New Player Welcome
Brand new to Experia? This is the full walkthrough of what you'll see on first entry (and again after every reroll). Share it with frens who are about to jump in. Ready to play? Head to /play.
This is what a brand-new traveler sees when they first enter Experia — and what every rerolled life sees again after permadeath. Use it as a one-time read, a shareable onboarding explainer, or a refresher before you hit Play.
The game in one line
Not dying is the game. Experia is a survival MMO with permanent death. How long can you live? How high can you climb? Players who reach high levels without dying become living legends. When you die, that character is gone forever — but anything you claim with $XAnimalswaits in your home chest for the next life. That's the loop: survive, claim what matters, and if you fall — start again with your vault.
The first hour, in order
- Intro cutscene — the Experia story (watch or skip). Music starts muted; turn it back on in Settings when you want.
- Character Creation stepper — skin → three Classes → optional tweaks → background → starting kit → permadeath oath → review.
- HUD controls tour — optional, skippable, device-specific (desktop vs phone). No XP — just orientation.
- Wake in your home (or under the open sky if the starter town is full) with a welcome note and gentle intro quests.
- First-hour tutorial waves — redeem XP, sparring, vendors, salvage, craft, fishing, casino, spaceport — issued as you complete the earlier steps. These are a one-time welcome: their coin and XP rewards can only be earned once per account, so a later life starts straight into the world (the HUD controls tour is still offered again).
Deeper systems live in the rest of the Knowledge Base: How To Play, Traits & XP, Inventory & Crafting, Wallets & Claiming.
Character Creation stepper
After the intro, you are not dropped on a blank Character Sheet. A guided wizard walks you through seven steps. You can edit Classes, traits, and backstory later; the kit is first life only.
- Choose your skin — who you look like in Experia. You can change skins later in Beta.
- Pick three Classes — each Class is a full 69-point Loadout. You carry three at once and hot-swap them in play (🧬 / hotkey W).
- Customize (optional) — tweak any Loadout or skip. Muscle 12 unlocks Kick; Magic 10 is spell-ready; Mind 15 is craft-smart.
- Background — a preset origin story or write your own (editable later on the Character Sheet).
- Starting kit — Traveler, Scrapper, Artisan, or Angler. One-time account welcome (not every life). Gear lands when you finish this wizard the first time.
- The Oath — death is permanent. Home chest/floor + $XAnimals claims survive; everything else does not. Do not pick fights with town NPCs.
- Review & enter — confirm and step into Experia.
Recommended Class packages
One-tap bundles if you want a clear first-life identity:
| Package | Classes | Vibe |
|---|---|---|
| Street Survivor | Scrapper · Outrider · Hearthguard | Kick, travel, survive — the classic first-life package. |
| Town Crafter | Artificer · Forager · Broker | Workshop life — craft, forage, and deal. |
| Arcane Tourist | Spellweaver · Hexer · Mystic | Spells and vibes — for players who want the magic loop. |
| Balanced Tourist | Everyman · Skirmisher · Broker | Jack of all trades with a little speed and a little charm. |
All twelve Classes
Each Class is a complete level-1 recipe (sum = 69). Soft tags on the card call out Kick / spell / craft readiness.
| Class | Blurb | Gates | Stats |
|---|---|---|---|
| Scrapper | Kick-first brawler who solves problems with a boot. | Unlocks Kick | Mus 16 · Spe 14 · Mag 8 · Aur 9 · Vit 12 · Min 10 |
| Skirmisher | Fast melee — hit, move, hit again. | Unlocks Kick | Mus 12 · Spe 18 · Mag 8 · Aur 9 · Vit 12 · Min 10 |
| Bruiser | Tanky slugger built to soak hits and dish them back. | Unlocks Kick | Mus 18 · Spe 12 · Mag 7 · Aur 8 · Vit 14 · Min 10 |
| Outrider | Traveler + trader — quick feet, sharp deals. | Unlocks Kick | Mus 12 · Spe 16 · Mag 6 · Aur 14 · Vit 11 · Min 10 |
| Spellweaver | Full caster — Magic first, questions later. | Spell-ready | Mus 7 · Spe 8 · Mag 18 · Aur 12 · Vit 10 · Min 14 |
| Hexer | Magic with presence — charm the room, then burn it. | Spell-ready | Mus 7 · Spe 9 · Mag 16 · Aur 14 · Vit 11 · Min 12 |
| Artificer | Craft / BOM specialist — Mind rules the workshop. | Unlocks Kick, Spell-ready, Craft-smart | Mus 12 · Spe 10 · Mag 12 · Aur 6 · Vit 11 · Min 18 |
| Forager | Gatherer — chop, dig, haul, and live off the land. | Unlocks Kick, Craft-smart | Mus 14 · Spe 12 · Mag 6 · Aur 9 · Vit 12 · Min 16 |
| Hearthguard | Survive-first — Vitality keeps you in the fight. | Unlocks Kick | Mus 12 · Spe 10 · Mag 7 · Aur 12 · Vit 18 · Min 10 |
| Broker | Vendor whisperer — Aura buys cheaper and sells richer. | — | Mus 8 · Spe 12 · Mag 7 · Aur 18 · Vit 10 · Min 14 |
| Mystic | Balanced mage-social — Magic, Aura, and Mind in harmony. | Spell-ready | Mus 7 · Spe 8 · Mag 16 · Aur 14 · Vit 10 · Min 14 |
| Everyman | No dump stats — a safe, flexible tourist build. | Spell-ready | Mus 11 · Spe 12 · Mag 11 · Aur 12 · Vit 11 · Min 12 |
Backgrounds
Presets seed your origin story. You can rewrite it anytime (swearing is fine; hate is not). Other players can read yours with View Origin Story.
