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Handbook

Drenaslia is a world of skills. Everything you do takes real time, grants experience, and feeds someone else's craft. This manual is generated from the data the server plays by, so every number in it is exact.

First Steps

  1. You wake in Wyckmouth with 3 × Bronze Pickaxe, 3 × Bronze Hatchet, 3 × Net in your pack.
  2. Equip a tool from your pack. A spare in your pack takes over when one breaks.
  3. Pick an action where you stand. It repeats until you stop it or the idle check pauses it.
  4. Take the town's quests from its quest board.
  5. Sell what you do not need, or list it on the auction house.

Actions & Timers

  • Every action runs on a timer. Each level you stand above that action's own requirement makes it faster, easing off toward 30%. So one level-up speeds each action by a different amount.
  • Tools and equipment shave flat seconds off. No action drops below 20 seconds.
  • Success bonuses raise the chance a cycle pays out.
  • Yield bonuses give a chance of double output, capped at +100%.
  • Timed effects stack: every potion and every Haste is its own entry with its own clock, and their bonuses add up.
Levels above the requirementFaster by
53.5%
106.6%
2011.8%
4019.0%
8025.9%

Levels & XP

  • Every skill shares one steep curve: early levels fly by, high ones take a long time. There is no level cap.
  • Your character level rises with all the XP you earn, and it sets your carry capacity.
  • Your combat level is separate: it comes from the combat skills alone.

Making a Living

  • NPC shops buy low and sell high: they set a floor, not a fortune.
  • The real market is other players, through trades and the auction house. A 5% cut of every auction sale is destroyed, which keeps gold scarce.
  • A House stores items and banks gold in its town, and anything in it is safe from death. A clan can found a shared storehouse per region.
  • Your pack has a weight limit that grows with your character level. What you carry is what a death can cost you.

Where to Go Next

  • How combat works: styles, the five axes, and finding a monster's weak one
  • Death & risk: what a loss costs, and what is always safe
  • Regions & Atlas: the world's regions, how to reach them, and every place to stand
  • The interface: the idle check, loadouts, highscores, notes and notifications
  • All skills: every skill, what it does, and where to train it
The manual [show]