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Welcome to Zerynia

Player's Guide

A short tour of everything you can do. Read it all, or jump to whatever you want.

Getting started

Fight something first. Open Battle, pick a monster you can handle, and your character starts swinging. Close the tab and come back later; your hero fights on while you are away.

Your stats, strength, dexterity, agility, and vitality, climb on their own as you fight. You never spend or assign them. Just play, and they grow.

Pick up a gathering skill too. You will want the materials soon, and it helps to have more than one thing to level.

Nothing here is easy to miss. Everything opens as you play, so poke around and do what sounds fun.

Battle

Battle is where most players spend their time. Pick a monster, your character fights it, and you walk away with experience, gold, and now and then a rare drop like etherite or stardust.

Each swing spends a little stamina. When it runs out, your character rests until it refills. Tougher monsters pay more and hit harder, so watch your health.

  • You do one thing at a time: battle, gather, craft, or run a dungeon.
  • Now and then a bonus window opens and everyone on the server earns more. A good time to log in.

Gathering

You can gather five things, and each stands on its own. Pick a spot, and your character works it over time, the same pace as battle. Each skill has its own level and its own leaderboard, so you can master one or spread across all five.

  • Fishing: food to cook and fish to sell.
  • Mining: ore for jewels.
  • Stonecutting: stone for guild buildings.
  • Woodcutting: wood for guild buildings.
  • Herbalism: plants for potions and jewels.

Higher spots take a bit longer and pay a bit more.

Equipment

Monsters drop equipment when you fight them. Each piece has its own stats. The name shows the main boost and the main stat, so you can read what a piece does. Better gear makes you hit harder and live longer.

Open your Inventory to see your gear. Click a piece to equip it. You wear one weapon and five armor pieces.

Scrap gear you do not want for stardust. Scrap one piece, or scrap every piece up to a rarity you choose.

Jewelcrafting

Jewels are small stat boosters. They slot into the sockets on your equipment. You craft them on the Crafting page, under Jewelcrafting. Each type raises one thing: strength, health, critical hits, drop rate, and more. A piece must have an open socket. Click an equipped piece to add or remove its jewels.

Bigger jewels can fail the first time. Keep a little spare material so a failed craft does not sting.

Alchemy

Alchemy is a crafting skill you level by brewing, the same way fishing or woodcutting levels. Find it on the Crafting page, under Alchemy. Each brew costs time and stamina, and new recipes open as your alchemy level climbs.

Drink what you brew for a stretch of more experience, more gold, or better yields. Brew a batch before a long session, then drink the one that fits the next fight.

Talents

Every time you level up, you earn a talent point. Spend points on the Talents tab of your Character page, across three trees: Combat, Fortitude, and Fortune. Combat sharpens your attacks, Fortitude keeps you alive, and Fortune raises what you earn and find.

Deeper talents unlock as you level and fill in the ones above them, and each tree ends in a choice of powerful final talents, so your build stays your own. Want a different path? Reset your talents for a gold fee and spend the points again.

Workshop

The Workshop, on the Crafting page, is your own estate. Build one room at a time, and each build takes real time and adds a permanent boost that never expires. Most rooms raise a combat stat; a rarer room raises a percentage boost like battle experience, gold, stat drops, or a battle skill.

Every build costs more and takes longer than the last, so it rewards the long haul. Start one before you log off and collect it when you come back.

The Altar

The Altar turns spare resources into lasting power. Offer any resource, and you earn a permanent, account-wide bonus to what you gain. Each rank costs more than the last, so a late-game pile of materials always has somewhere to go.

The Altar never resets. Whatever you pour in stays with you for good.

Market

The market is where players buy and sell to each other. Open the Market page and pick a tab for what you want to trade:

  • Potions: the buffs you brew with Alchemy.
  • Ingredients: the raw plants and materials those potions need.
  • Jewels: the stat gems you socket into gear.
  • Keys: dungeon keys, so you never have to wait for one to drop.
  • Currency: buy and sell premium currency for gold.

