Getting Started

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This guide should give you all of the information you need to get started.

Start with "The Basics" and "How to Try Everything in Two Hours" and then come back for the area(s) you found most interesting.

The Basics

There are three main categories of mastery at the moment in Talibri. Once you assign your character to a task, they take action every 5 seconds (6 for combat) as long as the browser is open.

Gathering - collect the basic materials that all end products (food, equipment, potions) require
Crafting    - process basic materials into goods (food, equipment, potions, etc.)
Combat    - fight enemies: gain stat xp, loot, and leol. Leol is the game's currency. Battlers use it to buy consumables and equipment from crafters (who in turn buy raw materials from gatherers).

The goal is open ended - some people want to be self sufficient and do everything themselves, some want to acquire wealth, some to be the leader in their field. As everything is created by players you often have to work together with others to realize your vision.

How to Try Everything in Two Hours

To get started we are going to have you chop logs, fish salmon, and then cook them into the delicious dish "Seared Salmon" which will help you heal when you move to combat. Seared salmon takes 2 logs and 1 fish per cook.

  1. Chop 100 Spruce (select Spruce Logs [5]) - Picture
  2. Fish 50 Salmon (select Salmon [5]) - Picture
  3. Take 5 minutes to cook the Spruce and Salmon to make “Seared Salmon” - Select 'Normal' and use the 50 Salmon and 100 Logs you just made. Your "# To Make" should be 50 and your "Desired Quality" should be Normal. Click 'Add to Queue' and then click 'Start Crafting' Picture
  4. Go to Calin Beach and use your new food to try combat for 15 minutes - I’d recommend you try Rogue’s “Stab” but it’s your hero so your call! Note that if you want to use mage skills (Evoker) or archer skills (Ranger) you'll need to get an additional set of items - mana potions or arrows.

Congratulations, you have now tried Gathering, Crafting, and Combat! There are a number of other ways to gather and craft - you can see the main disciplines on your profile page. Visit the Skills page for large list of what each skill can produce.


The foundational art of Talibri is gathering, which all other players (combat, crafting) are dependent on. Gathering also requires the least work on the player side as you never run out of materials (like crafters) or health/healing (like fighters) - you can easily leave the game running for days and continue to progress. There are 4 major types of gathering.

  • Mining: If you love shiny metals this is for you. Harvest minerals, critical elements in heavy armor, weapons, nails, and arrows. Eventually, there will be a combat affinity that consumes ore to power abilities.
  • Forestry: For axe lovers and woodsmen, there's Forestry. Chop wood, which is used to produce planks, weapons, arrows, and food production (base consumable for combat)
  • Fishing: To become a lure master, learn fishing. Fish is the basic requirement for any type of food.
  • Botany: Herb lovers unite under Botany to collect plants for cooking, tailoring, and alchemy.

You can see a sample of gathering below, in this case Spruce. You should almost always start gathering "Normal" materials as you start them (see purple box) and then move to more difficult ones as you level up. The [5] means that you must roll 5 or above to successfully gather. Initially you will roll "2d6+0" - this means that you're rolling 2 6-sided dice, and adding 0 to every roll. As you gain mastery, you will roll more dice and get more free additions every roll, allowing you to gather more difficult tiers.


Until processed most goods in Talibri are not fit for consumption. This is where the crafters come in. Unlike gatherers, you are dependent on a supply of resources to craft and have to stop if you run out. If you like to be more actively involved in a game, checking in a couple times a day this might be a good fit for you. You can also hybrid gather/craft for a healthy mix. Crafting has six professions currently (not counting Enchanting). Crafting takes place at a facility in one of Talibri’s cities. Each city has locations for all crafting professions. If you want to dig into crafting in more depth check out Getting Started (Crafting).

  • Cooking: All food production stems from here. Food restores HP and gives different boosts (poison resist, bonus health recovery, etc.). All battlers require a steady of supply of food (unless they enjoy being dead).
  • Blacksmithing: All metal processing for equipment production. It’s hammer time!
  • Woodworking: Turn logs to planks and make something useful out of them. Shape wooden elements for arrows and other equipment. Pick this if your last name is Carver.
  • Alchemy: The mad scientists of Talibri, Alchemists have exclusive access to the Mana Potion, as well as potions that allow fighters to breath lightning, and increase base stats.
  • Tailor: The ones to make gear for combatants, gatherers and crafters of Talibri. You have a choice to make components such as cloth, fabrics, bindings, fishing lines, and bowstrings
  • Construction: The creators of houses and additions (furniture will also be added later). Housing is useful for all players.

