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Your first hour in Britain

You wake up in the capital with a shirt, a sword and no idea what any of it does. This is the short version of everything the game assumes you already know — what your numbers mean, where the ceilings are, how to get a pickaxe into your hands, and what it actually costs you to die.

225stat points, total
1,000starting skill cap
10free starter tools
30places to go

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 14.3 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.

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  ·  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.

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 thisTrainsPer attempt
Lumberjacking STRDEX 14.3s
Mining STRDEX 14.3s
Fishing DEX 14.3s
Swinging a weapon (or parrying)STRDEXper swing
Casting spells, and MeditationINTper cast / tick
The Britain Mines — a lit rock face worked by miners
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, 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.

3  ·  Skills — and the cap over all of them

There are 38 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 3,800 — every skill in the game at 100 — and the thing that raises it is the Cap Stone.

  • +1 cap per stone used.
  • Ordinary monsters drop one roughly 1 in 10 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.
  • Every starter quest tier you turn in pays tier × 10 stones — the fastest cap in the early game by a wide margin.
  • A wanderer's contract pays tier × 2.
  • The Foreign Exchange in Britain buys +1 skill scrolls off you at 1 point of cap 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 below.

4  ·  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

Walk into any town, open the Provisioner, and accept the welcome. You are handed 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

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.

5  ·  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. 1
    Mine Iron Orein the Britain Mines or Minoc Mines
  2. 2
    Smelt it into Iron Ingotsright-click the ore — smelting trains Mining too
  3. 3
    Chop Woodin Yew Forest
  4. 4
    Carve it into Wood Planksright-click the wood — that is Carpentry
  5. 5
    Tinker the toolingots + planks, at the Tinkering bench

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:

ToolServesIngotsPlanks
Pickaxe Mining 5 4
Hatchet Lumberjacking 3 4
Fishing Pole Fishing 1 8
Skinning Knife Camping 2
Blacksmith Hammer Blacksmithing 4 2
Carpenter's Saw Carpentry 3 2
Tinker's Tools Tinkering 3
Mortar and Pestle Alchemy 1
Tailor's Kit Tailoring 2
Writer's Quill Inscription 1 1

The ladder that follows

Nine materials, and the tool you hold decides how far its skill can climb. This is the table to come back to when a skill stalls.

MaterialTrains the skill toPickaxe usesBench tool uses
Iron you start here 75 250 100
Dull Copper 85 400 130
Shadow Iron 85 550 160
Copper 85 700 200
Bronze 85 850 250
Golden 90 1,000 320
Agapite 95 1,150 400
Verite 100 1,300 500
Valorite 100 1,450 650

Full detail, including the skill bonus each tier carries while you hold it, is on the Tools page.

6  ·  Getting there

There are 30 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, with every travelable location
The world map, as the travel panel draws 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.

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. Not in town.
Lumberjacking
Only in a forest — Yew Forest.
Fishing
Anywhere. All 3 towns work their own water.
Vendors
Every real town has a Provisioner, Healer, Blacksmith, Mage and Stable Master. 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.

7  ·  The starter quests

Type /journal in Local chat to open your Quest Log. Inside are 7 lines, one per thing a new character ought to try, and they are the single best-paying activity available to you in your first few hours — not for the gold, but for the Cap Stones.

Every line runs in tiers. Each tier you turn in pays gold, Virtue XP, a weapon, and tier × 10 Cap Stones — so a Tier 3 turn-in alone is worth 30 points of permanent skill cap. Nothing else in the early game comes close.

LineSkillTier 1 asks forTiersCap Stones, all told
Miner's Bounty Mining 25 Iron Ore 4 100
Woodsman's Due Lumberjacking 25 Wood 4 100
Angler's Catch Fishing 25 Fish 3 60
Hunter's Trophy Camping 25 Leather 3 60
Healer's Stockpile Healing 25 Lesser Bandage 3 60
Apprentice's Reagents Magery 10 spells cast 3 60
Sewer Slayer Combat 20 kills in the Britain Sewers 3 60

Miner's Bounty and Woodsman's Due carry a fourth, refined-material tier the others do not — one more reason those two are the ones to open with. Full reward detail is on the Quests page.

8  ·  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.

The Britain Graveyard at night
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, and the Provisioner's free tool kit.
  • 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.

9  ·  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.

SkillTrains toWhat 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.

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?

  1. Open the Provisioner in Britain and take the free tool kit.
  2. Type /journal and read the quest lines. Pick Miner's Bounty.
  3. Travel to the Britain Mines — about 2 minutes — and start Mining. Go and do something else.
  4. Come back to a pile of Iron Ore, a chunk of Mining skill, and Strength and Dexterity you did not have to think about.
  5. Smelt the ore into ingots. Turn 25 of the ore in for Tier 1 and pocket 10 Cap Stones.
  6. Chop wood, carve planks, and tinker yourself a Dull Copper pickaxe the moment you can — Iron stops training you at 75.
  7. 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.
  8. Everything after that is your business.

Where to next