The first week is the bridge from "I logged in" to "I understand the shard." This page lays out a day-by-day plan that exposes you to every major system without grinding any single one. By the end of it, you'll know what kind of long-term play you want.
If you haven't done day 1 yet, start with Your First Day on Immortal Realm — that page covers the welcome quest and the basics; this one assumes you've graduated from that.
Quick Answer
| Day | Focus | Outcome |
|---|---|---|
| 1 | New Haven welcome | Basic verbs, 500 gold |
| 2 | Train your main skill | First skill milestone |
| 3 | Try crafting or gathering | First crafted item |
| 4 | Visit Britain civic systems | Met Chirurgeons, Ledger |
| 5 | Use the market and auctions | First sale or purchase |
| 6 | Try a dungeon or convoy | First group content |
| 7 | Choose a long-term path | Committed to a direction |
Day 1: New Haven and the welcome quest
The full day-1 plan lives at Your First Day on Immortal Realm. Short version:
- Complete the welcome quest with Guide Arin.
- Open your bank.
- Try one starter quest.
- Take the moongate to Britain and back.
- Stop when tired.
Day 2: Train your main skill
Pick the skill you want to lean into. Examples:
- Swordsmanship if you like melee combat.
- Magery if you like ranged + utility.
- Tailoring or Blacksmithy if you like crafting.
- Animal Taming if you like pets.
Your day-2 path:
- Find the relevant trainer NPC in New Haven.
- Buy training up to 30 in your skill.
- Practice on starter mobs (combat) or training tools (crafting) until you feel comfortable.
- Bank what you don't need.
You're not pushing for grandmaster. You're getting from 30 to 50, which is the threshold where the next tier of content opens.
Day 3: Try crafting or gathering
Even if you didn't pick a crafter as your main:
- Mining is fast to start. Buy a pickaxe; find a mountain; mine. You'll get iron ingots. Sell to a smith NPC or save for later.
- Lumberjacking works the same way with trees.
- Fishing opens up the Fish Collection eventually.
The point isn't to grandmaster a craft. The point is to know what crafting feels like so you can decide whether it's part of your long-term play.
Day 4: Visit Britain civic systems
Take the moongate to Britain. Visit:
- The College of Chirurgeons Hall in Britain. Read the public roster. Watch a treatment if one happens.
- The High Ledger Hall in Britain (around 1476, 1645 on Trammel). Look at the Public Records Wall and the Filing Desk.
- The Velvet Hand alms loop at the West Britain bank (Trammel 1436, 1699). It's a permanent ambient fixture, not a scheduled scene — a Begging Spot plus a seated NPC named Ragged Jeda are always there, and a 2-second proximity tick will auto-pop a Begging or Give Alms gump if you stand near them. Drop a coin or sit down to beg; either side counts as engagement with the Order's most public verb.
You don't have to join anything. You're just looking. The civic layer is one of the shard's defining features; seeing it once cements that the shard is serious about its institutions.
(The Velvet Hand's actual Hall is in Buccaneer's Den, not Britain — only the alms loop is at Brit bank. If you want to see the Hall, plan a separate trip.)
For the full institutional layer, Civic Orders.
Day 5: Use the market and auctions
Visit /market and /auctions on the website. These are the live web tools that show what's actually being bought and sold on the shard.
Then, in-game:
- Browse a player vendor. Note the prices.
- Look at the auction house listings. Note the high-value items.
- If you crafted anything on day 3 that's worth selling, list it.
This day teaches you that the economy is real and that the website tools genuinely help you participate in it.
Day 6: Try a dungeon or convoy
Pick one:
- A starter dungeon — most cities have one. Enter solo or with a friend. Don't go deep your first time; just see the layout.
- A convoy — wait for a Convoy broadcast in a major city, walk over, escort it, get paid.
Either gives you your first taste of group content (dungeons can be solo if you want; convoys are technically group but don't require a pre-formed party).
For the full picture, Convoys and Dungeons.
Day 7: Choose a long-term path
By now you've touched combat, crafting, civic systems, the market, and group content. Pick the thing you enjoyed most. That's your long-term path.
Common long-term paths:
- PvE combat + dungeons — see PvP for risk levels.
- Crafting + economy — see Crafting and Economy.
- Civic engagement — see Civic Orders.
- Quest content — see the Ashen Pact Questline or Britannia Murders.
- Collection arcs — see Frog Collection, King Whiskers, or Living Herbarium.
You don't have to pick exactly one. Most active players have a primary path and a secondary one. Pick a primary; everything else is bonus.
Common Mistakes
- Trying to grandmaster a skill in week 1. Doesn't happen. Train to 50-60, expand later.
- Buying expensive gear before knowing your build. Your build will shift in week 2-3. Buy disposable gear until you settle.
- Joining a guild on day 3. Wait until you understand which guild fits how you actually want to play.
- Ignoring the website tools.
/market,/auctions,/bountiesare real and useful from week 1. - Avoiding civic Orders because "they sound serious." Visit them. They're more accessible than the page-titles suggest.
Where to Read Next
- For day-1 specifics, Your First Day.
- For the basic commands, Immortal Realm Commands.
- For the realm's currencies, Immortal Realm Currencies.
- For the broader new-player path, New Player Guide.
- The download page is the on-ramp when you're ready.


