The Idle Shard
Welcome to the TIS Wiki
How everything in the game works — skills, dungeons, bosses, housing and more. The numbers here come straight from the game itself, so they always match what you are playing. New here? Start with Getting Started.
Answers come straight from the live game data — ask about any item, monster, dungeon, spell or skill.
Start Here
New to the shard? Start with these.
Skills
Every skill, grouped the way the game groups them.
Combat
14 skills — Swordsmanship, Poisoning, Fencing, Macing, Archery, Wrestling, Tactics, Arms Lore, Parrying, Healing, Anatomy, Musicianship, Peacemaking, Discordance.
Harvesting
5 skills — Mining, Lumberjacking, Fishing, Begging, Camping.
Crafting
9 skills — Blacksmithing, Carpentry, Tinkering, Alchemy, Tailoring, Inscription, Cooking, Item Identification, Cartography.
Magic
5 skills — Magery, Meditation, Magic Resistance, Evaluating Intelligence, Spirit Speak.
Misc
10 skills — Lockpicking, Snooping, Stealing, Hiding, Tracking, Forensic Evaluation, Animal Lore, Animal Taming, Herding, Taste Identification.
Bosses
The two kinds of boss fight: a dungeon boss you face alone, and World Bosses the whole shard fights together.
Combat & Adventure
Dungeons
Every dungeon, what lives in it and what it drops.
Crime, Guards & the Jail
What makes you a criminal, where the guard will find you, which town's patrol walks which mine and dungeon, and what a cell is like.
Weapons & Armour
Damage, speed, material tiers and the magic properties you may find.
Poison
The four strengths, what they do to you, and every way to cure one.
Quests
Every quest line and what finishing it pays.
Virtue Binding
The talent tree, what each tier grants, and a calculator to plan your build.
The High Seas
Ships, sailing, guns, abilities and crew on the one ocean every captain shares.
Ships
Every hull, what she costs to build, her timber and rolls, upgrades, spyglasses and Shipyard fees.
Sailing
The helm and its keys, wind, storms, harbours and town docks, mending at sea, your colours, and fishing with a seine.
Guns & Abilities
Cannons by metal, shot, the Ferryman's rare guns, the twelve ship abilities and how boarding works.
Crew
Where crew come from, their trades and naval ranks, levelling and promotion costs, feeding them, and the Crew Pub.
Foes & Plunder
The monster fleet and where it sails, the pirate crews, The Ferryman, and what every wreck gives up.
Home & Town
Housing
House tiers, craft stations, storage and everything you can place.
Plants & Allotments
Growing potted plants and hedges in a Yard Allotment, and the colours they can come up in.
Towns & Reputation
Your standing with each town, what giving to it earns you, and how the town itself changes.
The Founders' Roll
Everyone who was here when the Live shard opened, in the order they arrived.
Market Square
The bazaar in Britain: running a stall, selling, buying and where the gold goes.
Dyes
Every colour, how rare it is, and where the tubs come from.
Reference
Rules
One account per household, no automation, and the rest of how to play fair — with the full Terms of Service and Privacy Policy.
Item Database
Every item in the game, filterable by category and slot, with how to get it.
Tools
How far each tool tier lets a skill climb, what it adds while you use it, and how long it lasts.
Leaderboards
The seasonal boards, when they wipe, and the trophies the top three take home.
Patch Notes
What changed, and when.