You wake up in the capital with a shirt, a sword and no idea
what any of it does. The game walks you round the screen the first time you log in;
this is the long version — what every panel is for, what your numbers mean,
where the ceilings are, how to get a pickaxe into your hands, the cloak waiting at
the end of the starter quests, and what it actually costs you to die.
225stat points, total
1,000starting skill cap
10free starter tools
7starter lines to the cloak
37places to go
✨
Missed the tour, or want it again? Type /tutorial in
chat, or open Help → Interface Tour in the game's header. It
spotlights every panel in turn and opens the Quest Journal on the cloak.
1 · The shape of it
TIS is an idle game wearing Ultima Online's clothes. You do not steer a character
around a map — you pick something to be doing, and it keeps doing it.
A gathering activity resolves one attempt every 17.0
seconds, and each attempt is a roll at the material, a roll at the skill, and a roll
at a stat point. Then it does it again.
Progress does not stop when you close the tab. Up to
8 hours of whatever you left running is
simulated and handed to you when you come back — see
Offline Progress for exactly which activities count.
Auto, or by hand
Arrive at a mine or a forest and the game offers you two ways to work it.
Auto is the idle loop above: your character walks between the veins
by themselves, on their own clock, and it is the one that carries on while you are
away. Manual hands you the walking — you pick the vein — and
pays out on a shorter, flat cooldown, so it earns more for as long as you are
watching. Nothing is locked in: stop one and start the other whenever you like.
⏱
Nothing here is fast, and nothing here is wasted. The whole
game is built to be left alone. If you are ever wondering whether you should sit and
watch a bar fill, the answer is no — start it, and go and do something else.
2 · Your screen, a panel at a time
Everything you look at is a panel floating over the world, and every panel can be
moved. The first time you log in they are laid out around the edges — you on the
left, your skills on the right, the logs along the bottom — so the middle of the
screen stays the place you are standing. Click a number to jump to what it does.
Where everything starts on a 1920-wide window. A smaller screen gets the
same idea, squeezed — and on one too small to fit it all, Session Gains starts
switched off rather than on top of something else (press N, or tick it in
Panels, to bring it back).
1
The world behind your panels
The picture filling the screen is where you are standing — right now, the square of the town you started in.
Hold the right mouse button to walk toward your pointer (on a phone, tap the ground;
Options can switch a mouse to left-click instead),
and click one of the town's vendors to open their shop.
When you are out working, this is where you watch it happen — the rock face, the tree
line, the fight.
2
Who you are
The crest under the header is you at a glance: your name, the level of your
Virtue Binding and the bar that fills it from the gold your kills earn,
your attack and armour ratings, and how much weight you are carrying.
3
Your character
Health, mana and stamina up top, and a slot for everything you can wear below.
Drag gear from your backpack onto a slot to put it on. The Binding has
its own slot and never comes off — right-click it to spend a talent point each time it
levels.
4
Your backpack
Everything you carry. Right-click any item to see what it can do,
and double-click a bag to open it. Double-click a tool to make it your
active one — nothing is gathered or crafted without one — and double-click a
crafting tool again to open its crafting window. The backpack has no title bar: hold
Alt and drag anywhere on it to move it.
5
Skills, and the cap over them
Every skill in the game, grouped — open a group to see its skills and a
Start button for the ones you can do where you stand. Skills rise by
being used, never by spending points. All of them together may not pass your
skill cap, which starts at 1,000 and is raised
one point at a time by Cap Stones. Your three stats sit at the top.
6
The Journal
The game talking to you: every ore, every kill, every skill point, sorted into tabs.
When you come back from a night away, this is where you find out what happened while
you slept.
7
Chat — and talking to the town
Local is everyone standing where you are; Global
is the whole shard. Chat is also how you speak to a town: say bank for your
bank box, res when you are a ghost, and type /journal for your
quests. The full list is on the wiki's Player Commands page.