There's a link to a visual sample of crafting below, in this case making Planks. Select the type of plank you want to make from regular recipes (you get more as you level up) and then follow these directions:

  1. Select what you want to make the planks from (in this case, normal Spruce Logs). Select how many to make in the batch (you have to have sufficient materials). Select the quality of the output. If you use high quality materials to make lower quality planks it will get easier, if you use low quality logs and try to make high quality planks it will be hard!
  2. Click 'Add to Queue'
  3. Click 'Start Crafting'

As you level up you can make more types of planks, as you gain mastery in making planks you can create higher level output.


Combat - Affinities

The defense of Talibri ultimately rests in the hands of heroic combatants. Combatants shape their character by building mastery in affinities and affinity skills. To see the affinities navigate to (requires sign in).

NOTE - Combat is the next feature scheduled for a significant update it will see changes in the next few months.

As shown below, at the time of writing there are four affinities: Warrior, Rogue, Ranger, Evoker.

Each affinity has its own experience distribution and skill set. All combatants share the need for good equipment and good healing (whether food or potions) to keep them alive as they fight enemy hordes.

As a new player I would recommend you start with a standard affinity (Warrior or Rogue) and then rotate to a more complex one as you get the hang of how combat works and build up a gold reserve. Ultimately you may mix and match affinities and skills to build a unique character.

Standard Affinities:

These are the bread and butter affinities - all you need is food and you’re good to go.

  • Warrior: If your role model is X-Men’s Juggernaut or you love soaking up damage this is your go-to choice. The group tank, the warrior splits their experience gain into Strength (boosting damage) and Stamina (boosting health).
  • Rogue: If you love slippery champions and burst damage, Rogue is your class. The rogue’s kit is focused on dealing heavy damage, with a single defensive dodge skill. They have very little Stamina (health) gain, focusing instead on Dexterity (damage). Their limited health pool can slow progression to higher tier mobs as they don’t have the HP to survive, but they make up for it with the damage they deal.

Complex Affinities:

These are called complex affinities because they require a second consumable to function. Evokers require mana and Rangers require arrows. That means that in addition to buying food and making sure your hero has enough HP to fight, you’ll need a steady of supply of mana potions or arrows. As this requires more work and gold you’ll probably want to level up a “cheaper” affinity first.

  • Ranger: The elusive ranger uses a mix of powerful arrows and attacks to deal damage to enemies from afar, providing direct attack and some DPS/support attacks. All of the Ranger’s attacks deal damage, so it will pair well with any support skills you pick up from your initial class. Ranger’s damage scales off of strength, so if you start as a warrior it’s a great second affinity to pick up. Rangers gain balanced XP in Strength, Dexterity, and Stamina.
  • Evoker: The natural energies of Talibri surround your hero, and this “Glass Cannon” affinity is the one that harnesses it. If you want health and survivability avoid at all costs. If you want your fights to end in explosive glory (or tragedy) this may be the right class for you. Pure Evokers gain no XP in stamina, meaning they need to slot skills from other affinities when they're starting out. All of their XP gain goes into Intellect (increases damage and total mana) and Will (increases damage). They focus on damage and control skills with mediocre accuracy. Each Evoker skill consumes mana, meaning you'll need to periodically consume mana potions.

Combat - Mechanics

As a combatant you can bring up to 5 skills and 5 types of consumables to each battle. When you enter a combat zone you’ll be able to see potential enemies and a window to select your skills and consumables. If you hover over skills/potions you should get a brief description of what it does. Tool tips are a newer feature so there may be a few errors here and there but overall it points you in the right direction. Picture of skill selection

Once you select your abilities you’ll want to start combat. You’ll engage with the enemy roughly every six seconds. During that period you need to select a skill or consumable. More powerful skills have cooldowns - if a skill is yellow, you need to wait more time before using it again. Missing will not put a skill on cooldown, and defeating an enemy will reset all cooldowns/buffs/debuffs.

Picture of combat


If you're afk, the game will randomly choose skills from your bar. If your health falls below a certain threshold (roughly 20%) you’ll automatically consume the food/potion in your first item slot. If you’re training a single ability you may only use 1 skill so it’s chosen over and over. When you win a battle you are awarded XP, drops, and gold. The following turn you are automatically moved into the next battle. If you die you are moved back to the combat starting area.

Experience Gain:

Affinity experience is gained by using skills in that affinity. For example, in the picture above you can see that for using Fiery Strike I gain 10 XP in Warrior affinity, whereas for using Ignite I gain 10 XP in Evoker.

Stat experience is awarded based on your skill distribution. If you use all Rogue skills you’ll get 100% Rogue XP distribution. If you use 50% Warrior Skills and 50% Evoker skills 50% of the XP earned will be broken out as a warrior (Strength/Stamina) and 50% Evoker (Intellect/Will). By mixing up your skills you’re able to shape the type of XP gain and progression your hero has.

