Paldera — Your adventure begins! — FREE to play MMORPG, mobile friendly, browser-based, text-based, 2D, online fantasy adventure role-playing game, 2020
V1.1.3 Beta
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Your adventure begins!
You stand in the path of sunlight, casting your shadow before the rubbled entrance of the north-eastern caves of Paldera; a rather snowy place high up in the mountains where creatures roam and legends are born.
Keep one hand on your blade as you explore this tainted land! Play legend
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Main Features
The world's most advanced text-based/2D browser-based MMORPG
100% responsive & mobile friendly, designed for all devices & browsers
FREE to play forever, NO payments or downloads required
The ability to spend vote points & referral points in the game store
A groundbreaking & user-friendly classic RPG experience
Next-generation user interface with (optional) smart command system
Real-time interactive trading, combat, skilling, & more!
Join other players in real-time monster and boss battles!
Balanced between both idle & active gameplay
A unique set of attributes that can be practiced while inactive
213,252 objects and 12,484 NPCs on the map!
An endless sandbox world with a community driven economy
Unlimited procedurally generated items obtained from battles!
Easily set up your own custom shop for other players to buy from
Embark on challenging in-depth quests with storylines
View leaderboards from different timeframes (74+ categories)!
An intricate balance to prevent stagnance most online games experience
A hassle-free, yet highly secure anti-bot system that rewards players
All original 2D pixel art from a highly talented artist
Desktop features (optional) hotkeys, sound effects, & background music
Add to homescreen directly from the browser on any device!
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Spells and stat points allocated upon level gains will depend on the class you choose. You cannot change your class later on.
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A replenisher of life, destined to ultimately become a gatekeeper of life.
high MP (HP secondary)
high attack (defense secondary)
dexterity/strength gain balance (near)
5 heal spells
4 damage+% spells
3 defense+% spells
2 sleep spells
1 hurt spell
Play as Healer
An apprentice of light, destined to ultimately become a divine lightkeeper.
HP/MP gain balance (near)
high dexterity (attack secondary)
strength/defense gain balance (near)
5 sleep spells
3 defense+% spells
3 hurt spells
2 damage+% spells
2 heal spells
Play as Protector
An opposer of darkness, destined to ultimately become a transmuter of karma.
high HP (MP secondary)
attack/strength gain balance (near)
low dexterity
lower defense
5 hurt spells
4 defense+% spells
3 damage+% spells
2 sleep spells
1 heal spell
Play as Cleanser
Follow these 12 rules
Breaking any of the following rules may result in a mute or ban, ranging from temporary to permanent depending on the severity of the offense.
1. No spamming or trolling. Please understand that using languages other than English to communicate on the Paldera game or website is considered spam until further expansion.
2. Threats, bullying, racism, sexism, or any act of blatant offense toward others will not be tolerated.
3. No sharing personal information, whether it's your own or someone else's.
4. Do not engage in harmful or explicit conversation.
5. Do not ask others for personal information.
6. Do not attempt to impersonate another player or individual.
7. Do not encourage others to engage in any harmful activities, or activities that go against the rules, agreements, or policies of Paldera.
8. Do not engage in selling, purchasing, or trading accounts.
9. Do not engage in cross-trading; or trading in-game items and/or currency for items/currency in other games and/or real life currency.
10. Links, invites, or promotions for other websites and/or services are not allowed under any circumstances.
11. No botting or using software to carry out automated actions.
12. Do not knowingly exploit a bug. Instead, please report any bugs you find. Minor bugs can be reported via the Community Forums. If you think a bug is harmful to the game or website, please report it directly to the developer at
NOTICE: You're encouraged to report players who are breaking the rules by opening their profile and using the "Report" link near the top-right. Reports help keep the game and community safe.
Additional warnings
In-game items you lend, trade, sell, or drop will never be retrieved for you.
In-game currency you lend or trade will never be retrieved for you.
Pay close attention in trades. There is no way for moderators or administrators to fully determine whether or not a player was actually scammed, or making up a story in an attempt to revert a bad decision.