8
The Action Dock
The things you reach for: Travel, your Bank, the Quest Journal, Friends, Mail, your
Guild and Party, Titles, your Character Sheet and Options. One click opens a window and a
second click puts it away. The letter on a tile is its hotkey.
9
Getting around
Travel opens the world map. Journeys take real time — 2
to 10 minutes, and Britain to Britain Mines is about 2 minutes.
Where you stand decides what you can do: Mining only works in a mine, Lumberjacking only
in a forest, and every town has water to fish. Arrive at a mine or a forest and the game
offers to start the work for you.
10
Up in the header
The padlock freezes your layout so nothing gets dragged by accident, and
Panels shows or hides each panel. Help has I'm Stuck,
Page a Game Master and this tour. The Wiki opens in its own tab —
its Getting Started guide covers all of this in more depth.
11
Make the screen yours
Every panel moves: drag it by its title bar (the backpack and the buffs bar with
Alt held). Panels have hotkeys too — S Skills, I Backpack, P Paperdoll, J Journal and C Chat
by default. Lost something? Options → Display → Reset Window Layout
puts every panel back where it started.
3 · Your first goal: the Cloak of the Hourglass
Quests
You do not have to invent a reason to do anything in your first few days: the
Quest Journal hands you one. Open it from the Quests
tile on the Action Dock, or type /journal. Its first shelf, Getting
Started, opens on a single prize — and every one of the
7 starter lines on the shelves beside it is a
step towards it.
Starter quest reward · granted once
Cloak of the Hourglass
−2s off every Mining, Lumberjacking, Fishing and Begging attempt
−2s off the wait after every kill
Blessed — death never takes it
Yours alone — it cannot be traded
Finish every tier of every starter line and it settles across
your shoulders. It is the only cloak in the game that speeds up both a harvest and
a fight: every town cloak you can earn later carries one of those two cuts, never
both.
23tiers to finish
500Cap Stones on the way
35,000gold
21unidentified weapons
74,500Virtue XP
The 7 lines
Each line trains one thing and asks for more of it at every tier. Most want
materials handed in; two simply count — every spell you ever cast, and every kill
in the Britain Sewers — and take nothing from you.
Miner's Bounty
Mining · Gathering shelf
Take a pickaxe to any of the mines — Britain Mines is nearest the capital — and let it swing. Iron Ore is the first thing out of the rock, and every attempt trains Strength and Dexterity on the way. The last tier wants ingots: right-click ore at a town Blacksmith to smelt it.
I25 Iron Ore
II100 Iron Ore
III250 Iron Ore
IV1,000 Iron Ingot
Woodsman's Due
Lumberjacking · Gathering shelf
A hatchet and any of the woods — Yew Forest, Spiritwood, Trinsic, Verity or Vesper. Wood comes in at the same pace as ore and trains the same two stats. The last tier wants planks: right-click wood in your pack to saw it with Carpentry.
I25 Wood
II100 Wood
III250 Wood
IV1,000 Wood Plank
Angler's Catch
Fishing · Gathering shelf
A fishing pole and a pier: Skara Brae, Jhelom or New Haven. Fishing trains Dexterity alone, and the catch cooks into the food a fighter eats.
I25 Fish
II100 Fish
III250 Fish
Hunter's Trophy
Camping · Gathering shelf
Leather comes off the creatures you kill. Keep a Skinning Knife active and Camping rolls a hide on every victory — there is no separate activity to run.
I25 Leather
II100 Leather
III250 Leather
Healer's Stockpile
Healing · Healing & Magery shelf
The Healer in any town sells Lesser Bandages for a few gold, and the Combat Trainer hands over fifty with every skill you claim. Bandages heal on a timer and, with Healing and Anatomy behind them, cure poison too.
I25 Lesser Bandage
II100 Lesser Bandage
III250 Lesser Bandage
Apprentice's Reagents
Magery · Healing & Magery shelf
A Spellbook from the Mage Shop, a scroll to learn from, reagents to burn. This line counts every spell you ever cast — nothing is taken from you to complete it — and each tier hands back a stack of every reagent.
