Reckoner

Compendium

Overview

What Reckoner is, how one trip works, and where every number on this site comes from.

Everything on these pages is read straight out of the game's own catalogs. Nothing is retyped by hand, so a balance change in the build shows up here the next time the page is built.

One trip, three decisions

1 · Pack

Potions, food, ammunition and empty space. Weight and bag slots are a two-sided limit: together they decide how many hours the trip lasts before your character turns for home.

2 · Hunt

Pick a spot and go. Your character fights alone for hours, and the trip is settled on the server - the outcome is the same whether you watched every swing or slept through it.

3 · Settle

Loot is sold, supplies are counted and the ledger closes: exp per hour, profit per hour, what it cost and how close it came to going wrong. Then you plan the next one.

Trips come in a bucket of 5. Setting out spends one, and one comes back every 12 minutes - so a run of quick deaths ends in a short wait, not in a spiral. Dungeons and bosses do not touch the bucket; only hunts do.

Six lands, one road down

Each land is a tier of monsters, gear, materials and prices. The road from the first meadow to the Abyss is the whole game - the lands page has every spot.

How big the game is

1–150levels
6lands, 25 levels each
6tiers of content
87monsters
286gear designs
6grades of every design
40spells across 4 classes
206recipes across 4 professions
5dungeons
4raid bosses in rotation
2world bosses in rotation

What opens when

Levels are the only gate that matters for systems. Content gates - which dungeon, which spot, which recipe - come from tiers, and a tier is 25 levels wide.

  • L1Your first hunting spot, the town shop and the backpack you were given
  • L11Rankings - characters compared by level, skills and gold
  • L12Guilds - perks, member trade and guild wars
  • L15Auction house - players start setting prices above the shop floor
  • L15Hardcore - more experience per trip, a real loss if you die
  • L20Tempering - the forge rolls a bonus onto your gear
  • L25Guild raid - the wall your whole guild charges once a day
  • L26Tier 2 gear, tier 2 materials and the second land
  • L26The Descent - dungeons run solo or with a party of players
  • L51Tier 3, where the jungle and the mid-game economy start
  • L76Forge stars - merge two gold pieces into a starred one
  • L76Tier 4 - crafting deepens, and purses start coming home in 100 gp ducats
  • L76Spell mastery - a tree on every spell, paid in elixirs and catalysts
  • L101Tier 5 - the Castle, and the hardest open-world spots
  • L126Tier 6 - the Abyss and the end of the road down

Some of what is waiting

The top of every land, and the bosses that stand beyond the road. Every one of them is in the bestiary with its stats and loot table.

Goblin WarlordStorm WardenTomb RaiderMagma ColossusDread SovereignAbyssal OverlordBastion WardenForge TyrantRimecrown ColossusRadiant SeraphCerberusWorld Serpent

The compendium

How to playThe guides from the game in one place: how every part of Reckoner works, step by step, with screenshots from the game itself.Lands and tiersSix lands, six tiers, one road down - and what each of them changes about the trip.ClassesPools, elements, weapons and the off-hand rule - the four shapes of risk.Skills and spellsSkills that grow by use, the spell book of every class, and the two gates on a spell.ArmoryThe full gear catalog: stats, who wears it, what it weighs and where it drops from.Rarity, forge, imbuesSix grades, what each one adds, how the forge climbs them, what a forge level and a temper roll buy, and what disenchanting pays.Bestiary and lootEvery monster in the game with its stats, its weakness and its full loot table.Potions and suppliesPotions, food, bolts, runes, elixirs and scrolls - every consumable a trip can carry.ProfessionsAlchemy, Inscription, Enchanting and Cooking, with every recipe and every material.The DescentFive dungeons, the chambers inside them, the party roles and the bosses at the bottom.Token shelfWhat descent tokens buy, what each row costs and which limits apply.Raid and world bossesThe raid bosses your guild rotates through and the world bosses every tier fights at once.GuildsGuild levels, perks, the weekly, member trade, friends and everything the guild tab holds.Quests, marks, titlesDaily and weekly missions, the daily chest and the weekend monster, tier quests, the ledger of kills, marks and titles.Spell masteryA tree on every spell: four branches, paid in the elixir with the same effect, and a catalyst that only the deep tiers drop.Economy and fair playGold that weighs, the auction house, the depot, and what premium may never buy.

How to read these pages

  • Levels are the character level a thing is built around. Gear also has an equip level, which is the first level of its tier - a tier 3 sword is worn from L51 up.
  • Weight is in ounces (oz). It is the real currency of a trip: your class and your backpack set the ceiling, and everything you carry - including coins - spends it.
  • Prices in gp are the town shop floor. Players trade above that floor in the auction house, and that is where a good drop is actually worth something.
  • Chances are per kill unless the page says otherwise.