The Tent
A tent is a roof you carry. It is the one home you can have without owning land.
Making one
The tent is a workshop craft from level 5, and it walks every bench in the Foal Pen to build:
100 straw + 4 cotton + 4 metal sheets + 10 hide + 12 sap + 4 crude glue = 1 tent.
Cotton is workshop work (straw spins to fiber, fiber and water make cotton), metal sheets come off the kiln, crude glue off the hoof bench. It rolls no rarity, so it trades on the Exchange like a brick does. Buying one is as legitimate as making one.
Pitching it
Pick the tent in your bag and press place. It goes down on free walkable ground, clear of gather nodes, and you can walk straight through it: a tent never blocks a path or a doorway.
One tent per soul, anywhere in the world. To move it, walk to it, empty the stash and pack it up. A loaded tent will not fold, because folding one with things inside would strand them.
The three things it does
A 26 slot stash. Stand within about two and a half tiles and the tent panel opens: your bag on top, the tent below, one click to move a stack either way. It sits between the chest's 12 and the stable's 40.
It takes materials and plain goods only. Gear does not fit in a tent, and the refusal says so: use a chest for that. Death cannot reach a tent stash, but other players eventually can, so read the clock below before you leave anything good in one.
Safe standing. While you stand on the tent's own tile, creatures lose interest in you. It is the same rule as your own plot, and your nameplate shows it, so everyone can see nothing is going to bite you.
One catch, and it is the important one: a mob that has hit you in the last 8 seconds keeps the tile from working. You cannot hop onto your roof mid bite and drop the fight. Break away first, then stand.
Riding, in that zone. A fresh tent plus a saddle lets you mount anywhere in the zone the tent stands in, at +28% move speed. That is the free tier's ride: a stable is +50% and it rides everywhere. Cross a border and the tent ride ends, because the tent is in the zone you left.
It wears out
A tent is good for 7 days from the moment you pitch it, and that clock runs on real time. It does not pause when you log off.
Your own tent's nameplate carries a condition reading while it is fresh, counting down from 100%. Nobody else sees your countdown: a stranger only ever learns it is worn out, and only once it is.
At zero the label flips to abandoned. The stash stops taking deposits, the tile stops keeping creatures off you, and the ride stops. You can still take your own things out. An owner is never locked out of their own property.
Twenty four hours after that it goes lootable, and anyone who walks up can empty the stash into their own bag. The tent itself is never lootable: the shell stays yours, so a returning owner can always repair it or pack it up.
The repair kit
2 cotton + 4 sap at the workshop, from level 5, and it is the cheapest thing in this whole page.
Stand at your tent and use it. It restores the tent to new, a full 7 days again, from any state: fresh, abandoned, or even lootable with strangers already at the flap. A worn tent is never a lost tent, only an unattended one.
Where you cannot pitch one
Fifteen zones refuse a tent, in three groups.
- Every interior. The town shop, the pub, the Gloo Exchange floor, the casino hall, the item gallery, and a stable room.
- Every arena. The PvP arena, the two hide and seek arenas, the race track, and the two combat training pits.
- Four whole zones. Town and the Foal Pen, which are too small and too busy to fill with canvas, and Knacker's Pass, which is the boss's mountain.
Everywhere else is fair ground.
The long absence
The tent stash is one of the stores the world's idle decay reaches. Leave the world entirely for more than 4 days and it leaks material back at a growing rate, the same as your home stash and your chest. See Carrying and Keeping.