How to Play
New to Soulbring? Here is your first path from raw recruit to Voidborn-hunting Soul Warden.
Soulbrands & Masks◆ Choose your Path
You belong to one of three races, and each names its ranks and releases differently. The loop underneath and the numbers are identical; only the words change. Pick your path and the rest of this codex follows it.
Investigations
Inspect headquarters records, choose a conclusion and cite supporting evidence. Inspect at least two records before filing your conclusion. Wrong answers explain what to reconsider; your progress is saved.
No pool, currency or material cost. Your normal awake recovery continues, and your accepted mission stays in its own slot.
Each case rewards once per day across all your characters. Eligibility is checked when you solve it; starting does not reserve a reward.
Solve each of the three cases once per UTC day for Obols and recovery. Obols scale with your rank and actual pool capacity: the greater of 50 average errands or 10% of a full-pool errand batch. Each rewarded solve restores 20% of the stamina and resonance maxima recorded when you started, after normal recovery. Rewards are limited by missing pool points and wallet space; excess is not saved. Repeating a case that day is practice with no reward. Daily eligibility resets at 00:00 UTC. Cases started under the earlier weekly rules retain their original currency-only reward and weekly allowance.
Bank
Each day's bank balance at midnight UTC determines its interest. Completed days are processed automatically afterward; closing is not a guaranteed payment time. Positive interest credits appear in History.
The rate shown on the Bank page is applied at settlement and may change before processing. Catch-up can process multiple earning windows on one day.
A window marked processed has been settled, even when it earned zero interest. A window is marked not eligible when your character was created at or after it closed.
Transfers require rank tier 2 and an account at least 7 days old. There is no transfer fee.
Equipment stats
Equipped gear adds the stats it lists. A broken piece adds nothing until it is repaired.
- Armor
- Affects combat: lowers the damage techniques deal to you, and also the healing techniques restore to you. Flat-damage effects ignore it.
- Weapon power
- Affects combat: adds to the power of your techniques. Only the piece in your weapon slot counts.
- Spirit power
- Affects combat: raises the damage and healing of your techniques.
Travel and the map
Press Go and the journey runs on its own while you do other things. The Go button shows how long the trip takes before you leave.
While you travel you can still browse, chat and look through your inventory. Training, missions, crafting, shops, the storehouse, changing gear and healing wait until you arrive.
Once you arrive, you can set off again after 5 seconds.
Tick Rest on arrival to sleep where you land outside a city's walls. You fall asleep 30 seconds after arriving and are exposed until then. Once asleep you are protected.
The map shows only the sectors you have discovered. You can travel to a sector up to 3 sectors from ground you know, and journeys reveal new ground.
Pack and storehouses
Your pack carries up to 30 units of materials.
You can open a storehouse, store in it and take from it only in the city you are standing in. Storehouses hold crafting materials.
Storehouse sizes
- Locker: 60 units. 100 Obols to open or upgrade to, then 20 Obols every 7 days.
- Bay: 150 units. 400 Obols to open or upgrade to, then 40 Obols every 7 days.
- Hall: 400 units. 1,200 Obols to open or upgrade to, then 80 Obols every 7 days.
The fee is taken from your Obols when it falls due. If you can't cover it, the amount is owed and the storehouse locks: nothing can be stored, taken out or sent until you pay the whole balance. Nothing is seized, shipments still arrive, and a locked storehouse is not charged again until you pay.
You can send one stack at a time from an unlocked storehouse to another of your faction's cities. It costs 10 Obols or 1 for each unit sent, whichever is more, and arrives after 60 minutes.
Gathering
Stand on a deposit, stand or herd and press Gather. The first player to start claims the whole node; anyone else waits until that gather ends.
A whole node takes about 60 seconds at level 1, a little less at every level, and it keeps going while you are away.
A gather stops when the node is empty or your pack is full, or when you stop, travel, go to sleep or enter a fight. You keep everything you have already gathered.
Mining sometimes turns up Coal, Silver, Gold or a gem as well. What can turn up depends on your Mining level, and loot pays no XP.
An emptied node grows back somewhere in its area a few minutes later.
Now and then a gather turns up a found deposit within 3 sectors, on ground you have explored. It holds 10 units, never grows back and is gone after 15 minutes, and anyone who has explored its sector can claim it first. You need the Mining level its metal drops at.
At Mining 25, 50, 75 you choose one specialty from three. Yield adds ore when you empty a deposit, Odds makes some loot drop more often, and Discovery turns up more found deposits, or bigger or longer-lasting ones. Each choice is free and permanent and applies from your next gather. Bonus ore needs pack space and pays no XP.
Smelting
At the Workshop's Smelter, turn ore into bars. Pick a bar, choose up to 10 bars and start. The job runs while you travel, fight or gather.
One bar takes about 300 seconds at Mining level 1, a little less at every level.
You need a pickaxe in your bag and the bar's Mining level. Each bar pays Mining XP, half of what a gather at that level pays.
Cancel before it finishes to get all your ore back. A cancelled smelt pays no XP.
Workshop
You work one job at a time, a craft or a smelt. Collect a finished job before you start the next one.
A job runs while you do other things. Claim or cancel it at the Workshop, but not during a fight or while you're down. You can claim while asleep, and you stay asleep.
If an older craft put you to sleep, you can wake now. The craft keeps its timer and you claim it as usual.
Profession XP per craft falls as you outgrow a recipe. Counting the levels you are past the recipe's level:
- Up to 4 levels past it: full XP
- 5 to 9 levels past it: half XP
- 10 levels past it or more: no XP
