Beginner series · chapter 4 of 6
Your First Week Plan
In this guide
This is a loose plan, not a script. The days are there to put things in a sensible order; if you play more or less, slide them. The goal by the end of the week is three working characters, a first dungeon cleared, a world boss attempted and a guild to talk to.
Days 1 and 2: get the loop running
Run the day one route until you have spare gold: coal, bait, cod, cooking, rabbits. Spend the first real money on tools, since faster actions compound over every idle window. Queue mining before every long break.
Day 3: fill your character slots
An account holds 5 characters with 3 active at a time. Two more workers roughly triple what you gather while you sleep, so this is the biggest single jump of the week. A common split is one fighter (Warrior, Shadowblade or Ranger, the classes with battle talents) and two skillers on specialist classes such as Miner or Chef. The classes guide lists every bonus.
One catch: an alternate character cannot use the market until it reaches total level 150. Until then, its gathering is for your other characters or for later.
Days 3 to 5: push combat toward the first dungeon
Dungeons are the main source of the recipes behind the strongest gear, and the wiki calls dungeon recipes good sellers. The first one is Millstone Mines: level 3, in Bluebell Hollow, 300 gold to enter, 2 hours a run.
Entry needs combat stats of at least 70% of the dungeon's difficulty, but at 70% you lose all your health. At 100% you lose about half; above 130% you lose very little and earn a Magic Find bonus. So treat 70% as "allowed", not "ready". Raise your stats with equipment, potions, a pet and primary stats, then go in. Each dungeon you fully complete also gives a permanent Magic Find bonus that stacks. The dungeon pages list what each one drops.
Any day: queue for a world boss
World bosses are the best way to get a pet. They mainly drop eggs. Queue for one and your character fights when the event starts. Eggs need to incubate before the pet can join you, and higher quality takes longer. Check the boss timers and the egg map to see which boss drops what.
Days 5 to 7: join a guild and look further ahead
Guilds give bonuses and unlock Assaults and Raids. They also have a chat full of people who were exactly where you are. Leaving or getting kicked locks you out of joining another guild for 24 hours, so pick one you would stay in. The guild list is a starting point.
By now you will have a feel for which skills you enjoy. Two longer goals worth knowing about: membership (bought with in-game gold, adds 2 hours of idle time and some skilling boosts) and villages, a separate idle economy that grows with Village Mastery.
Checklist for the end of week one
- Three characters active, each with a class that matches its job.
- Better tools than the ones you started with.
- Millstone Mines cleared with health to spare.
- At least one world boss queued.
- A guild joined.