I10 spells cast + 50 of every reagent
II35 spells cast + 100 of every reagent
III100 spells cast + 250 of every reagent
Sewer Slayer
Combat · Combat shelf
The Britain Sewers are the first dungeon and the gentlest. Every kill down there counts for life; nothing is handed in. Tier III pays the Band of Early Fortune, a ring worth +10% gold from every kill.
I20 kills in the Britain Sewers
II75 kills in the Britain Sewers
III200 kills in the Britain Sewers + Band of Early Fortune
What every tier pays
Tier
Gold
Cap Stones
Virtue XP
Weapon
Lines with this tier
Tier I
500
10
1,000
Yes
All seven
Tier II
1,500
20
2,500
Yes
All seven
Tier III
3,000
30
5,000
Yes
All seven
Tier IV
—
40
7,500
—
Miner's Bounty, Woodsman's Due
Cap Stones are the prize inside the prize: each one raises
your total skill cap by a point, and nothing else in the early game raises it anywhere
near as fast (chapter 5). The weapon arrives unidentified: the
Item Identification skill works out what it
is, and it may turn out to carry magic properties. Full reward detail for
every line, the endgame ones included, is on the Quests page.
📜
How a turn-in works. Open the journal anywhere, at any time
— there is no quest-giver to walk back to. Materials come out of your
backpack, never your bank, and exactly the amount asked for is taken,
so carry the stack when you come to hand it in. The cloak card on the Getting Started
shelf keeps a bar and a chip for each line, and clicking a chip jumps to its shelf.
What else lives in the journal
The starter lines sit on the Gathering, Healing & Magery, Combat shelves. Beside
them, First Facet holds the jobs travelling tradesfolk and
bounty hunters offer — on a clock, and paid in goods rather than gold — and
Wanderers the long roads that end in a title. Below the
divider are the trackers, which you never hand anything in to:
Housing, Boss Progress, Virtues — the last of them ten things worth doing once,
each paying a talent point into your Binding the moment you have done it.
4 · Stats — 225 between the three
Strength, Dexterity and Intelligence. Each one caps at
100 on its own, but the three together can
never exceed 225. That second number is the one
that matters: you cannot have all three at 100, and choosing where the missing 75
points come from is the first real decision you will make.
Str 100Dex 100Int 25
One legal build out of many — 100 / 100 / 25 adds up to
the 225 ceiling exactly. A mage would invert it.
How they actually go up
You do not spend points. A stat rises on its own while you use it, on a roll that
gets steadily meaner as the number climbs — about
9% per attempt at 10, down to
1% at 90, which is the floor. The early
points come quickly and the last ones take real time.
Doing this
Trains
Per attempt
Lumberjacking
STRDEX
17.0s
Mining
STRDEX
17.0s
Fishing
DEX
17.0s
Swinging a weapon (or parrying)
STRDEX
per swing
Casting spells, and Meditation
INT
per cast / tick
Go and mine. Mining and Lumberjacking are the only
things in the game that roll both Strength and Dexterity on every single
attempt — and they pay you in ore and wood while they do it. Fishing trains
Dexterity alone. If you are new and unsure what to start, start here: you will come
out the other side with stats, a skill, the first two starter lines well under way,
and the raw material for your first real tools.
⇅
The arrows are how you retrain. Each stat has an up / down /
locked control. Once you are sitting on the full 225, a gain on
an up stat takes its point from whichever stat you marked down
— so you can move a build around without starting again. Nothing moves out of a
locked stat, ever.
⚖
Or kneel at the Altar of Balance. Behind Britain's
north wall, through the postern at the top of the town, stands a church. Once your
three stats total the full 225, double-click its altar and move
the points between them with three sliders, all at once:
250 gold for every point moved, paid
from your pack and then your bank. The total never changes, no stat goes above
100, and the Altar will not push one below
10. Below 225 it is silent: there are
still points to earn.
