The Start of a Journey
❦Fresh off the boat? Run a simple errand for Val — deliver a crate of potion goods to Robert at the village market — and she'll set you on the road to adventure.
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An adventurer's guide to The Grove — and the road beyond.
You've washed up on the shores of a strange new land. Ever Wild is your beginning: a green frontier full of honest work, hungry villagers, thieving crabs, and goblins at the gate. Talk to the folk of The Grove, take up their troubles, and earn your first blades and coin.
Every journey starts at the shore. Find Val, who greets every newcomer, and take up The Start of a Journey. She'll point you deeper into The Grove and to everyone else worth talking to.
Region One
A gentle green valley — the first region of Ever Wild. Its villagers have plenty to keep a new adventurer busy. Glowing markers hover over anyone with work to offer.
Fresh off the boat? Run a simple errand for Val — deliver a crate of potion goods to Robert at the village market — and she'll set you on the road to adventure.
Something's making an awful racket beneath Vern's barn. The old farmer won't climb down himself — so grab a blade and find out what's lurking in the cellar.
Poor Farmer Leah is starving and can't cook to save her life. Learn the recipe for hearty pork jerky — meat from the beasts below, packed in sugar — and bring her a batch.
Pantsless Pete has lost his trousers to the sandsnatchers — thieving crabs that burrow along the beachhead. Cut them down, recover his dignity, and he'll pay you well.
Every fighter starts here. The Master-at-Arms runs you through Teldaria's five weapons — one trial each. Prove yourself, then keep the weapon that suits you best.
Goblins pour from the mountain pass and press against the gate. Thin their ranks — warriors, archers, and shamans alike — until their king emerges to face you. Then end him.
Kael's friend Doran set out for an old temple in the eastern peaks and never came home. Climb the ridge, drop into the ruins to find him — then cut your way past the temple's guardians to escape, and carry the grim news back.
The road runs deeper, toward The Thicket — but first, a strange cave. The Chief's scout is watching it. Check in with him, and learn the ways of dungeons before you dare step inside.
A New Kind of Danger
Some caves in Ever Wild are more than they seem. Dungeons are sealed trials — tougher monsters, real danger, and loot you'll never find topside. You will not survive them alone. Gather a party before you leap in.
/dp createStart a party of your own — the first step before any delve.
/dp invite <player>Bring your friends along. Round up a full group for the tougher caves.
Leap into the caveOnce your party's gathered, jump into the marked entrance — it pulls the whole group inside.
Know Your Arms
Teldaria's warriors fight with five kinds of weapon, each with its own rhythm. Learn them all at the Proving Grounds — then wield the one that fits your fight.
Balanced. Even reach, even speed — the dependable all-rounder.
Swift. Short reach, but strikes twice as fast. Rewards aggression.
Sweeping. Slow to swing, but cleaves every foe in reach at once.
Reaching. The longest reach of any blade — strike before they touch you.
Ranged. No reach in melee, so why get close? Death from afar.