Complete game database
Open every live catalog and follow linked entries.
Plain guides to how Kheldra works today. Start with the FAQ for quick answers, or pick a topic from the categories below. Use the A to Z list to jump straight to any topic.
Search current records for every catalogued spell, skill, monster, NPC, quest and item, plus shops, recipes, zones, mazes and more.
Short definitions of Kheldra terms.
Prepare for hunts and find creature entries.
Find trainers, quest givers and services.
Learn inventory, crafting and trade.
Start here for quick answers on accounts, controls, combat, trade, the store and rules.
Create an account, pick a character, learn the controls and survive your first deaths.
Every global key, the hotbars, the windows, and the order Escape closes things.
Ferry routes, fares, waystones and portals.
Walk through the current maze runs, with rooms, puzzles, bosses, exits and loot. Old Watchtower Cellar is the first approved true dungeon project.
Kheldra Town, the waystones, the ferry, couriers and the towns on the map.
The Travel Broker's portal books, their prices, the 30-second cooldown, and when a portal is refused.
The landmarks across the map, how each one goes into your journal, and the Discoveries page.
Riding breeds, cargo vehicles, and the rules for mounts in dungeons and portals.
Fighter, Mage and Summoner, the five jobs and how identity experience works.
Skill XP, character level, the six attributes, attribute points and respec tokens.
Every spell, how the Spell Trainer teaches it, mana, cooldowns and the hotbar.
Hunger and fatigue, when they slow you down, the foods that help, and inn meals and naps.
The quest journal and starter chain, daily bounties, achievements, titles and town reputation.
Combat tags, death costs and guild sieges.
The Ashen Warden, its health scaling and rewards, and how monsters respawn.
Melee, archery and magic, dodge and parry, combos, PvP tags and looting.
The protected town, the frontier and the wilds, what a PvP death costs, and downing and revival.
Taming, pet slots and hunger, and renting a companion from Orin the Stablehand.
The five jobs, and how gathering feeds crafting and the market.
Every lake, river and pond has a fishing spot.
Scavenging nodes, botany spots and ore veins, with their tools, skill needs and cooldowns.
The 25 fishing sites, rods and bait, and how cooldowns and fish quality work.
Farm plots, crops, livestock pens, breeding and what neglect does to an animal.
The Crafting book, the timed queue, repairs and factories.
Claiming, tiers, upkeep and the 120-day reclamation.
Claiming a home, visitors and upkeep, guilds, guild land and guild halls.
Party sizes, dungeon groups, friends, the seven chat channels, and how to report a player.
No gold cap, gifts to new players, fees and ways to make gold.
Merchant shelves, selling loot back, the Exchange and player stalls in South Market.
The Stonevault vault, its tabs and slot limits by account tier, and its fees.
The four account tiers, their prices, and what supporter status never changes.
Who the moderators and game masters are, and the rules that keep staff actions fair.
Every guide and every main topic in it, in alphabetical order.
Each page is written from the game itself. When a change lands, the changelog says what moved.
Written from the game as it is today. If a page and the game disagree, the game is right. Recent changes are listed in the changelog.