Getting Started
Create or sign in through the Account Portal, choose an adventure log or create a hero, then begin in Runweld. New characters choose a class, source form and colours. Talk to NPCs and use the Quest Journal to review objectives you have actually discovered.
Controls & Interface
Movement supports arrows, WASD and the numeric keypad. Major screens display their own confirm/back hints. Status opens Party Records; Journal opens current objectives; Help opens the searchable handbook. Touch layouts use larger controls and dedicated Close/Back actions rather than shrinking the desktop UI.
Character & Stats
Party Records shows character level, HP/MP, core combat stats, equipment, inventory, upgrades, companions and proficiencies. Class progression changes how stats and abilities develop. Permanent progression such as quests, travel knowledge, pets and owned items is server-authoritative.
Classes
SOE currently has nine starter classes: Soldier, Ranger, Monk, Goof Off, Thief, Bard, Wizard, Pilgrim and Sage. Advanced paths include Invoker, Holy Knight, Entertainer, Chaos Mage, Assassin and Dragovian. Use the Classes page for role summaries and player-facing ability references; in-game tooltips are authoritative for live values.
Combat
Combat resolves in rounds. Choose attacks, spells, skills, items or other available commands, select valid targets and resolve the round. Buffs, debuffs, resistances, status effects, healing and party composition matter increasingly in later encounters. Active companions can participate and receive their own combat progression.
Spells & Abilities
Ability descriptions show purpose, target behaviour and MP cost where relevant. Some abilities are battle-only; others can be used in the field. Bard maintained songs and other persistent effects are shown through Active Effects. Proficiency/mastery values appear in Party Records when relevant.
Equipment & Item Effects
Equipment can change direct stats and may also carry special effects. Player-facing item details prioritise meaningful bonuses/effects and show who can equip the item. Rolled equipment instances remain distinct even when they share the same base item name.
Inventory, Bags & Protected Items
Ordinary items use the main inventory and expandable carrying capacity. Quest Items and Key Items are separated from ordinary bag space. Items protected for progression cannot be casually sold or discarded; ordinary repeatable loot follows normal sell/discard rules.
Quests & Quest Journal
The Quest Journal records discovered objectives without revealing undiscovered solutions. Re-read known steps and speak to relevant NPCs if a route is unclear. Quest progression is server-authoritative, including important item and flag changes earned in combat.
Parties & Shared Combat
Players can form parties and enter shared encounters. Reward eligibility, combat outcomes and authoritative state are resolved on the server. Party combat protects against brief disconnects and keeps the encounter state consistent for all participants.
Chat & Discord
SOE chat supports the current in-game channels and online-player interaction. World chat is bridged with Discord in both directions, so configured Discord messages can appear in game and in-game World chat can appear in Discord. Discord remains a community surface; character-changing staff powers are not exposed through ordinary chat.
Player Trading
A trade request opens a visible prompt for the recipient. Both players review the offer and confirmation state before the server commits the exchange. Item rules, equipment instances and other protected data are validated by the authoritative inventory/trade systems.
Bank
The Bank provides persistent server-authoritative storage for gold and eligible items. Banking is separate from the carried inventory, and protected/progression item rules continue to apply.
Auction House & Mail
The Auction House supports server-authoritative listings and purchases. Items keep their authoritative instance data where applicable. Player Mail is used for relevant deliveries and notifications; unread mail is shown by the envelope indicator.
Pets & Fusion
Pet System V2 is a full progression system. The current catalogue contains 398 species definitions. Capture becomes available at 40% HP or lower for eligible non-boss monsters, with up to three capture attempts. The active roster holds up to 15 companions; pets have Traits, natural abilities, two learned skill slots, tactics, Training, Fusion, Potential and permanent Monster Book progress.
Pet Equipment & Accessories
Party Records → Pet Gear shows every owned rolled Pet Gear and Pet Relic instance at once, including equipped items and the companion using them. Similar base names are not collapsed because rolled effects may differ. Search/filter/sort makes family restrictions, rarity and buff strength easier to compare.
Loot, Shops & Economy
Encounters can award gold, monster-specific drops, regional area equipment and rare rewards. Some progression regions have their own modest equipment pools; eastern D’Ankra again includes local equipment rolls while players progress through that route. Drop/economy tuning is server-authoritative.
Housing
Runweld Housing supports property ownership, upgrades, interior furnishing storage, partitions/walls, exterior garden decoration, residents and supported pet placements. Protected access routes and service objects cannot be blocked by decoration.
Travel & Exploration
Roads, ports, vessels, portals and specialist travel systems connect the world. Return-type travel depends on legitimately learned destinations. Special transitions use authoritative route rules, while the public guide remains intentionally spoiler-light about hidden solutions.
Boss Timers & Tracking
Defeat a boss once and it is permanently added to Party Records → Boss Timers. The catalogue contains 23 timer-tracked bosses. All cooldowns count down in real time, including while offline. You may track one discovered boss. Winning a normal non-boss PvE encounter whose average enemy level is at least 70% of your level reduces only the tracked boss cooldown by 2 minutes. Boss/scripted fights do not grant this bonus. A reduction can take the timer all the way to READY, after which the boss can be fought again for its normal rewards.
Bug Reporting & Troubleshooting
Use the in-game Bug Report tool whenever possible so reports include useful character, map and build context. For connection problems, reconnect through the Account Portal before retrying server-authoritative actions. Avoid repeatedly spamming an action while disconnected.
Mobile & Small Screens
Major mobile surfaces use stacked/drill-in layouts, larger touch targets, controlled tab overflow and clear Close/Back actions rather than compressing desktop columns into an unusable width. The same gameplay authority is used on desktop and mobile.