However, it is highly unlikely that a player gets scammed, because the nature of the trade system's functionality does not allow for quick item switching or anything similar.
Trades are locked as soon as one player accepts, and cannot be completed until the other player does the same. If the other player decides to decline the offer, both trade windows will close and no items or currency will be switched or transferred.
Trades will never be reversed unless fully agreed upon by both players, at which point the reversal would be carried out by the two players.
About Paldera
(scroll for gameplay mechanics & more)
Paldera is a text-based/2D browser-based MMORPG (massively multiplayer online role-playing game), and is also the world's first PWBG (progressive web-based game), designed and developed by Dustin Slagle.
Paldera launched under version 1.0 Beta on Friday, July 24th, 2020, and is ever-evolving.
Pixel Art
Paldera's original 2D pixel art was made for the game by Tyler Wilkerson. Report outside or unauthorized use of Paldera's assets to Protection Status
Explore & Mechanics
When it comes to exploration and mechanics, Paldera isn't your average text-based game, though it includes both an advanced real-time interactive user interface and an optional smart command system that can be used to navigate the world with ease.
The best way to understand how to navigate this world is by imagining yourself as a digital entity located at the very center of a massive 2-dimensional plane. There's a digital compass floating in front of you displaying your current coordinates and the direction in which you're currently facing.
Near the compass is a feed containing short strings of contextual information describing the world as you see it in your direct view, including your left and right peripherals. The totality of this area is known in Paldera as the peripheral viewing area. If you're facing north, you see objects north-west, north, and north-east.
By turning or rotating your compass to face north-east, you see objects north, north-east, and east. This is how it works all the way around the compass. Objects behind you will not be included in the feed of contextual information, as you don't have eyes in the back of your head.
Though you do have a memory feed below, or adventure log, displaying a highly detailed history of your past actions. For instance; picking up items or dropping them on the ground would be recorded as actions, as would monster battles, cutting down trees, and so on.
Imbedded in the feed of contextual information above are links that can be used to interact with the world around you simply by tapping or clicking on them, unless of course you want to go the route of an old school text-based game player by entering commands such as, "go north", "attack monster", "flee battle", "run away", "chop tree", and so forth. Sometimes typing in commands is just more gratifying if you have quick fingers.
Whether you choose to interact with the world by using the advanced interface, the command system, or a combination of both, you'll still need to use the advanced interface to interact with your inventory, spellbook, et cetera, as doing complex interactions such as equipping items via command would be too slow-paced.
Idle & Active Balance
While the act of finding a tree to cut down or a monster to battle requires manual exploration, the actual act of cutting down a tree or battling a monster is one that requires little attention. However, while battling, you may want to occasionally check on the status of your health or activate a spell. You may also want to pick up item drops.
Paying close attention to passive actions may be beneficial to get the feel of difficulty or catch random events, but it's entirely possible to relax or multitask while playing due to the mechanical nature of the game. The more experienced you become and the more built your character is, the more autonomous the gameplay experience can become, depending on how you choose to play and the paths you take.
Real-time Interaction
Want to join other players in monster battles? Just start battling the same monster and watch the magic happen. You can also just as easily join other players in extracting resources from objects such as trees and deposits.
Want to trade items and/or currency with other players? It's as simple as moving to the location of any player or players, opening the players nearby window, and sending them a trade request using the trade link next to their name. If they have items in their shop, you'll see a shop link next to their trade link.
When a player, monster, or NPC drops an item on the ground, it will automatically show up in your view. When you're viewing items on the ground, and one vanishes or another player picks it up, it will automatically disappear from your view. Every element of the game operates in the same way, with real-time interaction in mind.
Character Builds
A combination of chosen character class, calculated stat balancing, thoughtful attribute practicing, clever equipment combinations, and more, allows for a relatively complex and unique character build that sets you apart from other players.
Character Attributes
The 10 are Fame, Genius, Intellect, Luck, Fortitude, Willpower, Meditation, Wisdom, Awareness, and Charisma.
Character attributes are basically permanent gameplay perks that can be utilized as part of your overall unique character build, and can be practiced or trained at the same time your character carries out other actions in the game, or even while you're inactive (Zzz...?).