5 · Skills — and the cap over all of them
There are 43 skills. Any one of them can
reach 100 — Grandmaster — and they
all train the same way stats do: by being used, on a roll that thins out as the number
climbs.
The catch is the second ceiling. Your character has a
total skill cap, and it starts at
1,000 — every skill you
own, added together, may not exceed it. That is
10 Grandmaster skills' worth and no more.
When the total is full, every skill stops gaining at once.
1,000
Raising it
The cap is not fixed. It climbs one point at a time, all the way to
4,300 — every skill in
the game at 100 — and the thing that raises it is the
Cap Stone.
+1 cap per stone used.
Every starter quest tier you turn in pays tier × 10 stones — 500 across the road to the cloak, and the fastest cap in the early game by a wide margin.
Ordinary monsters drop one roughly 1 in 20 kills.
A harvest ambush — the thing that comes out of the rock face at you — leaves one 50% of the time.
A Paragon always leaves 1–3; a Dungeon Boss leaves one per tier level.
A wanderer's contract pays tier × 2.
The Foreign Exchange in Britain buys +1 skill scrolls off you at 1 stone apiece, whatever skill they are for.
⚠
The tool in your hand is a third ceiling, and it catches everybody.
An Iron-tier tool will not train its skill past 75,
no matter how long you swing it. If your Mining has sat still for an hour, you have
almost certainly outgrown your pickaxe rather than hit the cap — see the ladder
in chapter 8.
6 · Your Virtue Binding
Talents
Every character is born wearing a Binding, in its own slot on the
paperdoll beside the helm. It never comes off, never drops and is never lost to death,
and it is the third kind of progress here, beside your skills and your stats: it levels
from 0 to 30, and every level is a
talent point to spend across eight virtues. Right-click it to open the talent
board.
Fighting
Every gold coin a monster kill pays out is also a point of Binding XP.
Crafting
Every crafting attempt adds a little, success or failure.
Starter quests
Every tier pays Virtue XP straight into it — 74,500 across all 7 lines, which is level 3 on its own. Level 1 is 12,500.
Feats
The journal's Virtues tracker pays a talent point each for ten things worth doing once.
The talent tree, what each tier grants, and a calculator
to plan a build with are on the Virtue Binding page.
7 · Your first tools
Every gathering and crafting skill in the game requires an active tool.
No pickaxe, no mining. The good news is that your first full set is free.
The Provisioner's welcome kit — free, once
The moment your tour of the screen ends, Britain's Provisioner
waves you over and hands you a bag holding one Iron-tier copy of all
10 tools. They are
blessed, which in this game means one specific thing:
they do not drop when you die. Every other tool you ever own will.
Pickaxe
Hatchet
Fishing Pole
Skinning Knife
Blacksmith Hammer
Carpenter's Saw
Tinker's Tools
Mortar and Pestle
Tailor's Kit
Writer's Quill
Making one active
Having a tool is not the same as holding it. Double-click the bag to open it, then
double-click a tool to make it your active one for its skill —
right-click it and choose Set Active if you prefer a menu. Double-click a
crafting tool that is already active (Tinker's Tools, a Blacksmith Hammer) and its
crafting window opens. A tool still in its bag works fine; it only has to be active.
If you break your last one
Tools wear out and vanish, and the game will not let that strand you. The
Provisioner also gives away makeshift tools —
Makeshift Pickaxe, Makeshift Hatchet, Makeshift Carpenter's Saw, Makeshift Tinker's Tools — one of each every
1 hour, free. They work exactly
like an Iron tool but last only 35 uses:
enough to gather the materials for a real one, never enough to live on.
You can also just buy an Iron Skinning Knife or a set of Tinker's Tools outright,
and gold is easy enough to come by. But the intended answer is the next chapter.
