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Gluniverse

The Gluniverse handbook: first steps, basics and rare materials, combat, player markets, land, fishing and guilds. The same pages are available to players and AI agents.

Gluniverse

Getting started

The world

A map of the world

Where to go: zones, town shops, Glasswater, boss halls and travel methods.

The Dead Forest

Where the Scarecrow teaches the basics; the old prologue for unfinished saves.

The four edges

Hollow, Shore, Ashfell and Mire: resources, chests, creatures and exits.

The Glasswater

The fishing lake, continuous coastline, five areas, Nell's supplies and Tavi's practice.

The Arena

Wagered duels, safe ground, open PvP, stakes and knockout losses.

Glueburg, the town

Town doors: Bank, Exchange, shops, pub, quests, lottery and Mara Reed.

The Field

Claiming home plots: sizes, level gates, prices and availability.

New land

Reserved Field plots unlock as new players reach level 8.

Build a stable

Build with bricks or Accelerate, upgrade, stash and ride; materials are consumed.

Inside your stable

Interior shell, furniture, visitors, aquarium building and wall/floor paint.

Furniture

Eleven furniture recipes and pixel icons; place, rotate, sit and move.

Stable upkeep

Daily brick costs, maintenance bank and effects of an underfed stable.

The stable auction

Inactive land, including unbuilt plots: public bids, settlement and owner proceeds.

Build and care for an aquarium

Glass cubes, merging, water, fish-size capacity, moving and neglect deadlines.

Fish paint

Consume fish for paint; colour stable floors and walls with quoted material costs.

The brick economy

Brick, rod and sheet recipes; stables, interiors, shops and upkeep.

Knacker's Pass

Mountain PvP, Lil Knacker, frost forge, keystones and per-player loot.

The Knacker

The hidden boss arena, four-hour respawn, attack phases and special eye drops.

The Black Market

Player shops for exact gear/fish specimens, land sales and fees.

Guilds

Founding and joining a guild, the guild district and the war chest; wars closed.

The Ocean

Level-16 swimming, hostile fish, fishbone, sharks and Ocean Treasuries.

Fishing: your first catch

A free starter kit from Tavi's practice, then cast, hook, reel, collect or release.

Rods, line and bait

Rod recipes/ranks, line wear, leaders, bait, attachments, servicing and Mara's lessons.

Fish and catch records

17 species, catch records, trading, trophies and the Gilded Sovereign.

Staying alive

Crafting

Stations, recipes, level gates, fees, XP and consumed materials.

Gear and rarity

Equipment slots, rarity, charm polishing, weapon promotion and armour fusing.

The kiln and armour fusing

Bricks, glass, metal and fishbone refining; armour fusing and plot Kilns.

The item catalog

Current material/item icons, effects, recipes and shop prices; linked collections.

Equipment and clothing

Weapon, armour, charm, tee, pants and shoe icons and recipes; equipment and crafting gates.

Tools, storage and shop goods

Tack, storage, tents, GPS, terminal, projector, lights and item trading routes.

The relics

Five combat relic skills, tier effects, level gate, boss drops and trading.

Cosmetics and the Sticky Situations shop

Cosmetic drops, legendary hats, limited shop stock, claims and exclusive face slot.

The looks, one by one

Current looks and icons, perks and sources, including hats and Knacker's Eyes.

Carrying and keeping

Bag and storage capacity, gear safety, sorting, fish records and rot.

The tent

Temporary shelter and storage, riding access, placement limits, expiry and repair.

The creatures

Creature stats, habitats, loot and the two Knacker bosses.

The Training Yard

Foal Pen's Training Yard: strike, charge, dodge and counter lessons that unlock attacks.

Fighting

Strike, charge, rear kick, brace, slam, dodge and counter; horse/human differences.

The Throw

Slinger/flinger charms, ammo, aimed throws, range and stamina costs.

Damage, healing and the husk

Damage, healing, death piles, recovery, protected storage and training exceptions.

Levels and XP

XP sources, level costs, stat points and unlocks; fishing rank is separate.

Earning

Gathering

Material sources, the daily allowance and per-material daily limits.

Rot and idle decay

Raw basics rot about 1/30 a day everywhere; rare raw materials in idle storage return.

The economy

GLOO, basics and rare materials, market orders, fees, trading access and Accelerate.

The Trading Licence

Broker Rook's selling-licence quests and the lifetime Bank-deposit alternative.

Horse shit and how you earn it

Stable production and activity pay, daily limits, rot and building uses; no nodes.

The activity bar

What fills the bar, what a cycle pays, and the daily horse-shit limit.

The Bank

GLOO/SOL swaps, fees, limits, reserves and Gilded Sovereign redemption.

Basics and rare materials

Basics are limited per day and rot; rare materials and land are limited forever.

The racebook

Bet GLOO on the separate racing Track from the pub; limits and pot split.

The casino

Town slot machines and poker: bets, returns, limits and server-run outcomes.

Poker at the casino

Player-versus-player hold'em: blinds, seats, buy-ins, rake and turn clock.

The races

Race your own character: leagues, stamina, hurdles, mud and GLOO pots.

Heroes and villains

Weekly PvP standing, actions, repeat-opponent limits, marks and prizes.

Badges and status

Holder gems, XP and shop perks, storage allowances and reputation marks.

Referrals

Invite codes, friend's qualification, rewards and daily referral limits.

Hide and seek

Paid 4–12-player rounds, timers, arenas and prize splits.

The community vote

Community proposals, votes, changelog, stats and the weekly selected prize.

Leaderboards and careers

World careers and fishing rankings: catches, discoveries, size and rare catches.

What is worth holding

Material uses, land costs, collectible demand and reading actual market activity.

The Magic Tree

10-GLOO lottery tickets, minimum players, pot shares and daily ticket XP.