat message: only a real claim or takeover is announced. Top Action and Most Dungeon Kills have separate timers. Daily scores and protection reset at midnight game time.
How do Player IDs and referral links work? +
The #number beside your Character Name is your permanent account ID, even if your Character Name changes. Tap or focus it for referral help. Share the short /r/ID link from Referrals, or ask a new player to enter your ID in Referral code during registration. This also works on the Apple registration completion screen. Existing referral links remain valid, and already-created accounts cannot change their referrer. Where did you hear about us? is separate optional feedback, never a public profile field or a reward requirement.
Which ongoing referral rewards do I receive? +
You receive 5% of each direct referral's eligible Battle, Fair PvP, Quest, Achievement and Boss Gold, gathered Ore, Wood, Meat and Herbs, plus verified base Credit purchases. Their own rewards are never reduced. Trades, Market transfers, refunds and staff adjustments do not count. When a valid account is created through your referral link or Player ID, your recruit notification arrives immediately.
How does the Top Referrer bonus work? +
The current #1 on the direct-referral leaderboard receives +25% relative Equipment find chance on ordinary monster drops. If two players have the same referral total, the one who reached that exact total first remains ahead. The bonus transfers only when another player strictly overtakes the leader; it does not improve Quest, Chest, Dungeon, Boss, Crafting or Shop Equipment rewards.
How do Referral Tokens work? +
Only direct referrals earn them for your account. Every 100 qualified Character levels, combined Gathering levels or combined Crafting levels grants 1 Token. Completing the full Journey grants 5 once per direct referral. Battle Skill Levels do not count.
What can Referral Tokens buy? +
Referral Shop contains permanent World Boss Assault, PvP Training, Battle Training, Equipment Finder, Gathering Training, Crafting Training and Incubation Efficiency ranks. Tokens are account-bound and cannot be traded, sold, transferred, deposited or converted to Gold. The official conversion currently turns 1 Token into 5 ordinary Credits in the shared Credit balance.
How do Referral Training bonuses apply? +
World Boss Assault affects only World Boss damage. PvP Training adds Health, Power and Defence once alongside War Academy and is fixed when Arena registration closes. Battle Training improves the existing one-roll Skill breakthrough chance. Equipment Finder improves existing Equipment-drop sources only. Gathering and Crafting Training add Skill XP once, while Incubation Efficiency shortens only future Egg openings.
Which chat channels exist? +
Chat supports Global, Help, Clan, Private, Drops and System messages where relevant, plus private Mentor and Admin channels for eligible users. Global player messages begin directly with rank and name; a small (Global) source follows the timestamp. Sender-free announcements use (Global · System). Clan messages use one clear green Clan badge. Only staff with All-chat permission may review other Clans' conversations and system notices; ordinary players see only their own Clan. Reporting a message attaches that exact chat entry for staff review.
What are the chat rules? +
Open Chat Rules in the chat controls without leaving your current game page. Swearing is allowed in moderation, but never as harassment or a personal attack. Political and religious discussions are not allowed. Hate speech, threats, doxxing, scams, spam and impersonation remain prohibited. Use the message Report action or Social → Safety for Mute and Block.
Where are Chat filters and Commands on a laptop? +
On compact laptop screens, room tabs remain visible. Open Chat options for filters, the last-message limit, saved 5–10-line height, Chat Rules and Commands. Mobile and taller desktop screens keep these controls inline.
Can I appear anonymously in Players Online? +
Enable Appear anonymously inside Players Online. Your account remembers this choice across visits and devices. Regular players see you only in the combined anonymous-player count, not by name. Administrative staff can still see your name, marked Anonymous, for moderation. This only changes Players Online, including its staff list; it does not hide Chat messages or public profiles. Turn the option off to appear by name again.
Who can use Admin Chat? +
Admin Chat is private to Owners, Admins and Chat Mods. Eligible staff may select Admin in Chat or type /admin followed by their message. Other players cannot read or send Admin messages, and other staff roles do not gain access simply by being staff.
How does /roll work? +
Type /roll for a public random number from 1–100, or /roll 50 for 1–50. The maximum must be from 2 through 1,000,000. The server generates and posts the result in the channel you selected, including Clan Chat; it never transfers Gold, Credits or items, so players decide their own harmless game around it.
