The Game Loop

Everything in Grinweld hangs off one short cycle. Master it and the rest of the wiki is just optimization.

move → pick a target → Auto (fights on its own) → kill → loot → next fight →
   ↑                                                                    │
   └──────────────── level up, buy gear, go somewhere harder ──────────┘

By default your character fights on Auto: pick a target and the server runs the fights for you, round after round, while the tab is open. If you chose manual at creation, you instead press Attack / Cast to resolve each round yourself.

A single round

Whether a round is resolved for you on Auto (about one every two seconds) or by your own press of Attack / Cast in manual play, the server resolves it the same way:

  1. You act. Each equipped weapon (Attack) or spell (Cast) resolves independently. With two weapon slots filled, both swing; with a Fire spell and a Heal spell equipped, a Cast does both — it burns the enemy and heals you.
  2. Doublehit may trigger per slot, giving that slot a free second action.
  3. The monster acts, possibly multiple times if it's fast (see Monsters).
  4. HP, gold, XP and mastery changes are saved.

On Auto the rounds tick on their own; if you're playing manual there's no waiting between rounds beyond a small anti-macro rate limit (about six actions every two seconds) — click as fast as you like; the server paces it.

Attack vs. Cast. Your two weapon slots fire on Attack; your two spell slots fire on Cast. They're separate buttons, so a pure hybrid can alternate — but most builds lean one way and use the other slot type for utility (a heal, a drain, a shield).

Winning a fight

Kill the monster and you collect, on that single kill:

  • XP toward your next level.
  • Gold on hand (spendable, lootable, lost on death).
  • A roll on each of four independent drop channels: gems, shadow items, purses, resources (see Drops & Bonus Time).
  • Mastery ticks on successful hits / on being hit (see Masteries).

On Auto the next fight starts on its own against the same target. Playing manual, you begin the next fight yourself after a tiny breather (~0.75s) — the trade-off being that manual kills pay +25% rewards over Auto ones, so hands-on grinding is worth more per kill.

Leveling up

Cross your XP threshold and the game prompts you to choose a stat (see Leveling & XP). You either pour into one stat (a big chunk) or spread a smaller amount across all five. This choice, repeated hundreds of times, is your build.

Spending the loot

Gold buys:

Going somewhere harder

When same-tier monsters die fast and reward little, climb the zone's tier ladder or move to a higher-min_level zone via the hub at Lanternwatch Cross. The The World page maps every zone and how they connect.

The long arc

Stacked on top of the minute-to-minute loop are the slow systems that keep you playing for months:

  • Ranks — permanent stat & mastery-cap boosts at level milestones.
  • Clans & Kingdoms — group power, treasuries, taxed territory.
  • PvP — hunting other players for their carried gold.
  • Quests — directed objectives with bonus rewards.
  • Reincarnation — eventually, beginning again from a stronger base.

Next: RacesCombatEquipment