The idea is to decide which attributes best fit your character build and gameplay preferences, and practice them carefully and adequately since they can't all be maxed out.
Each time you practice an attribute, it will take a certain amount of hours to increase. While the timer is still going, you can choose to stop practicing that attribute by tapping or clicking its icon again, but it won't increase unless the practice timer completes without being stopped.
To get the most out of attributes, practice your favorite ones to a higher degree for a more noticeable return. Attributes with a lower amount of points will result in much smaller percentage changes, meaning the results won't be as noticeable, but can still make a difference.
Character Stats
You gain stat points naturally upon gaining combat skill levels, as well as HP (Health Points), and MP (Mana Points), which are all automatically allocated based on your character class.
However, you are also rewarded with 5 stat points to manually increase your stats with, as well as a full replenishment of HP and MP.
Character stats consist of Attack, Strength, Defense, and Dexterity.
Attack increases your chance of landing a hit, and also increases your hit damage.
Strength increases your hit damage more than attack, and also increases your chance of landing a critical hit. Though it is important to keep in mind that you can't roll or land a critical hit unless your chance of landing a regular hit is successful. Weapons and armor require set amounts of strength to equip, depending on the type of weapon or armor.
Defense decreases your opponent's hit damage, but also decreases your hit damage upon landing a critical hit. Defense+% spells and items with Def+% attributes do not decrease your hit damage under any circumstances.
Dexterity decreases your opponent's chance of landing a hit or critical hit, but also increases your opponent's hit damage when they do land a hit. Weapons and armor require set amounts of dexterity to equip, depending on the type of weapon or armor.
Keep in mind, you can only add a maximum of 150 points to each stat. It is impossible to max out all stats, since you won't have enough total accumulated points at combat skill level 100 to add 150 points to each stat.
Spells & Spellbook
Each character class has a unique set of spells that can be unlocked at certain combat skill levels. There are some spells that are shared between classes, but unlocked at different levels. Spells are useful in combat, and in most cases, they help make up a sizable chunk of the overall character build.
Newly unlocked spells are automatically memorized in your spellbook. The spellbook allows you to forget spells that aren't relevant to your current character build or wouldn't make sense to have cluttering up your battle interface while hunting down specific types of monsters.
You can just as easily memorize forgotten spells again by re-opening your spellbook after a battle or before the next, and simply tapping or clicking the memorize link attached to the spell.
You can also see each spell's mana cost, or required MP (Mana Points) to cast the spell in your spellbook. Since you can't open or use your spellbook during battle, you'll be made aware of insufficient mana upon attempting to activate a spell that you don't have the required MP to cast.
Spells replace melee attacks with whatever effect the spell type offers, provided the cast was successful. The spell's chance of casting is equivalent to the caster's chance of landing a hit.
If a player fails to cast a spell, their turn will be skipped, followed by a possible retaliation. The caster will still have an MP reduction even though they failed.
In Paldera, spells don't become useless. Instead, your spells grow with you. Each spell has a set minimum to maximum effect that increases with the caster's combat skill level. Each spell's effect bracket is based on how much higher the caster's combat skill level is than it was when they first unlocked the spell.
When a heal spell is successfully casted, the caster sacrifices their melee attack for that turn, and instead heals themselves and other players in the battle, followed by a possible retaliation. Other players in the battle will receive a smaller percentage of health from the spell than the caster will.
Upon attempting to activate a heal spell when you already have full HP, the activation request will be ignored, and you will default to attacking with melee or casting your current activated spell. Though you may still have time to activate a different spell or switch to melee before the timer is up.
If you already have a heal spell activated, but another player in the battle ends up healing you to full health first, you will default to attacking with melee unless you activate a different spell before the timer is up.
When a hurt spell is successfully casted, the caster converts their melee attack into a magic attack, which adds magic damage to their hit damage. Hurt spells will stay activated during following turns of the same battle until the caster manually switches back to melee, activates a different spell, or their mana runs out.
When a sleep spell is successfully casted, the caster sacrifices their melee attack for that turn, and instead causes the monster to sleep for a set amount of turns based on the spell's current effect bracket. Players will then have the opportunity to attack without retaliation until the sleep spell wears off.