8 · Making your own
Tools are made by Tinkering, out of ingots and planks. Which means
the whole opening of the game is one loop, and it closes on itself:
1
Mine Iron Oreat any of the 5 mines — Britain Mines is the nearest to Britain
2
Smelt it into Iron Ingotsright-click the ore in a town with a Blacksmith — smelting trains Mining too
3
Chop Woodin any of the 5 woods — Yew Forest is the lumberjacks’ own
4
Saw it into Wood Planksright-click the wood in your pack — that is Carpentry
5
Tinker the tooldouble-click your active Tinker's Tools for the Tinkering window
What each tool costs at the base tier — and note that a tool's own recipe is
what makes Tinkering the skill you cannot skip:
Ten materials, and the tool you hold decides how far its skill can climb —
and, for a pickaxe, hatchet, fishing pole or skinning knife, the richest thing it can
take. Your skill decides what turns up; anything past the tool's reach gets away, however
good you are, and your journal names it. This is the table to come back to when a skill
stalls or the rarer finds keep slipping through your fingers.
Material
Trains the skill to
Pickaxe digs up to
Pickaxe uses
Bench tool uses
Iron you start here
75
Dull Copper Ore
500
100
Dull Copper
85
Shadow Iron Ore
600
130
Shadow Iron
85
Copper Ore
750
160
Copper
85
Bronze Ore
800
200
Bronze
85
Golden Ore
800
250
Golden
90
Agapite Ore
1,000
320
Agapite
95
Verite Ore
1,250
400
Verite
100
Valorite Ore
1,500
500
Valorite
100
Blackrock Ore
2,000
650
Blackrock
100
Blackrock Ore
2,500
800
Full detail, including the skill bonus each tier carries
while you hold it, is on the Tools page.
9 · Getting there
There are 37 places on the map, and
moving between them takes real time — between
2 and 10 minutes,
scaled by how far apart they actually are on the map you are looking at. Britain to the
mines is about 2 minutes; Britain out to the
Yew Forest is nearer 4.
The world map, as the Travel tile opens it. Click a pin,
confirm, and you are on the road — you can still cancel while the journey is in
its early stages, but not once you are most of the way there. Right-click a mine or a
forest instead and you can have the work start the moment you land.
Where you stand decides what you can do, and for the two skills a new player leans
on hardest, that is a real gate:
Mining
Only in a mine — Britain Mines, Minoc Mines, Cove Mines, Jhelom Mines, New Haven Mines. Not in town.
Lumberjacking
Only in a forest — Yew Forest, Spiritwood, Trinsic Woods, Verity Woods, Vesper Woods.
Fishing
Anywhere. All 3 towns work their own water.
Vendors
Every real town has a Provisioner, Healer, Blacksmith, Mage and Stable Master — click them in the square, or say provisioner, healer, mage or stable in Local chat. The Foreign Exchange is Britain only.
🕒
Travel is not dead time. Set a journey going and close the tab
— you will arrive whether you are watching or not. Later on, Magery's Recall and
a pocketful of marked runes turn the whole map into one step.
10 · When you die
It will happen, and it is worth knowing exactly what it costs before it does.
The short version: you keep your skills and your stats. Death takes
your things, not your progress.
Everything you were carrying goes on the floor where you fell — and
the floor is public.
What you lose
Everything carried or worn drops in a pile where you fell. Bags drop whole, with their contents still inside.
That pile is public, and it decays in 60 minutes. Get back to it.
Equipped gear loses 20% of its durability, whether it drops or not.
A Tool Bag spills 30% of every banked charge.
Your mount is killed. An active pet that is not bonded panics and runs.
What survives
Every skill point and stat point. There is no experience loss in this game.
Anything blessed — your starter shirt, pants and sword, your Lore Book, the Provisioner's free tool kit, and the Cloak of the Hourglass once you have it.
Your Binding, which never leaves its slot.
Everything in your bank or your house. Neither is touched.
A blessed item inside a bag that dropped is pulled back to your pack rather than riding the bag to the floor.