Mastery Matters more than Level

An interesting aspect to Talibri is that you can gain mastery in any activity, whether it’s mining copper or using a combat skill like the Ranger’s Aimed Shot. As you gain levels in mastery you become more proficient in using the attack and have more damage/higher success rates. In Talibri your mastery of a specific skill is often more important than your level in the category. Mastery level ranges from 0-20. Going from level 0 to level 10 takes approximately 4-5 weeks if you have no housing buffs. True mastery is harder, as going from 10 to 20 takes months.

  • Gathering: Mastery allows you to gather higher quality materials. Gatherers start off collecting normal materials, and over time gain the ability to gather higher tiers such as “Legendary”. Higher tiers are far more valuable for crafters: a basic Mana Potion restores 10 mana while a Legendary Mana Potion restores more than 100 mana. Rather than trying to power level to compete for the highest level in Mining, you may want to specialize in a specific metal.
  • Crafting: Mastery allows you to create higher quality output, as well as fail less often (allowing you to complete batches faster). Cloth, bar, and plank crafters gain an extra output per tick every 4 mastery levels (EX: level 4 plank crafters get 2 planks per action instead of 1).
  • Combat: Damage scales significantly with mastery. A basic attack at Mastery 5 like Bash or Stab does more damage than discovery skills do at Mastery 1.

Mastery matters more than Level. In the words of Bruce Lee, “I fear not the man who has practiced 10,000 kicks once, I fear the man who has practiced one kick 10,000 times.”


In the old days of Talibri Beta even the greatest heroes of gathering, crafting, and combat were homeless, relegated to the undersides of bridges, boxes, or sleeping under the open sky. That all changed with the release of housing.

Housing Summary

  • Houses provide space for additions
  • Additions provide bonuses to what you want to focus on
    • Add additional dice in order to increase your chance of gathering or crafting success
    • Reduce the difficulty of an activity to increase your chance of gathering or crafting success
    • Increase the amount of mastery you gain doing gathering, crafting, or combat
  • You get one free activation per day, and then have to purchase further activations, which have increased cost on each purchase. As you gain wealth and upgrade your house you will be able to sustain bonuses longer and with larger effect.
  • I recommend you start with the mastery bonus as that will help you to level up your mastery faster which is a permanent gain, versus the alternatives which give you temporary boosts.
  • Upgrading your house allows you to have higher level additions, upgrading your additions increases the effect
  • You need to have a level 1 house (Shack) to upgrade it to a level 2 house (Small Cottage). You can't skip straight to the best house.
  • This guide will cover building your level one house (Shack) and one addition, but you can have multiple additions. For more information on housing see the housing page.

Getting Started with Housing

  1. Build or buy a "Shack": Shacks are the basic home that starts your housing adventure. You can use any planks and any nails. It may be quicker to buy your shack, or the materials for it on the market. However, within a day or two you should be able to gather enough materials to make your own.
    1. Buy nails, or gather copper and then smelt it and make nails here. You smelt 50 nails per success, so keep that in mind. You'll need 1,500 for your shack, and another 1,500 for your first "addition" (3,000 total).
    2. Buy planks, or gather spruce and then turn the logs into planks here. You'll need 300 planks for your shack, and 300 planks for your first "addition" (600 total)
    3. Build you shack, or buy one on the marketplace under 'Sell Orders', 'Building Contracts'.
  2. Install your House: Once you've built your shack you'll want to go to your Profile (top right navigation bar) and click "Home". You get to place your shack in a city of your choosing, which currently does not effect your success in the game. At some point it likely will, at which time you can move for free.
  3. Build your first addition: While your house provides space, your addition gives you the bonuses to have greater success. Just like the house, you can either build your addition or buy one on the marketplace under 'Sell Orders' -> 'Addition Contracts'.
  4. To figure out which addition to build you'll want to know which area (forestry, fishing, mining, woodworking) you want to focus on and which bonus you want. You can see the list of additions and bonuses on the Housing page. I recommend you start with the mastery bonus as that will help you to level up your mastery faster, which gives you permanent gains.

Happy Paths

Here are a couple paths you can consider as you get started on your journey

  • Combat: Rogue / Ranger Hybrid. Both affinities scale off of dexterity, so you can start off as the slippery rogue and, as you level, start pulling in the accurate and powerful attacks of the ranger (Aimed Shot, Rapid Shot) for additional damage.
  • Gathering: Everyone loves a good log - so choose one and focus on it getting it to Mastery 10+. Logs are needed for construction, equipment, food, and arrows. Those last two are consumable, which means they get used up constantly. Given the multitude of uses for wood it’s a solid bet.
  • Crafting: This is the tough one as crafting needs high quality ingredients for success. Recommend you “get started” as a hybrid gatherer/crafter - mana potions (Alchemy) and seared salmon (Cooking) are easy places to start. As you go, try to find other players willing to be your supplier to get high quality ingredients and a steady supply

Parting Words

Good luck, have fun, join the Discord server, and remember that Mastery trumps Level.