Specific monsters, including bosses, are immune to specific hurt spells or sleep spells. You'll be made aware of an immunity upon attempting to activate a spell the monster is immune to during battle.
When a damage+% or defense+% spell is successfully casted, the caster sacrifices their melee attack for that turn, and instead gives the caster and other players in the battle a boost for a set amount of turns based on the spell's current effect bracket, followed by a possible retaliation. Other players will receive a smaller boost percentage than the caster.
One thing to keep in mind is that damage+% and defense+% spells linger, meaning if a new player joins the battle after the spell has already been casted, they can benefit from its remaining effect, even if the caster fled the battle.
If a spell that lasts a set amount of turns has been casted in a battle, other players in the battle will be required to wait until the spell's effect wears off before they can cast a spell of the same type.
Upon attempting to activate a spell that lasts a set amount of turns, you will be made aware if a spell of the same type has already been casted and hasn't worn off yet. At this point, you may attempt to activate a different type of spell before the timer is up, otherwise you will default to attacking with melee or casting your current activated spell.
If you've already activated a spell that lasts a set amount of turns, but another player in the battle ends up casting one of the same type first, you will default to attacking with melee unless you activate a different spell before the timer is up.
Each time a monster attacks or misses (or is sleeping while a player attacks, misses, or casts a spell), it counts as a turn. This means if a player casts a spell that lasts 3 turns, the monster needs to retaliate or sleep for a total of 3 turns before the spell's effect wears off.
Unlimited Unique Items
If and when a monster drops an item upon defeat, the item attributes and/or traits are decided by an algorithm designed to procedurally generate items based on multiple relevant factors, giving birth to new possible overall character builds.
Item Attributes
Items that have attributes will show two numbers on them separated by a dash. For weapons or 1st hand items, these numbers represent minimum to maximum added damage. For armor, these numbers represent minimum to maximum added defense. Items with attributes may also have additional rolled attributes, and rarely, hidden attributes which are secondary additional attributes. In other words, if an item rolls 2 additional attributes, one will be hidden.
For weapons, additional rolled attributes can include ToHit+%, Dmg+%, Crit+%, and a boost for minimum to maximum added damage. ToHit+% increases your chance of landing a hit, Dmg+% increases your hit damage, and Crit+% increases your chance of landing a critical hit.
For armor, additional rolled attributes can include Dodge+%, Def+%, DdgCrt+%, and a boost for minimum to maximum added defense. Dodge+% decreases your opponent's chance of landing a hit, Def+% decreases your opponent's hit damage, and DdgCrt+% decreases your opponent's chance of landing a critical hit.
For pendants, rings, and cloaks, additional rolled attributes can include ToHit+%, Dmg+%, Crit+%, Dodge+%, Def+%, and DdgCrt+%. However, pendants and rings will never roll minimum to maximum added damage or minimum to maximum added defense. For cloaks, the two numbers separated by a dash will always represent minimum to maximum added defense.
Hidden attributes will never be revealed to the player. They are meant to create a sense of wonder, knowing that 0.3% of all procedurally generated weapons, armor, cloaks, pendants, and rings with additional rolled attributes could also have a hidden attribute.
World Nature
The world is programmatically populated with different types of trees and deposits that respawn within a set time after their resources are fully extracted.
Monsters will appear to occasionally spawn ahead of you while exploring, or you may come across monsters other players fled from. There are aggressive monsters, non-aggressive monsters, and monsters that wander or flee into lesser territory becoming one of multiple boss tiers (boss, mega boss, and super boss).
More rarely, there are area bosses, which are bosses that already reside in that area and will have a higher chance of dropping more and/or higher quality items. Keep in mind that area bosses have a much higher minimum to maximum health roll, and also have slightly better rolls in combat.
When a monster wanders into lesser territory becoming a boss, or an area boss appears, all players within a set distance will be alerted.
The main difference between aggressive and non-aggressive monsters is that upon entering the same coordinate as an aggressive monster by way of movement, you will be forced into battle.
