Start with the person, then the objective
Listen to your opening questgiver. The optional Road guide gives a next step while you learn; it can be hidden when you know your way. Read the enemy or item named in your quest, and check that your current target matches it. A kill elsewhere does not necessarily advance the task.
First adventure and class guide →

Make each button earn its press
- In Focus, watch resources and cooldowns. A button can be unavailable because you need mana, rage, energy, range or a different situation.
- Build a rogue’s combo points before spending them. Read your class’s ability descriptions rather than assuming every bright button is a damage upgrade.
- Manual combo and dodge actions use C and D. Pay attention to their prompts and timing.
- Loot with L, compare the new item’s slot and class requirements, and equip an upgrade before moving on.
Each encounter waits for Fight or an ability. Ten seconds without combat input pauses both sides; Focus never takes over. Reading pauses the world, and time away gives rested experience rather than battles or loot.
Leave town prepared
Enter the Inn and speak to its Keeper to rest with your companions; enter the Smithy and speak to its Smith to sell scraps or repair worn equipment before a difficult stretch. Entering the room alone does not buy a service. Full Bags can block loot; a durability problem can make familiar enemies feel suddenly harder. Buying riding training and owning a mount are separate steps: check both before expecting to ride.
At level 55 with a founded guild, guild commissions give a reliable rare item for a weak slot. Check the ore, herbs and coin fee before confirming. These supplies also make kits and potions, so replacing one weak piece may be wiser than buying a whole outfit. The item stays in your Bags until you equip it.
For hunters, choose a tameable beast no higher than yourself. The channel takes six seconds and the beast can still attack, so arrive healthy. Keep suitable food and inspect your pet’s needs.
Bring people, not just extra damage
A normal party holds you and up to four companions. A tank and healer can change which fights are manageable. Talents determine roles; spreading points without a purpose can produce a group that looks diverse but lacks the support you expected.
Kill XP is divided with a group bonus; quest rewards remain whole. A party is not an automatic promise of faster personal leveling. Share loot with the person who needs it, and spend time with the members you want to know.
Guild members tell their personal stories by the hall hearth, in portrait conversations. Registrar Mott’s Hearth Book helps you find a ready conversation; the Guild tab records what already happened. Present party time on the road counts toward their stories. Jobs and time away do not.

When progress feels stuck
| What you notice | What to check |
|---|---|
| Quest count is not moving | Match the named enemy/drop; check prerequisites and whether the objective is already ready to turn in. |
| New gear will not equip | Check whether your class supports the weapon, off-hand or armour type. Make room in Bags before collecting more loot. |
| A commission is unavailable | Reach level 55, found a guild, speak to a Smith inside the Smithy in Focus, and check bag space, shared ore/herbs and this hero’s purse. |
| A story is unavailable | Check friendship, mood, present party time and whether the member is working or raiding. Return them and meet in the hall in Focus. |
| A dungeon group struggles | Check repair, level eligibility, equipment and actual talent roles before assuming more damage solves it. |
Journey length can change outside a dungeon: Breezy gives 60% more XP; Long Road gives 40% less. Choose the pace you enjoy. Late-game dungeon and raid requirements are in the main guide’s closed spoiler section.