Manuals for the parts of the game that reward knowing how they work. Each one describes what is in the game today, with the exact wording you will see on screen. Every guide has a comment box at the bottom that needs no account: if something here does not match what you see, say so and it gets fixed.
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Testing on the Chaos Shard
September 11, 2026. The whole tester handbook, now public. What the Chaos shard is and why your characters there are separate; that your existing account and password get you in, with the launcher for Windows, Linux and Mac; where the build number is and why every report needs it; reporting a bug in game with
/oracle, which needs no tester status; what makes a report someone can act on, including the PASS and FAIL convention and when to writeuntested; the whole circle a fix travels from the day it is written to the day your verdict closes it, drawn out; and what tester status adds on top, which is the in-game tester tools, the verification task board and the hub. Paired with What to test right now, a short standing list of the systems most worth an hour. -
Potions, Food and Drink
August 23, 2026. Every consumable in the game and what it is actually worth. Consumable Power and why your fifth potion in half a minute is refused outright; the two elixir skills and why you cannot train both; the six food slots and what a heavy stew costs you in them; the Health, Focus and Restoration ladders with the real numbers on every rung; attribute elixirs and the penalty they carry to your other two attributes; resistance potions and the PvP variants that pay for one school by taking it off another; the strongest dishes in the game and why the best meal a player can cook is not the most expensive one; which drinks are for fighting and which are for crafters. Closes with the adventurer level a consumable is made for, which is built and in testing rather than live.
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The Dungeon Builder's Manual
August 6, 2026, updated August 15. Everything involved in digging a dungeon under your lot and opening it to other people. What your lot size buys you in dungeon points and how to raise the limit; picking a foyer and why changing it later empties everything; building room by room at the glowing doorways, and the five reasons a piece refuses to go where you want it; the Dungeon Builder panel, its piece catalog, its room list and the finder that walks you to the last unfilled doorway; the generator chest that builds a layout from whatever you pour into it, shareable seeds, and the reclaim that pulls the whole dungeon back in; totems, the nine creature families, the six tiers and what an Elite Boss totem really costs in essence; Adventure Mode; decorating; the live map; naming, access and PvP; the trap kit and the three rules that bound it; waygates and where they can lead; the prize chest and running a live event yourself; and publishing, which means beating your own dungeon first and then keeping a permanent record of everyone who beats it after you.