When you are forced into battle, you have the opportunity to activate a spell before your first turn. If you choose to attack a monster without being forced into battle, your first turn will always default to a melee attack.
Teleporting or recalling to a marked location where an aggressive monster resides will not force you into battle.
A non-aggressive monster will standby until it is attacked. If there are already the maximum of 12 players attacking an aggressive monster, you won't automatically enter battle with it, and will have to wait until another player flees from it before possibly approaching it, given that it still has health left.
Monsters will roll between their own set minimum and maximum health upon spawning, meaning if they roll closer to their minimum, it may seem like they've already been attacked, which is also entirely possible.
From time to time, you might come across different objects. You might also stumble upon items on the ground while exploring. If an item wasn't dropped by a player or monster, it might be a basic item such as a potion or maybe something of higher interest left behind by an NPC (non-player character).
Items dropped by monsters will be outlined in a reddish color (or greenish in light mode). If an item was dropped by a monster you didn't help defeat, or a monster you fled from and didn't further help defeat, you won't be able to pick it up.
If an item stays on the ground for longer than 4 minutes without being viewed or picked up by a player, it will vanish into the plane of non-existence.
The location of any stash with one or more merchants nearby is known as a settlement (sometimes homestead). Each settlement has a name and teleport location that can be teleported to from anywhere on the map by opening the map window and clicking 'Teleport' under the name, provided you've visited it at least once and have the required scroll. Upon entering any settlement's teleport location, your health and mana will be fully restored.
While traveling, you may come across shrines. There are three different tiers of shrines, each tier providing different amounts of liquid to fill empty bottles with, and filling again at different specific set times.
There are currently three different types of shrines for each tier; health, mana, and energy. Shrines allow you to fill empty bottles of all sizes with the liquid they provide from deep in the mountains.
Whilst using a shrine, you will automatically fill large bottles first, followed by medium, and then small. Each time you fill an empty bottle, the shrine loses one use. When a shrine has no more uses left, you will need to wait until the next fill time to use it, or search for a different shrine as they can be found in various areas all across Paldera.
Upon a T1 shrine filling with liquid, it will have two uses until the next fill time. Upon a T2 shrine filling with liquid, it will have four uses until the next fill time. Upon a T3 shrine filling with liquid, it will have six uses until the next fill time.
A T1 shrine will fill at the beginning of every hour, as well as every 10 minutes after. A T2 shrine will fill at the beginning of every hour, as well as every 20 minutes after. A T3 shrine will fill at the beginning and middle of every hour.
Each shrine provides a total of 12 uses per hour. Each shrine's number of uses are shared between all players, so it is possible that you may come across shrines that have already been used within the hour, especially if other players are nearby.
Mark & Recall
Recall is similar to teleport, but instead of teleporting to a settlement's teleport location, you're teleporting to a location you've marked on the map.
If you mark a location without being present at the coordinate, you must visit it at least once to unlock its recall function. You will need to have the required scroll and mana before you're able to recall.
The mana cost of teleporting to a marked location will depend on how far away it is from your current location.
If the mana cost of teleporting to a marked location surpasses 120 MP, you will need to move or teleport closer to it in order to recall.
Fleeing & Resting
First off, let's get energy out of the way. Each character starts out with 15 max EP, or Energy Points. Each time you move regularly on the map (excluding teleportation), you will lose 1 EP. When your EP reaches 0, your character will be forced into resting.
Resting will require you to either wait 60 seconds until your EP automatically refills (which it can do even if you still have EP and are standing in one place, or are on a different page such as the vote page or community forums while you rest), or consume an energy potion to replenish some energy before you can move again.
Each player starts out with a box of 3 small energy potions stored in their stash, as well as another box of 3 small mana potions. You can buy more potions from any general store merchant, or find them while exploring. Keep in mind that you can never consume items or access your inventory during battle.
Now it's time to understand fleeing & halting, as well as sneaking. Whilst battling a monster, you have the option to flee. Whilst approaching a non-aggressive monster, you have the option to halt. Either can be accomplished by tapping or clicking the X icon in the top right corner of the battle interface. When you halt while approaching a non-aggressive monster, nothing will happen except you'll refrain from attacking it.
