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Getting started

You arrive at the edge of Aldhearth, the one real city of the First Kingdom. Past its walls the Wane unmakes the land and grows it back wrong, and the Grown come out of it. The city keeps you: whenever you fall, you wake up here again.

Your first night

Play now on the sign-in card starts you at once, as a guest: a name of your own, no password to think of. Pick one of four ready wanderers (one for each origin) and go, or Customise your look first. You can save your wanderer later, from the game menu (Esc) or when you log out: choose a password, and a new name if you like, and you can play it from any browser.

The night is not over when you arrive: the Grown are at the edge of town, and you have a stone sword in hand. The tutorial is eight steps, each with experience and a reward:

  1. Defend the fire. Walk east and strike down the three Grown at the edge of town. Their kills and the reward make level 2.
  2. Your first skill. Spend your skill point in the skill tree (P).
  3. Timber. Chop a tree outside town with your pickaxe.
  4. A pick that cuts stone. Make sticks in the crafting window (C), dig 3 stone, and make a Stone pickaxe at a Workbench.
  5. Copper and fire. Dig down for copper and smelt two bars in a Furnace: ore on top, wood below.
  6. A better blade. At the anvil beside the Workbench, open Crafting's Anvil tab, make a copper sword (2 copper bars and a stick) and hold it.
  7. Behind the walls. Go through Aldhearth's gate and find Oswin at the Warden House, north of the plaza: he gives you a map to a Burrow. An arrow shows the way.
  8. The Burrow. Read the map and beat what waits at the bottom of your first dungeon. The first keeper you beat always drops a Burrow-fang for you: a Rare blade with a wave of fire.

On a computer, Your first night on the right lists the steps, what each pays, and what waits later. On a phone the tutorial is one line at the top, in the words of the buttons, and the button to tap glows; tap the line to see all the steps. The story Oswin tells of the Binding is in the Journal (J) as The story so far.

Every level up to 10 shows what it brought: a skill point to spend, more life, what opened (building outside the walls at level 3, the Meadow strider at 10). After the tutorial, Oswin has work for you: the tracker says so, and an arrow leads to him.

Skipped it? Skip hides the card and offers Undo. Come back to it any time: Continue the tutorial is in the game menu (Esc), in the Journal (J, with the steps you have done ticked) and in Settings. It picks up at the first step you have not done, and passes over what you plainly have done already: each step still pays its reward once, and never twice. Settings also has Start the tutorial over. Building is allowed by how far the tutorial ever got, so going back to an early step does not take it away.

The Night Raid

Every twenty minutes (at ten past, half past and ten to the hour, Aldhearth time) the Grown come at Aldhearth's east edge in three waves, the last led by a Night captain. It is for wanderers of level 15 and under: they are told when it comes, score points for each Grown driven off, and get experience at the end, with an Event Chest the first time each day. See Events. When it begins, and when you set out for the Burrow, the game names others who started tonight near you: Invite asks them to your group.

The daily chest

Once each day (Aldhearth time) you can open the next of seven chests: 80 gold, an Ash dye, a Jewel of Ascent, 120 gold, a wild egg, 160 gold, and on the seventh, the Meadow strider. Miss a day and the chest waits: it never goes back to day 1. A small button under the events line says when today's is ready.

Before you go

Log out in the game menu shows what the night brought (levels, steps or tales, gold) and what goes on while you are away: rest where you stand, furnaces still smelting, labour, and the next event for you, at your own clock's time.

What to do next

Good to know

Collections that pay for ever

Finish part of a collection and a small bonus stays with you. The character window (I) lists them under Collections:

CollectionEach finished partAll of it
Bram's cabinet ([[digging-deeperDigging deeper]])a full shelf: +1% mining speed+13%
The Fishing log ([[fishingFishing]])a land: +1 fishing luck+15
The Bestiary (B)a land of Grown studied: +1% damage+46%
The lost pagesall sixteen read: +5% experience

Levels and reborn

A level-up gathers light round you, bursts and raises a column, and the banner says your new level:

A level-up: the light gathers, bursts and rises in a column, and the banner appears
A level-up: the light gathers, bursts and rises in a column, and the banner appears

The highest level is 150. At 150, Oswin in Aldhearth can rekindle you anew: you go back to level 1 and keep your gear, bag and gold, and you come back stronger for good, with a title and a glow. There are sixty ranks of it, each asking more than level 150: work from the rifts, dungeons, events, the deep and the rest of the game (see Reborn: the long climb). Or stay at 150: from there your experience fills Mastery, levels without end, each a point for a small bonus of your choosing, and you keep your Mastery if you rekindle later. See Mastery.