- Amnesiac Crash-Landed — Blank slate — rewrite your past anytime.
- Exiled Craftsperson — Good with tools; bad at keeping quiet about bad bosses.
- Washed-Up Gambler — You know a table when you see one.
- Frontier Homesteader — Plant roots. Defend them. Sleep when it's safe.
- Runaway Apprentice Mage — Magic first — consequences later.
- Coin-Chaser Merchant — Buy low, sell high, smile bigger.
- Write your own (custom) — blank slate.
Starting kits
Every kit includes a Homestead Deed, a Leather Pouch with healing potions, clothes, and a random lucky trinket. Role tools differ:
| Kit | What you get |
|---|---|
| Traveler's Kit | Dagger, short bow, and the classic road kit. |
| Scrapper's Kit | Melee-first — dagger on hip, woodcutting axe ready. |
| Artisan's Kit | Axe + pickaxe for the workshop life. No bow. |
| Angler's Kit | Fishing rod on the hotbar — the pond is calling. |
Kits are an account welcome — once. After a KO or voluntary reroll you wake naked of field gear, but anything already in your home chest or on your home flooris still there (plus anything you claimed with $XAnimals). Pemberton's General Goods can sell replacements; you'll usually buy better.
The Oath (permadeath)
- Death is permanent. If you die, this character is gone forever — levels, quests, field gear, and spells wipe. You never get that life back.
- Your Character Sheet tracks Deaths— how many lives you've lost. That number never resets.
- Home storage survives (chest + floor). Beyond that, claim with $XAnimals to keep field loot. See Wallets, Claiming & the Marketplace.
- Town NPCs are juggernauts. Do not pick fights in town.
- Play styles differ — some grind the wild and feed crafters; some stay in town and craft safely. Both are trying not to die.
Walking Is Good For You
Lifetime step milestones still encourage travel — but they start at 1,000 steps(then 10k / 100k / 1M / 10M / 100M). Walking levels you when you've really put in the miles, not after a stroll around the plaza.
Welcome packet & intro quests
With a home, you wake indoors: bed, toilet, welcome note, and (during Beta) a Scroll of Fireball on the floor. Intro quests:
| Quest | What to do | Reward |
|---|---|---|
| Open Your Welcome Packet | Read the welcome note in your new home (Engage while facing the scroll). | 50 coins · 100 XP |
| Step Outside | Walk out your front door and set foot in Experia. | 50 coins · 100 XP |
| Find The Town Square | Follow the roads to the plaza at the center of town. | 100 coins · 200 XP |
If the starter town is full, you still get a Welcome Note on your hotbar and the town-square quest — so the tutorial can still unlock.
First-hour tutorial waves
Completing the town-square intro issues wave 2. Finish any two of wave 2 for wave 3. Craft or disassemble unlocks wave 4. Only issued quests count — veterans are never retroactively enrolled.
Wave 2 — after the town square
| Quest | What to do | Reward |
|---|---|---|
| Redeem Your First Level | Open your Character Sheet → Experience and redeem XP until you hit level 1. Unredeemed XP is just a reserve until you cash it in. | 75 coins · 150 XP |
| Buy Something | Buy any item from Pemberton's General Goods, Bramble's Apothecary, Rumblegear, or a Traveling Vendor. | 75 coins · 150 XP |
| Sell Something | Gather or loot something first — vendors won't buy your starter gear — then sell it to any vendor or shop. Claimed/web3 goods stay locked to you. | 75 coins · 150 XP |
| Win a Sparring Bout | Step into the sparring ring at the Wild Edge grove and win a bout — challenge the practice bot or a fren. KOs in the ring never kill; it's the one place to learn combat (and try your keybinds, K) without risking your life. | 100 coins · 200 XP |
Wave 3 — after any two of wave 2
| Quest | What to do | Reward |
|---|---|---|
| Take It Apart | Disassemble a hotbar item (or a world stump with a BOM) to learn how things come apart. | 100 coins · 200 XP |
| Craft Something | Craft any recipe from components on your hotbar. Mind helps you see BOMs. | 100 coins · 200 XP |
Wave 4 — after craft or disassemble
| Quest | What to do | Reward |
|---|---|---|
| Catch a Fish | Equip a fishing rod, stand by water, and land a catch. Pemberton sells rods if you didn't pick the Angler's Kit. | 125 coins · 250 XP |
| Visit the Casino | Step into the Holy Roller Casino (SW of the town square) — or open a table. No wager required for this quest. | 125 coins · 250 XP |
| See the Spaceport | Walk up to the Goodfolk Spaceport north of the GG Brothel. Rockets leave from here. | 125 coins · 250 XP |
Quick tips before you step outside
- Unredeemed XP is just a reserve — open Character Sheet → Experience and redeem to actually level.
- Swap Classes anytime with 🧬 / W. The full Character Sheet is for later edits.
- Claim early. Permadeath is real; your home chest is the vault for claimed gear.
- Controls and definitions: How To Play · Keybindings.