When you're already in battle with a non-aggressive monster, or forced into battle with an aggressive monster, the halt button becomes the flee button. Upon fleeing from a monster, either as a result of doing so manually, or reaching 1 HP, your character will run away into a random direction, fleeing the battle and losing all EP. Upon fleeing, you may also lose some electrum from your inventory due to the monster tearing your bag open, unless of course the monster is sleeping. The amount of electrum you lose will depend on the amount you're carrying and the area you're in.
When your character has only 1 HP left, you are then forced into sneak mode. Sneak mode allows you to navigate only to the nearest settlement (or homestead). If you try to move in any other direction, you will be prevented from doing so. Sneak mode will also make it so aggressive monsters won't detect you or force you into battle, and you can't choose to attack them either. Having 1 HP is the only way to enter sneak mode.
If for some reason you go offline for too long or spend too long completing a CAPTCHA (very low chance) during a monster battle that includes other players, your character will automatically flee the battle to make room for other players. You will also automatically flee a battle if you refresh the page in the middle of it (this is to prevent cheating of sorts).
Upon an automatic game version update or server maintenance, all players will automatically be removed from combat without being forced to flee.
Players will never lose items upon fleeing.
Player Stash
The player stash is useful for storing items and currency, as well as resource items in quantities, to make needed space in your inventory for more gathering and exploration. Resource items are stackable items such as logs, nuggets, and potions.
Stackable items can only be stacked in your stash, as each one takes up a single space in your inventory. You can stack a maximum of 10,000 of each stackable item in your stash. After an item stack is at maximum capacity, you can no longer stash more of that item.
Items that are procedurally generated will never be stackable, as they have unique attributes that set them apart from other items of the same type.
Upon opening your inventory at the location of a stash, you will have the added stash options on all inventory items. You can also transfer currency between your stash and inventory by tapping or clicking the coinbag icon in either window.
Although there is a player stash at every settlement, this doesn't mean you have extra space at each settlement. Every stash in the game is connected, or otherwise acts as a magic tunnel leading to all other stashes, therefore they all share the same space.
Other players will never be able to access your stash or take your items. However, in a future update, there will be a resource market that allows you to sell stacked resource items directly from your stash to other players for a set price. Unlike player shops, you won't be required to be active and nearby to sell resource items.
Container Items
Container items are items such as boxes and nests, which may hold other items inside of them. You will see a number on these items, followed by "-0". The number before "-0" indicates the number of items stored inside. These items can be searched from your inventory, provided you have the required space left for the items inside.
Not all items with these numbers on them are container items. Other items such as weapons, armor, or other equipment will also display numbers on them representing different attributes.
In a future update, it will be possible for players to store resource items inside of certain container items.
Player Shops
If you wish to sell an item in your own shop for a set price, go ahead and select the "For-sale" option on the item you wish to sell. Your inventory will close, and a currency window will open where you can enter the amount you wish to sell the item for. The item must be in your inventory in order to have the "For-sale" option.
To remove an item from your shop, the fastest and recommended way to do it is to open your shop and tap or click the item. Since it's your own shop, you can remove the item from it directly. The secondary way to do this, which is a little bit slower, would be to select the "Remove-sale" option on the item from your inventory.
After selling items from your shop, you can redeem your earnings by tapping or clicking the coinbag icon in your shop.
Viewing another player shop is as simple as moving to the location of any player or players, opening the players nearby window, and using the shop link next to their name. If the player doesn't currently have any items for sale, a shop link will not appear.
Currency & Measurement
The main currency in Paldera is electrum, which is a naturally occurring alloy of gold and silver, with trace amounts of copper and other metals. Each electrum coin in Paldera weighs 0.005kg, or 5 grams. Each player can carry up to 19,800 electrum coins (99kg) in their inventory, and 99,000 electrum coins (495kg) in their stash.
You can change the measure type of electrum by tapping or clicking the amount, anywhere it is displayed. This will automatically change the measure type in shops, input fields, and other places as well. There are two measure types, coins and kg. The easiest and recommended way to measure electrum is by coins, but the choice is yours.