How do I message a player whose name contains spaces? +
Use /m Player Name: message. The colon separates the complete Character Name from your message, for example /m Godfrey The Pious: hello. Clicking a player name in Global Chat prepares this format automatically; double-clicking opens the public profile.
How do I give something to another player? +
Choose Give on a profile or eligible Inventory item. Profile Give opens a window without leaving the profile; Direct Trade details also open in a window. Amounts stay local while typing and are validated when sending. Closing the window does not cancel a sent offer; reopen it in Social → Trades. You can include a private message of up to 500 characters, visible to you and the recipient and locked when sent. This sends a one-way pending gift: Gold, Credits, resources and eligible unequipped Equipment are reserved immediately and hidden from the sender’s available inventory. The recipient pays nothing and can read the message and Accept or Decline directly from Notifications or Social → Trades. Sender cancellation, decline or the 72-hour expiry releases the assets. Gifts cannot be counter-offered; normal Direct Trades still support negotiation.
What does the NPC Shop sell? +
Open Market → NPC Shop before Marketplace. Gold buys Common craftable Main Hand, Off-hand, Head, Chest, Legs, Gloves, Feet and all craftable Tools. Browse all Classes’ Main Hand categories first, then all Classes’ Off-hand categories. Tools have separate Pickaxes, Axes, Hunting Tools and Herbalism Tools categories. Combat equipment automatically matches your Character Level; Tools keep No Item Level. Each design unlocks when your Character Level reaches its recipe’s Trivial Level, with no Crafting Skill requirement. A weaker design lowers the level-based price relative to your best unlocked comparable design: the same equipment family and slot, or the same Tool profession. The best design keeps its full price; recipe Gold, resale and Scrap-value minimum prices still apply. Nexus and accessories are excluded. Exact stats and price are shown before purchase. Normal resale and salvage work, but buying is not Crafting and awards no crafting Skill XP or Quest crafting progress.
Where are public Surface Gathering locations? +
Gathering source includes a separate Public Surface Sites group alongside Resource Sites. These are the real existing public Mining, Woodcutting, Hunting and Herbalism locations. The panel shows coordinates and travel/access requirements; listing a site never permits Gathering from the wrong place.
What are the links under Chat? +
The footer contains Discord, Rules, copyright and Votes. Opening any of the five sites from Votes grants 5 ordinary Credits when its reward is ready. BrowserMMORPG has a 6-hour reward cooldown; BBOGD, MUDVerse, XtremeTop100 and Arena Top100 each have a 24-hour reward cooldown. Cooldowns are separate for each account and site, shown beside each link. The reward is for visiting, not a verified vote. Voting is optional and should reflect your honest opinion. Links remain available during cooldown but grant no additional Credits until their timer ends. These rewards do not count as real-money spending or raise Supporter Rank.
How will I notice a Direct Trade? +
A new or changed Direct Trade sends the receiving player a private System message and an unread count on Social and Trades. Its notification includes a coloured View link that opens the exact offer. Opening Trades marks those trade alerts as read; no assets move until the current offer is accepted.
What happens when chat or account access is restricted? +
A mute or chat ban creates a mandatory personal notification with its reason and duration. If you try to use a blocked channel, Chat shows the remaining time; a public-chat mute still allows private messages and Support. Successful moderation is announced globally without revealing the private reason, network address or staff member. Timed and permanent account restrictions also explain the access state during login.
How does the Mentor Network work? +
Players below Battle Level 300 may request a personal Mentor in Social or by sending /mentor on its own in Chat, without a message. The original /request command still works. You need no existing active or pending Mentor; repeating either command keeps the same open request rather than creating another one. For a general community question, type /help followed by your question instead. Players without an open request or active Mentor receive a private italic Tip every five Battle Levels through Level 295. Mentor status has no Battle, Gathering or Crafting requirement: a player applies separately, and approved Mentors with Requests enabled vote Yes or No. Social shows a red attention count for each open Mentor request and each application that still needs your vote; your application warning disappears immediately after you vote. More than 50% Yes among the currently eligible voting Mentors approves the applicant. A declined application starts a visible 30-day reapplication cooldown. Approved Mentors may guide unlimited players. Requests automatically disable after seven inactive days and can be enabled again at any time. Active Mentors and mentees receive private System messages when the other logs in or out; the name opens a private reply. At Battle Level 300, the relationship graduates and both Mentor and mentee receive their displayed one-time rewards.
