Two currencies, earned by playing
Radiance is experience's mirror: every point of experience you earn — kills, quests, your share of a fellowship's — lands as a point of Radiance too, and it keeps coming at the level cap where experience stops. It's what skill mastery costs. Resonance is 10 per quest completed, repeatables included. Neither is an item you carry: both go straight into your account's balance.
/b pay Aeshna rad 5msend 5 million Radiance to Aeshna (2% fee)
/b pay Aeshna res 200Resonance too
A shared bank
One vault for the whole account: Radiance and Resonance, plus pyreals, luminance and keys you deposit from your pack. Every character you own draws on the same balance, so there's no shuffling between them.
/bbalances
/b ddeposit everything — all pyreals, luminance and keys
/b d lk 50or one thing; leave the amount off for all of it
/b w pwithdraw every banked pyreal
/bank autolum onsend earned luminance straight to the bank, past your cap; purchases draw from it
Skill mastery
Skills keep going past the retail cap, priced in Radiance along the retail curve — the first point costs ten times what rank 209 would have, and each one after is 1.0787× the last, the same climb you already know with more weight on it. One raise is one whole point. +10 in a skill is about a quarter of a climb to 275; +21 is a whole one; +50 is nine and a half. Mastery survives enlightenment — the part of a character that accumulates for good.
/x melee defensewhat the next points cost, and how many you can afford
/raise melee defense 5buy them
/masteryeverything you hold
/check <skill>where every point comes from
Level cap 500
Levelling continues well past retail on the retail curve, with an extra skill credit every 25 levels beyond 275.
/maxlevelthe cap and what the next levels cost
Enlightenment, on our terms
Reset at 275, +1 each time, uncapped. You keep your society, your auras and your unspent experience. Done through the NPC.
/enlightenyour progress and what it would cost
Personal dungeons
Walk into the Egg Orchard and you get your own private copy — nobody else's spawns, nobody else's competition. Each enlightenment makes the monsters in your copy 5% tougher and the kills 5% more rewarding, set when you enter. Every character gets their own, so it's solo by design. Dying inside costs no items and no coins.
/instancewhich copy you're in, and its difficulty tier
Quest bonus
Every quest you complete raises a standing experience bonus that applies from then on. The world is worth exploring twice.
/qbyour bonus
/qb listthe breakdown
Every portal is open
Portal level requirements are gone — no minimums, no maximums. Go where you like; whether you survive there is another matter. Housing is untouched.
Reworked fellowship sharing
Experience splits across a fellowship on a different curve from retail, so bringing friends along isn't a tax on the one doing the work.
/fellowthe curve, and where your group sits on it
Know what you earn
Radiance, Resonance and luminance over the last 5, 10, 30 and 60 minutes, the session total and an hourly rate — for working out whether a given dungeon is worth your evening. Kills and quests only; what other players send you doesn't count.
/earnedyour rate
/earned resetstart the session clock over