It is possible that other currencies will be introduced in future updates.
The process of gathering is pretty straightforward. You can gather logs woodcutting, or nuggets mining. Logs are useful for firemaking, and in a future update when player houses are available, logs will become even more useful. In a nearer future update, nuggets will be useful for producing ingots, which will be useful in the smithing skill.
The smithing skill is coming soon! It will involve the use of ingots to smith items such as armor and weapons. Ingots will be products of nuggets (also known as ore) which can be extracted from deposits.
Crafting is simple, but nonetheless substantial. It involves combining different combinations of items in your inventory to craft new ones, and requires you to have a chisel equipped in the process. A chisel can be bought from the blacksmith at the first settlement (Jasper).
One way to utilize the crafting skill is to combine gemstones with ungemmed rings and pendants. Gemstones can be found while mining, or found in nests that fall from trees. Rings and pendants can be dropped by monsters upon defeat.
When the smithing skill is available in a near future update, it will be possible to smith ungemmed rings and pendants. There will also be another feature added in a near future update that will make it possible to imbue items. Imbuing will allow players to add additional rolled attributes to equippable items that don't yet have them through a special process.
Firemaking is a skill that allows you to light logs on fire by combining a Fire box with logs in your inventory. Different types of fires will last different amounts of time before burning out.
Fires prevent monsters from spawning at their location, and are useful when traveling in groups of players. For instance, if you light fires while exploring until you run into a monster, it allows players traveling behind you to move safely to the same monster without running into a different and potentially aggressive monster.
To reduce friction while firemaking, or the difficulty to light a log, you can obtain a steel fire box from higher merchants (or find one whilst traveling) and/or practice the Genius attribute.
With future updates, firemaking will gain more purpose.
In-depth quests with storylines are currently being implemented and will be available in a near future update.
Upon reaching certain milestones, you will unlock achievements which will be publicly accessible from your profile. There are already a handful of achievements available, with more to be added in future updates.
Achievements are meant to be unlocked naturally while playing, and are not listed in your achievements until you unlock them. However, if you intend to unlock currently available achievements faster, you may see achievements that you haven't unlocked yet on other player profiles to get an idea of what milestones there are or could be.
All actions that have achievements available have multiple milestones. For example, if you gain an achievement for how much ore you've extracted from a specific type of deposit, you can already assume that there will be more achievement milestones for extracting ore from that specific type of deposit.
Hourly Prizes
All players can redeem hourly prizes by tapping or clicking the prize box icon. When you redeem an hourly prize, it will take an hour until you can redeem one again. The level and possible quality of hourly prize items will increase with your combat skill level, as well as your luck.
Command System
The command system was designed to be intelligent so you can just tell it what you want to do. For instance, if you want to cut down a tree, you can enter any of the following commands: "cut", "chop", "cut wood", "cut tree", "slap tree", "cut logs", "chop logs", "chop wood", "chop tree", "inspect tree", "gather wood", "gather logs", "swing hatchet", "woodcut", "woodcutting", and so on. Or maybe you want to move south-east, you can enter: "go south east", "go southeast", "move south east", "walk southeast", "walk se", "se", "southeast", "south east", and so on.
However, the command system may not interpret everything. If it doesn't understand something, try a different variation of the same command, or something simpler. If a command you think should be easily interpreted isn't working, go ahead and make a suggestion in the Community Forums. If it seems reasonable enough, the command system will be trained to interpret it in the future.
You can stop actions by entering the commands: "stop" or "close", or repeat the last command you entered by entering "repeat" or "again".
There are more than a few fun commands thrown in the mix, like, "shake magic 8ball", or "8ball" to be simpler. This will mimic the classic Magic 8-Ball toy by spitting out predictions or answers to your random yes or no questions (Paldera is in no way affiliated with the toy!).
You can also roll any type of die or pair of dice commonly used in classic RPG games, like, "roll 2d6", "d10", "roll d20", "roll d100", "d4", et cetera.
There might be a few easter eggs for players to find.
The Yell Channel