Who can use Mentor Chat? +
Mentor Chat is a private grey channel for community-approved Mentors. Approved Mentors may enable the channel filter or use /mentor followed by their message; other players cannot send or read Mentor messages. This is different from sending /mentor on its own, which requests a personal Mentor and does not send a chat message. Apply from Social to unlock Mentor Chat through the Mentor vote.
Which events are announced globally? +
Global announcements are reserved for genuinely rare or important events: daily Disaster Zones, World and Clan Boss activity, successful Pet Egg drops, Celestial or Divine drops, Ancient-or-better crafts, special title achievements, major Clan level milestones, Kingdom attacks or conquest and Global boost activation. Each event is announced once to avoid chat spam.
When is the Alerts button visible? +
Only when the current character has at least one unread game notification. Its badge shows unread count and polling lets it appear after a new event. With zero unread notifications, the control is hidden.
What do Notification preferences change? +
Disabling an optional category prevents new alerts in that category from being created. Existing alerts remain stored but hidden and become visible again if the category is re-enabled. Support replies, staff actions, account/security notices and processing failures are mandatory. Preferences never change rewards or game progress.
How do Support notifications work? +
The Support badge reflects a ticket update needing the player’s attention, including a staff reply or Waiting for Player state. Admin staff have separate permission-aware counts for actionable tickets and reports.
Can a ticket be assigned to staff? +
Eligible support staff can assign a ticket to themselves, another support administrator or leave it unassigned. Bug reports and Ideas can be accepted with the fixed reward, accepted without a reward or declined. Every final decision is audited and the reporting player is notified.
Where are profile, notification, security and title settings? +
Use Settings in the desktop game header or the gear control on mobile. Profile, Titles, Notifications, Security and Appearance remain account-protected and excluded from search indexing. Profile independently controls whether the public page shows Equipment, active Pet, effective stats, allocated attributes, Battle Skills, records and featured achievements. Notification settings can hide optional inbox categories; support, staff and safety messages always remain visible.
How do I choose a player avatar? +
Your equipped Main Hand and Off-hand determine your Class and its portrait automatically. Change the hand pairing to change your Class portrait; Settings no longer has an avatar selector. Master Classes use their base Class portrait. These free cosmetic images appear on profiles, in Players Online and beside their Class Guide/FAQ, never in Chat. Anonymous entries hide names and portraits from ordinary players; authorized administrators can see them. Click your Character Name in the left sidebar to open your own profile.
Where can I change my newsletter preference? +
Open Settings → Security → NexusRPG newsletter. Tick or clear Receive the optional newsletter and save. This preference does not require unlocking the sensitive password and account controls, and it never disables account, security, verification or purchase emails.
What are the registration password requirements? +
A new account password must contain at least five characters and match its confirmation. Registration does not force uppercase, lowercase, numbers or symbols. Use a unique password anyway. After an incorrect login, the page shows how many attempts remain; four failures within ten minutes protect that network address for one hour.
Why did GameGuard ask me a question? +
GameGuard occasionally pauses a Battle, PvP, World Boss, Gathering, Crafting or Auto action before it starts. Answer the short question, then repeat your action; no Auto, reward or action is consumed by the check. The dialog shows the attempts remaining for its current question.
How does new account verification work? +
Registration asks for one unique Character Name and creates the account plus Character together. An unverified login opens only the verification screen and never sends another email automatically. Use Request a new verification link when needed; the visible 60-second cooldown is also enforced account-wide by the server. Game pages remain locked until the emailed link is opened.
What happens if access is suspended? +
A timed restriction shows the remaining time after a correct login attempt. A permanent restriction says that access is permanent. Restrictions may apply to the account, the current network address or both; Support is the correct place to dispute one.
How do I report abuse or a bug? +
Report a chat message with its in-game action when relevant. Its exact server message and up to ten relevant preceding messages go directly to Chat & Moderation; it does not create a duplicate Support Ticket. For gameplay, account or payment issues, open Support and include concise reproduction details. For access problems, use public Contact.
Where can I read rules and updates? +
Chat Rules in the chat controls opens the communication rules without leaving the game. Game Rules explain conduct and prohibited behavior in full. News & Updates lists shipped changes. Terms and Privacy describe account, virtual-content and data practices.