Getting Started
Caldrenmoor is a small isle you can learn in an afternoon. This page is the path from a new account to a guild hall. Numbers live on the generated pages, so this one only points at them.
Create an account
On the title screen, register with an email and a password. The password rule is on the form: 8 to 128 characters, typed twice. After you register, the game asks you to open the verification link in that inbox. You can resend the link from the same screen.
If you already have an account, sign in. Forgot password? sends a reset link and does not tell you whether the address is registered. The link opens the reset page.
You can also continue with Google. Account & Characters explains verification, password reset, and the three slots.
Make a character
Each account has three character slots. Pick an empty one, then a name, a race, and a class. Some races cannot take some paths; the create screen says so, and the race page lists the closed ones.
You wake at your hometown campfire. Humans, Elves, and Minotaurs start in the Village of Caldrenmoor. Marshwardens start in Fenhollow. If the account already belongs to a guild that owns a city, you wake at that city's Cornerstone instead. The exact rule is on Death & Binding.
The first hour
Walk with a click, the minimap, or the movement keys. The controls page matches what the client actually binds.
The hometown has a Wayfarer (the Ley stones), a vendor, and a trainer. In the Village of Caldrenmoor the vendor is Marta and the trainer is Eadric. Fenhollow has Vess and Hask. Talk to them by walking up and clicking. The vendor's stock and prices are on Items & Vendors.
The first camps are the low-level creatures in your hometown's zone. Their levels, health, and map positions are on Monsters & Camps. Click a creature to select it. Double-click, right-click, or Space to attack. Loot stays on the body of the fight: gold and the occasional drop go to you, and a con colour decides how much experience the kill is worth.
If you die, a tombstone keeps part of your gold and you lose part of the experience you had not yet spent on a level. Walk back and click the stone. You return under Grave Chill, which blocks mana spells for a short time. Stamina powers still work. Details are on Death & Binding.
Leaving town
Speak to the Wayfarer when you want another haven. The Hearth stones are the starter circuit. Higher circuits ask for a level and, sometimes, for you to have visited the far stone first. The links and the refusal lines are generated on the world page.
Promotion
At the promotion level, stand by a trainer and take the prestige class your path allows. Fighter becomes Warrior, Rogue becomes Scout, Mage becomes Wizard, and Healer becomes Priest. What that changes — health, mana, and the new powers — is on Classes.
A guild
A registrar in the Village of Caldrenmoor or in Fenhollow can charter a guild. The charter price, the crest, and the plot claim price are on Guilds & Cities. The guild belongs to the account, so every character you play on it shares the roster and the city. Only the Leader places buildings.