Sanctuaries are small golden ankh shaped shrines scattered across the world that act as a respawn point and as places you can return to. You should cast the spell “Bind” near the sanctuary you want to bind to. You can cast “Bind” near another sanctuary if you want to change your bound location. You can return to the sanctuary you’re bound to by using the “Portal:Bind” spell.
If you die, you’ll be offered three choices to bring you back or another player can cast the spell “Resurrect” on you to bring you back without a penalty. Being brought back by a player will stand you up where you are at no cost to you and only a mana and stamina cost for the other player. Using one of the following options will bring you back at the nearest sanctuary -
Revive: Free, but will reduce your heroism by 50%.
Resurrect: Moderate coin fee, heroism is reduced by 10%.
Rebirth: Heavy coin fee, no heroism loss.
Heroism is given on the killing blow of a creature of equal or higher level than yourself. When you gain a heroism level you will gain a health bonus and luck, though you will lose both should you lose heroism. Your heroism level is displayed in the sword in the middle of the abilities bar at the bottom of your screen. Grey is the first tier, bronze the second, silver the third and gold is top tier. I recommend you try to keep your heroism as high as possible as losing the bonus health can make combat significantly more difficult.
Luck affects your critical hit chance, the higher your luck is the greater chance you have of getting a critical or supercritical hit on an enemy, thus dealing more damage.
Henges and Keystone Sanctuaries
Henges are great stone arches with a portal inside. They can be used to cross great distances for a small fee once you have discovered and interacted with the henge or keystone sanctuary you want to travel to.
Keystone sanctuaries look like regular sanctuaries but are interactable and allow you to teleport to other henges or keystone sanctuaries once you have found and interacted with them. Hover your cursor over every sanctuary you find and you’ll find the Keystone sanctuaries hidden in the world in no time.
Two henges are found in Anglorum, one in New Badari, one in the Great Forest and one in Swineland. A single keystone sanctuary is found in every other zone besides Mushroom Isle, Corsica and Earthrise. This means the Midlands, Deadwood, Dustshore, Cracked Rock and Grunes Tal have a keystone sanctuary hidden in them somewhere.
Basic Class Breakdown
Knight: In my opinion, the easiest class. They get four times the armour from equipment. They can take a lot of punishment and have access to the most tanking abilities. They can use one handed weapons or two handed weapons. They can use bows for range.
Druid: In my opinion, the second easiest class. They get three times the armour from equipment. They are tough and capable as both a ranger and magic user, having access to the greatest range of utility spells. Druids have mystic and death magic in their talent tree. They can use pole weapons and one handed weapons. They can use bows and wands for range, though they cannot specialise in wands.
Rogue : In my opinion, the hardest class. They get two times the armour from equipment. They’re a squishy, sneaky melee class able to turn invisible and backstab enemies. They can wield one handed weapons or small weapons and they are the only class that can hold a weapon in their off-hand (although their offhand damage is currently so low they're better off using a shield). They use bows and throwing weapons for range.
Mage: In my opinion, the third easiest class. They get the standard armour from equipment. They are glass cannons - low health but lots of firepower. Mages have fire and ice magic in their talent tree. They can use pole weapons, one handed weapons and small weapons. They use wands for range.
Constitution: Useful for all classes. Increases total health, health regeneration and the power of the reflective ward spell.
Strength: Useful to most classes, but mostly Knights. Increases Knight class spell and ability damage. Increases physical and ranged auto-attack damage (including for wands) .
Spirit: Useful to most classes, but mostly Druids. Increases Druid class (mystic and death) spell and ability damage as well as resistance to mystic and death damage, also increases the power of healing spells.
Dexterity: Useful to Rogues. Increases Rogue class spell and ability damage, also increases wand damage (but not by much).
