Game guide

Short answers for new players. Read from the top, or pick a topic.

The traveller’s codex

Your first steps

Pick a side and a weapon, then let the game open its systems as you level up.

  • The Chinese side has five weapons and the European side has nine.
  • One-handed weapons leave room for a shield. Two-handed weapons do not.
  • The market opens at level 20 and the spirit system at level 25.
See every weapon

Your account

One account works on this site and in the game.

  • Create it on this site, then log in with it in the game.
  • We do not ask for your real name or phone number.
  • Forgot your password? The admins reset it for you on Discord.
Create account

Choosing a weapon

Each weapon leans towards one kind of damage or one job in the party.

  • Magic damage: the Chinese one-handed sword and the spear.
  • Physical damage: the blade and the glaive.
  • Fighting from far away: the bow and the crossbow.
  • Healing and support: the staff, the harp and the healing staff.

Levelling faster

Play in a full party and save your best hunting for training time.

  • From level 23, the ten-times training time is limited each day.
  • Your party shares kills: you earn experience from monsters your friends defeat.
  • Monsters with more health give more experience.

Demon Locking Tower

A climb you make alone, up to floor 300.

  • Opens at level 12.
  • Clear every monster before the timer ends.
  • Once a day, a sweep pays you again for the floors you cleared.
Read the full guide

Caravan trade

Buy goods in one region and sell them far away. The longer the road, the bigger the profit.

  • Selling in the region where you bought pays only half the price.
  • Jangan to Eastern Europe is the longest road and pays 464%.
  • Thieves sell their goods at the thieves’ den.
  • Changing your job sends it back to level 1.

The market

Sell items to other players while you are away.

  • The market opens at level 20.
  • Every sale pays a 5% tax.
  • Every player can list 10 items at a time.

Enhancing your gear

Push a weapon or armour up to +20. Each try is a risk.

  • The odds are the same for every item grade.
  • A failed try drops the item back to its safe level, or to +0 without a protection stone.
  • Nothing breaks on the way to +4. From +11, a failed try breaks the item one time in four.

Star, Moon and Sun

Seals are rarer versions of the same item, in three steps: Star, then Moon, then Sun.

  • Upgrading takes 17 steps, from grade 5 Star to grade 10 Sun.
  • Without the matching essences, an upgrade resets the item’s enhancement.
  • You cannot upgrade an item you are wearing.

The spirit

A second set of gear that adds power on top of your armour.

  • Opens at level 25.
  • The dragon cave is the main place to collect spirit pieces.
  • The white and the purple sets have the same power. Only the look is different.

Dark Spirit

A piece you wear that adds health and mana, and lets you change form in battle.

  • Needs level 25.
  • Lasts 28 days, and the login rewards give you one for 7 days.
  • A failed enhancement sends it back to +0.
Read the full guide

Fortress war

Guilds fight for thirteen fortresses. Hold the walls or take them.

  • Your guild must reach level 5 to take part.
  • Break the gates and towers, then destroy the fortress heart.
  • Each fortress has one battle a day at most.
See the times

Collection

Collect the cards of the monsters you hunt. Every full combination makes you stronger for good.

  • Opens at level 30.
  • Card packs come from defeating monsters.
  • A card pack can be traded. An opened card cannot.
Read the full guide