The Handbook
Tips and tricks
Numbers, cooldowns and thresholds that are easy to miss and cost you an evening when you do. All of it is about using the systems well. If anything here ever looks like a way around a system rather than through it, tell us in a ticket so we can fix the system.
Before your first hour
Plan your 18 points before you spend one
Tiers are caps bought at character creation, not levels you grind into. Novice costs 1, Apprentice 2, Adept 3, Expert 5, Master 8, out of 18 total. One Master eats nearly half your budget. Allocate in the starting room or any temple, and decide the whole build first, because taking a point back later burns the experience you earned in that tier. Work it out on the planner first.
Nothing works until it is locked in
Experience only accrues on skills you have actually locked in, and the client refuses some actions outright without them: lockpicking and pickpocketing simply do not function. If a lockpick is doing nothing, this is why, not a bug.
Combat experience stopped tailing off
Repeating a target used to pay steadily less. That was removed in 0.72.34 and the per-target cooldown cut to a second, so fighting pays what it looks like it should. The note names combat and nothing else, so treat an evening on one ore vein as untested rather than blessed.
The purple bar is Energy, not a debuff
Energy is spent by activity and refills while you sit, faster at an inn. At zero the bar turns to grey stripes and you are Exhausted. It recovers nothing while you are hungry or thirsty, so eat and drink before you settle in.
Perks come every ten levels now, not twenty
That halved the wait on any skill that grants perks, which changes whether a second skill is worth starting.
