The six skills
Attack, Strength and Defence grow from combat; Mining, Woodcutting and Smithing grow from their work. There are no skill points and no respecs — you become what you practise. All six run on the same curve to a cap of 500: brisk early (the curve was halved in June 2026 — levelling is twice its original speed), earning its keep later. Combat levels past 100 shift to a steady per-level cost; the far east's level-400 monsters ensure the XP keeps pace if you can survive the company.
Combat focus
A setting, not a class: your combat XP either spreads evenly across Attack, Strength and Defence (balanced) or pours entirely into one. Focus is freely switchable and quietly powerful — a defensive week before a deep push, an Attack sprint to meet a weapon's requirement. The only mistake is forgetting which one you left on.
The furthest-east record
Your true level is a number of tiles. The game tracks your all-time furthest east — celebrated when you break it, displayed on the leaderboards, immune to defeat. Everything else on this page is in service of moving it: each region's level band (see the Atlas) tells you roughly what skills and gear a stretch of road expects.
Coins, and what to buy with them
Coins come from fights, log and ore sales, and auto-sold overflow loot. Sensible spending order for a new wanderer:
- Bronze tools if you haven't forged better — mining and cutting pay for everything else.
- Pack expansions (+5 slots, price doubling, to 100) — more pack means less auto-selling of loot you wanted.
- Teleport scrolls (1,000 each) — one banked scroll per frontier trip is cheap insurance.
- Offline hours — push the 1-hour base cap toward 12; this is the purchase that compounds hardest for busy players.
Quests and the beginner arc
A short quest arc greets new wanderers — first kill, first equip, first errands — as a guided tour of the systems. Wanderer is light on quest chains by design: the road itself is the quest log, and the regions' landmarks are its chapters.
Leaderboards
In-game boards rank furthest east, combat level and skill mastery. The road is long enough that the boards stay interesting at every band — being the best smith in the mid-game is a real title with real competition.
What long-term looks like
- Weeks: combat skills into the 50s, steel-to-Starforged smithing, the first third of the corridor unlocked, a house started.
- Months: the frontier past the Hollow Crown, tempered mid-tier sets, tool ladder into Frost, leaderboard presence.
- The long haul: Zone 3's sixteen regions, Celestial and Legendary smithing, and the doors of the Forgotten Sanctum — a destination measured in seasons, deliberately.