
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.
Compendium
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
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.

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.

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.
Six lands, one road downEach 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.
Tier 1 · L1–25Greenfields
Tier 2 · L26–50Forest
Tier 3 · L51–75Jungle
Tier 4 · L76–100Deep Caverns
Tier 5 · L101–125Castle
Tier 6 · L126–150The Abyss
How big the game is
1–150levels
6lands, 25 levels each
6tiers of content
87monsters
273gear designs
6grades of every design
32spells across 4 classes
152recipes across 4 professions
5dungeons
3raid bosses in rotation
2world bosses in rotation
What opens whenLevels 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.
Your first hunting spot, the town shop and the backpack you were given
Rankings - characters compared by level, skills and gold
Auction house - players start setting prices above the shop floor
Guilds - perks, member trade and raid bosses
Tier 2 gear, tier 2 materials and the second land
The Descent - dungeons run with hired mercenaries
Tier 3, where the jungle and the mid-game economy start
Tier 4 - crafting deepens, and purses start coming home in 100 gp ducats
Tier 5 - the Castle, and the hardest open-world spots
Tier 6 - the Abyss and the end of the road down
Some of what is waitingThe 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.











The compendium
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, arrows, 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 mercenaries you hire and the bosses at the bottom.
Token shelfWhat descent tokens buy, what each row costs and which limits apply.
Raid and world bossesThe three raid bosses your guild rotates through and the world bosses the whole server shares.
GuildsGuild levels, perks, the weekly, member trade and everything the guild tab holds.
Quests, marks, titlesDaily and weekly missions, tier quests, the ledger of kills, marks and the titles you can wear.
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.