Every tab works the same way. To sell, list an item at your price. To buy, place an order at your price and wait for a seller to meet it. The cheapest seller always fills first, day or night, so you do not have to sit and watch.

Short on time? Buy what you need. Sitting on extra? Sell it for gold.

Quests

Quests show up on their own, matched to what you are hunting now. Finish one and the next asks for a few more kills and pays a bit more. Your log keeps the count, so the rewards climb the longer you play.

Clans

Clans, also called guilds, are how you team up. Start your own or join one by invite. Members share a bank that everyone pays into, and the bank funds group perks and claims land on the map.

A clan has ranks, and each rank carries its own permissions: who invites members, who builds on the map, who draws from the bank. The leader sets all of it. A small cut of everyone's earnings feeds the bank on its own, and the leader picks how much.

Clans also take on Guild Hunts, a boss the whole clan fights together. Everyone who joins deals damage to one target, and the top hitters earn bonus drops when it falls.

Territory

Every clan starts by placing a Guild Base on the world map, which claims the land around it. From there, members with the right permission raise mines, farms, and workshops that earn resources for the clan while no one watches.

Holding territory is one of the best ways for an active clan to stock rare materials. Anyone in the clan can stop by and collect what has built up.

World Boss

Every eight hours a huge boss appears for the whole server. Anyone online can join and add damage. When it falls, the game splits the loot by how much damage each player dealt. Hit it more, earn a bigger share.

World bosses drop things you find nowhere else. Worth a look when one is up.

Dungeons

Dungeon keys drop while you battle or gather: tougher monsters and higher spots hand you keys to tougher dungeons. Do not want to wait? Buy keys on the market.

To go in, open the Dungeons tab, pick a key, and start. Inside, your character runs 100 enemies one after another, each tougher than the last. A run takes about 16 minutes and needs no watching, so walk away and come back.

The dungeon holds most of the reward until the end. You see the big payout only when the run finishes: by clearing all 100, by giving up early, or by dying. The further you get, the bigger your cut of the pool. A full clear pays best, and it usually hands you a key to the next dungeon up.

  • One dungeon at a time. Finish before you start another.
  • Die, and the run ends. No do-overs.
  • You keep everything you gathered on the way (experience, gold, and normal drops), however the run ends.
  • A dungeon runs at a fixed pace. Nothing speeds it up.
  • You cannot battle or gather during a dungeon.

Pets

Pets are companions you summon with Zeryium. Each pull gives you one pet, and rarity is weighted: most come out Common, some Rare, and an Epic or Legendary shows up now and then. Go a long streak without a higher rarity, and the game grants one on your next pull.

You keep one pet equipped at a time. While it rides along, it hands you a small boost: more drops, more experience, faster gathering, and the like. Your equipped pet also earns a share of the experience you gain, so it levels up as you play. Each pet ties to an activity, battling, fishing, mining, and so on, and has a chance to drop a bonus item whenever you do that activity with it out.

Pets are yours alone. You cannot trade them, but you can pull duplicates, and each one rolls its own color, so your collection stays varied.

Leaderboards

There is a leaderboard for battle and one for every gathering skill. Climb them, or just see who sits at the top and pick your target.

Stamina & boosts

Stamina is your energy for battling, gathering, and crafting. Each action spends a little, and when it runs out, you rest until it returns.

Out of stamina and don't want to wait? Tap the stamina bar at the bottom of the screen to fill it back up at once. It runs on a short cooldown, so you get one quick refill, then it rests before you can tap again.

Boosts make each action pay more. On the Shop page, under Boosts, you can raise your drop and experience boosts by spending premium currency like etherite and stardust. Jewels, pets, potions, your talents, and your estate all add more on top.

And now and then a server-wide bonus window makes everything worth more for a while. A fine time to be online.

Account safety

Use a password you use nowhere else, keep your account to yourself, and stay wary if someone messages asking for your password. No one from the team will ever ask. If something feels wrong with your account, tell us on the Feedback page.

Playing fair keeps the game fun for everyone. Read the full rules of play to see what is and is not allowed, from single accounts to chat conduct.