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

  1. Intro cutscene — the Experia story (watch or skip). Music starts muted; turn it back on in Settings when you want.
  2. Character Creation stepper — skin → three Classes → optional tweaks → background → starting kit → permadeath oath → review.
  3. HUD controls tour — optional, skippable, device-specific (desktop vs phone). No XP — just orientation.
  4. Wake in your home (or under the open sky if the starter town is full) with a welcome note and gentle intro quests.
  5. 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.

  1. Choose your skin — who you look like in Experia. You can change skins later in Beta.
  2. Pick three Classes — each Class is a full 69-point Loadout. You carry three at once and hot-swap them in play (🧬 / hotkey W).
  3. Customize (optional) — tweak any Loadout or skip. Muscle 12 unlocks Kick; Magic 10 is spell-ready; Mind 15 is craft-smart.
  4. Background — a preset origin story or write your own (editable later on the Character Sheet).
  5. Starting kit — Traveler, Scrapper, Artisan, or Angler. One-time account welcome (not every life). Gear lands when you finish this wizard the first time.
  6. The Oath — death is permanent. Home chest/floor + $XAnimals claims survive; everything else does not. Do not pick fights with town NPCs.
  7. Review & enter — confirm and step into Experia.

Recommended Class packages

One-tap bundles if you want a clear first-life identity:

PackageClassesVibe
Street SurvivorScrapper · Outrider · HearthguardKick, travel, survive — the classic first-life package.
Town CrafterArtificer · Forager · BrokerWorkshop life — craft, forage, and deal.
Arcane TouristSpellweaver · Hexer · MysticSpells and vibes — for players who want the magic loop.
Balanced TouristEveryman · Skirmisher · BrokerJack 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.

ClassBlurbGatesStats
ScrapperKick-first brawler who solves problems with a boot.Unlocks KickMus 16 · Spe 14 · Mag 8 · Aur 9 · Vit 12 · Min 10
SkirmisherFast melee — hit, move, hit again.Unlocks KickMus 12 · Spe 18 · Mag 8 · Aur 9 · Vit 12 · Min 10
BruiserTanky slugger built to soak hits and dish them back.Unlocks KickMus 18 · Spe 12 · Mag 7 · Aur 8 · Vit 14 · Min 10
OutriderTraveler + trader — quick feet, sharp deals.Unlocks KickMus 12 · Spe 16 · Mag 6 · Aur 14 · Vit 11 · Min 10
SpellweaverFull caster — Magic first, questions later.Spell-readyMus 7 · Spe 8 · Mag 18 · Aur 12 · Vit 10 · Min 14
HexerMagic with presence — charm the room, then burn it.Spell-readyMus 7 · Spe 9 · Mag 16 · Aur 14 · Vit 11 · Min 12
ArtificerCraft / BOM specialist — Mind rules the workshop.Unlocks Kick, Spell-ready, Craft-smartMus 12 · Spe 10 · Mag 12 · Aur 6 · Vit 11 · Min 18
ForagerGatherer — chop, dig, haul, and live off the land.Unlocks Kick, Craft-smartMus 14 · Spe 12 · Mag 6 · Aur 9 · Vit 12 · Min 16
HearthguardSurvive-first — Vitality keeps you in the fight.Unlocks KickMus 12 · Spe 10 · Mag 7 · Aur 12 · Vit 18 · Min 10
BrokerVendor whisperer — Aura buys cheaper and sells richer.Mus 8 · Spe 12 · Mag 7 · Aur 18 · Vit 10 · Min 14
MysticBalanced mage-social — Magic, Aura, and Mind in harmony.Spell-readyMus 7 · Spe 8 · Mag 16 · Aur 14 · Vit 10 · Min 14
EverymanNo dump stats — a safe, flexible tourist build.Spell-readyMus 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-LandedBlank slate — rewrite your past anytime.
  • Exiled CraftspersonGood with tools; bad at keeping quiet about bad bosses.
  • Washed-Up GamblerYou know a table when you see one.
  • Frontier HomesteaderPlant roots. Defend them. Sleep when it's safe.
  • Runaway Apprentice MageMagic first — consequences later.
  • Coin-Chaser MerchantBuy 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:

KitWhat you get
Traveler's KitDagger, short bow, and the classic road kit.
Scrapper's KitMelee-first — dagger on hip, woodcutting axe ready.
Artisan's KitAxe + pickaxe for the workshop life. No bow.
Angler's KitFishing 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:

QuestWhat to doReward
Open Your Welcome PacketRead the welcome note in your new home (Engage while facing the scroll).50 coins · 100 XP
Step OutsideWalk out your front door and set foot in Experia.50 coins · 100 XP
Find The Town SquareFollow 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

QuestWhat to doReward
Redeem Your First LevelOpen 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 SomethingBuy any item from Pemberton's General Goods, Bramble's Apothecary, Rumblegear, or a Traveling Vendor.75 coins · 150 XP
Sell SomethingGather 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 BoutStep 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

QuestWhat to doReward
Take It ApartDisassemble a hotbar item (or a world stump with a BOM) to learn how things come apart.100 coins · 200 XP
Craft SomethingCraft any recipe from components on your hotbar. Mind helps you see BOMs.100 coins · 200 XP

Wave 4 — after craft or disassemble

QuestWhat to doReward
Catch a FishEquip 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 CasinoStep 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 SpaceportWalk 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.
New Player Welcome — animaltwt.gg · animaltwt.gg