Psyche: Useful to Mages. Increases Mage class (fire and ice) spell and ability damage, increases resistance to fire and ice damage and increases elemental buff spell damage (all four of them; fire and ice in Mage class tree and mystic and death in Druid class tree)
Useful Ablilities for all Classes
Reflective Ward - creates a shield around you that returns a set amount of damage received from enemies back to them (this spell is VERY important)
Resurrect - brings other players back to life (this is VERY important to party play)
Healing hand - heals yourself or others for a set amount (can be set back)
Healing tendril - channelling heal, heals yourself or other players a set amount per second of cast time (can be interrupted)
Bind - binds your character to a specific location they can teleport back to using Portal:Bind. You can only bind to sanctuaries (the golden ankhs)
Portal:Bind - a spell that can teleport your character back to wherever you bound (can be interrupted, cannot be used when transformed or in combat)
Portal spells (e.g. Portal:Stonehenge) - a set of spells that can teleport you to Stonehenge, Hadrian’s Wall, New Badari, Great Forest and Swineland from anywhere (can be interrupted, cannot be used when transformed or in combat)
Bounder Dash - a spell that increases your character’s movement speed (can be also cast on others)
Experience Point Breakdown
XP in Earth Eternal is given out in a flat way depending on your level in relation to your opponent’s level.
Players in your party will also gain XP if they are within range of your kill even if they deal no damage to the mob.
You’ll gain 100 XP for killing a mob the same level as you. You’ll gain an extra 10% XP per level the mob is over your level up to a maximum of +50% XP. You’ll lose 20% XP per level the mob is below your level to a minimum of 1 XP per kill.
For normal mobs:
5+ levels over the player = 150 XP
4 levels over the player = 140 XP
3 levels over the player = 130 XP
2 levels over the player = 120 XP
1 level over the player = 110 XP
Same level as the player = 100 XP
1 level below the player = 80 XP
2 levels below the player = 60 XP
3 levels below the player = 40 XP
4 levels below the player = 20 XP
5+ levels below the player = 1 XP
The mobs crystal colours give you a multiplier:
Clear (Normal) x1 XP
Killing a same level mob will yield 100 XP
Green (Heroic) x2 XP
Killing a same level mob will yield 200 XP
Red (Epic) x4 XP
Killing a same level mob will yield 400 XP
Yellow (Legendary) x8 XP
Killing a same level mob will yield 800 XP
Once you reach level 55 you can no longer gain XP in any way, including completing quests, as it is the maximum level a player can obtain.
Mob Crystal Colours
Keep an eye out for the colour of the star shaped crystal on the heath bar of mobs.
Clear crystal: "Normal" mobs. These mobs have average stats and attacks.
Green crystal: "Heroic" mobs. Heroic mobs tend to be stronger and have more health than their "normal" counterparts. Use caution when facing them alone.
Red crystal: "Epic" mobs. They are much stronger and have much more health than heroic mobs. Use extreme caution when facing these - it is recommended to bring a friend or two along to make things go smoother.
Yellow crystal: "Legendary" mobs. They possess the most strength and health of any mob ranking. Parties of 3-5 are strongly suggested when facing off against any of these.
Items are coloured differently depending on their rarity. Generally speaking, the rarer an item is the more powerful it is. The tiers are:
Grey: "Old" equipment. These tend to have much higher stats than other items their level
White: "Common" items. This category includes equipment with no stats.
Green: "Uncommon" items. This category includes equipment that is more uncommon, bearing a number of added stats to boost the player.
Blue: "Rare" items. This category includes equipment that is 'rarer' than uncommon items and tends to have more added stats than Uncommons.
Purple: "Epic" items. This category includes equipment that is 'rarer' than rare items and will have more added stats than Rares.
Yellow: "Legendary" items. This category includes super rare equipment usually with much better stats than Epics.
White name tags: This is reserved for Player Characters. All Players, Sages and Developers will have their names in this color.
Green name tags: Friendly or "passive" creatures. They do not attack the player or any hostile mob.
Yellow name tags: Neutral creatures. These are usually mobs that will not attack the player unless they are attacked first. "Elite" mobs will always be this type.
Red name tags: Hostile creatures. These mobs will always attack the player once they enter 'aggro range' of the creature. If a neutral creature is attacked, their name tag will turn from yellow to red and they become hostile.
Crafted items are usually more powerful than their purchased or found counterparts. You can make plans if you have the ingredients at a crafter, usually found in major cities. You can break armour and weapons down for parts at a crafter. Advanced crafting is very useful and many items that you can craft can be found in the Advanced Crafting Guide.
Respecing and learning skills costs nothing (even though the menu says it does). Spells never use reagents (even if they say they do).