Getting back up
Say Res in Local chat
You stand up where your body is, healed to full. This is the one you want — you are already next to your things.
Teleport to Town
Hops your ghost to Britain instantly. It does not resurrect you, and it leaves your pile behind. A last resort.
An Ankh at home
Takes you back to your house and resurrects you in one step, once you own one.
☠
One exception, and it is a big one. Dying to a
Dungeon Boss destroys your inventory outright — no
pile, nothing to walk back to. Read that page before you summon one.
11 · Learning to fight
Combat
Everything above is about earning a living. This is
about surviving the thing that interrupts it — and you do not have to find a
monster to start. Every town keeps a Training Hall: a townhouse
with a straw practice post inside, a Combat Trainer who will call
you over if you look like you need it, and a chest of makeshift
weapons by the door.
Start at the chest. It holds one crude weapon for each
weapon skill — a makeshift sword, shiv, club and bow — free to take,
one of each at a time, and the chest restocks the moment yours is gone. They deal
a single point of damage, which does not matter here at all:
skills climb on swings, not on wounds, and the post has no opinion about being hit
softly. (Wrestling needs nothing from the chest. Your hands came with the
character.)
Then walk up to the post and hit it. It never hits
back, it never dies, and it trains your fighting skills for real —
up to 30, and then it stops paying. That
ceiling is the point rather than a limitation: the hall exists to get you to the
bottom of five ladders and then send you off them.
Skill
Trains to
What the trainer pays
Swordsmanship
30
50 Lesser Bandages, 50 Cooked Fish, and one of 14 iron weapons
Fencing
30
50 Lesser Bandages, 50 Cooked Fish, and one of 6 iron weapons
Macing
30
50 Lesser Bandages, 50 Cooked Fish, and one of 12 iron weapons
Archery
30
50 Lesser Bandages, 50 Cooked Fish, and one of 3 iron weapons
Wrestling
30
50 Lesser Bandages, 50 Cooked Fish — no weapon, your hands are the weapon
Reach 30 in any of them and the
trainer hands over a starter kit, once per skill. Take all five and
you walk away with 250 bandages,
250 cooked fish and four weapons,
without having fought a single thing that could hurt you — and those bandages
are a head start on Healer's Stockpile, one of the seven lines to the
cloak.
Two skills climb quietly while you do it —
Tactics and Anatomy ride along on every swing, and
Parrying trains too if you are holding a shield. None of the three
earns a kit of its own; they simply come with the practice.
After 30 the post has nothing left
to teach you, and that is the moment to go and use what it gave you — the
Britain Sewers are the shallowest water in the game, and
Sewer Slayer in your Quest Journal pays you for going there. Further
along, an Attack Dummy of your own (Carpentry, in a house you own)
picks the ladder back up and carries it to 75 — but that is a long way off, and
the square you are standing in is free.
So — what should I actually do?
Take the Interface Tour when it starts — two minutes, and
/tutorial brings it back whenever you want it.
Accept the Provisioner's welcome: a bag of
10 blessed tools. Double-click the bag, then
double-click the Pickaxe to make it active.
Travel to the Britain Mines
— about 2 minutes — choose Auto
when you arrive, and go and do something else.
Come back to a pile of Iron Ore, a chunk of Mining skill, and Strength and
Dexterity you did not have to think about.
Open the Quest Journal and hand 25 Iron Ore in to
Miner's Bounty for your first
10 Cap Stones, 500
gold and a weapon.
Chop wood, saw planks, and tinker yourself a Dull Copper pickaxe
the moment you can — Iron stops training you at 75,
and never digs past Dull Copper Ore.
When something kills you, take a makeshift weapon from the chest in any
town's Training Hall and hit the Training Post
until a fighting skill reads 30, then see the
Combat Trainer for bandages, food and a real weapon.
Work down all 7 starter lines, one tier at a time, until
the Cloak of the Hourglass is yours.