u/Test_Account_2026

Noob 2 Noob: Hot tips for new players (Part 4) - Special Edition - Keep, Sell, Trade

So I'm now at over 1,300 hours in the game, so I may not be a total "noob" anymore but I still learn new things all the time. In this post I will focus specifically on items, and the most frequently asked question "how do I manage my inventory?".

It's not a very easy question to answer in this game, but I will try to break it down in simple terms. It's not easy to answer because most items in the game are use-able, unlike many mmos, and there are THOUSANDS of items in the game. But, I have a general theory I can share, even though I am still not an expert on all items.

THINGS YOU SHOULD NOT KEEP:

  • Things that do not stack, and you cannot use immediately or short term. Things that fall under this category are items like: gear, books, recipes, and other items that do not stack in multiples. You will get an overwhelming amount of gear, skill books, recipes, and other texts that do not stack more than one / inventory slot. These are the things you should always prioritize like this: can I use this (in the very near future)? if no then - can I favor this? if no then - can I trade this? - if no then sell to vendor.

  • Most gear, if you cannot use it or favor it, is vendor safe. Same for skill books and other random texts or items you find that do not stack in multiples.

  • Use the More Info function on items you are unsure of - if you go to the Gift tab it will show you which NPC accepts it as a gift. Usually NPCs that train your primary and secondary skill will accept gear that is tuned to your skillset (not always).

  • As a new player your first goal is to get FAVOR up with NPCs that have storage or high council sell amounts - I talked about these in previous posts (some early examples: joeh, flia, larson, charles thompson, etc..).

  • The way favor works is simple - the highest VALUE item that NPC accepts is the best to use to favor them, as it yields the most favor. Check their "small talk" conversation to see what they accept - and prioritize your highest value items to increase favor. If you have items they accept that are low value, you are better off vendoring them in most cases.

  • There are times when an NPC accepts multiple types of items for favor, but your highest value items in that category will always yield the most favor. If an NPC accepts gear and meat - you will pretty much always prioritize gear over meat because it's worth more.

THINGS YOU SHOULD KEEP

  • Any item you get and inspect with More Info that can be used to favor or craft for your MAIN skills is a keep, especially if it stacks (most will).

  • There are a ton of side skill items in the game that support non-combat skills which provide extra levels for your main skills (synergies) - you will want to keep items you can use for these skills. These include but are not limited to: cooking, alchemy, tailoring, etc... too many to list. Every single non-combat skill has some synergy for combat skills.

  • Use the command /wiki item to see what that item is used for.

  • The short version is you should almost always keep items that stack well - some stack up to 1000 in one slot, some 5. I usually prioritize items that stack up to 100, because every inventory slot is precious.

THINGS YOU SHOULD TRADE

  • This is where things get complicated, because there are items you don't need, but others do, and you don't want to vendor these.

  • The best way to figure out what you should trade is to check the PLAYER work order boards in every town, as well as checking player shops to see what people are selling (and take notes on prices). Player work orders will show you which items are in HIGH demand, right now. Keep in mind player work orders will often undercut the true value of an item, but you can get an idea for a baseline of what an item is worth.*

    • If you can sell an item via your stall for more than an NPC vendor will pay for it, you are winning if you make more than your stall costs. You don't have to get bogged down with optimizing the price as long as you are making a profit - but do see my last bullet in this post for context. You ideally don't want to cut yourself short on value, unless you are strategically undercutting other players - which is a completely viable strategy if you need money fast.
  • There are MANY LOWER LEVEL ITEMS that are in high demand and fetch a high price, so you should not vendor these, but either keep or sell in a player stall. Some examples of this: fire dust, sulfur, sponges, saltpeter, shock dust, orcish spell pouches, all types of wood, fruit (strawberries, grapes), milk, certain gems (rubywall, aquamarine, diamond, amethyst) and MANY more. As you learn more, you will understand which items you can profit from by selling them via a player stall vs selling to a vendor.

  • Do not WAIT to set up a player stall - it's an easy unlock for 10k early in the game in Serbule. DO NOT treat your stall as a PERMANENT SHOP. Many players set up shop only during busy days like the weekend, so you can benefit from only selling items when most people are playing, which is always over the weekend.

  • The cost of the player stall increases significantly every day - and you need to pay a fee - every day - to keep your stall open. If you keep your stall open every day as a new player, without a high volume of high value items you will lose money. Do not do that, because it's bad and it's not sustainable unless you are playing for hours every day and getting enough items to offset the cost of your stall.

OTHER SHIT YOU SHOULD KNOW

  • There are some items in the game that have a HUGE non-obvious (ex: you check More Info and all it says is there is no crafting other than lore for that item) value. There are some quest items that you will not know are quest or skill items but are very rare and have a high value (ex: rakshasa poetry, geometric rune chart, enchanted mistletoe, ancient stencil, red or blue books, some skill books which are rare, some teleport recipes, and other items). Some of the texts are actual trash (Ancient ritual, Goblin Poetry, these drop all the time and have virtually no value other than possibly being quest items - I forget at this point. But, any text you often get multiples of is usually trash). You will need to figure out what is what with time.

  • Always check vendors' Used Buy section for items which you know you can resell, use, favor. There are MANY times people will sell things that are worth a lot to vendors by accident, because they don't know or understand the value, or they need inventory space and are being lazy. I find EASY WINS every day by checking every key vendor (like Marla, Flia, etc... there are a lot more worth checking).

  • Make notes of prices of items players sell in stalls. It is a very much player-driven economy that is VERY VOLATILE, which means you can buy things from stalls and often resell them for more. This is fair game, and part of the economic trade in the game. Understanding which items are in high demand that you can buy low and sell for a profit can yield incredible amounts of councils - and you do not need to be a high level player to use this to your advantage.

That's all for now. Enjoy, leave comments, and prosper.

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u/Test_Account_2026 — 6 days ago

Need your help - take 2.

Last night I posted my experience with the game I wanted to share with mmorpg sub, but I received a fair bit of criticism for under or overstating certain things, and ignoring others. So, here is an updated version I want to get your thoughts on before I share it on mmorpg. Appreciate everyone taking the time to read my last post and sharing constructive criticism.


V2

I have been playing Project Gorgon lately, and I wanted to share why it has stuck with me. This is not meant to dismiss anyone’s bad experiences with the game or its community moderation. I know that discussion exists. I just want to talk about the game design itself, because I think a lot of people judge PG as if it is trying to be a normal themepark MMO, and it really is not.

Project Gorgon is closer to an old-school sandbox RPG that happens to be online. There is no normal class system. You can learn many combat and non-combat skills on the same character, then run two active combat skills together as your current “build.” That means your character can feel more like a long-term project than a class choice you made at character creation.

The thing that surprised me most is how interconnected the systems are. Combat skills are not isolated from the rest of the game. Some combat skills require non-combat skills to unlock. Battle Chemistry, for example, requires Alchemy. Ice Magic has connections to Fire Magic, Rabbit, Ice Conjuration, Meditation, Cooking, Battle Chemistry, and other skills through unlocks or synergies. That sounds bizarre if you are used to modern MMOs, but it gives the game a very different kind of progression.

It also changes how old zones and low level materials feel. In a lot of MMOs, once you outlevel a zone, you are done with it forever. In PG, I still go back to older zones because materials, recipes, NPC favor, work orders, side skills, and crafting chains stay relevant. Sometimes I am leveling a lower combat skill while gathering materials that support a higher-level goal. That loop is one of the things I like most about the game.

The NPC favor system is another big difference. NPCs are not just quest givers. They have preferences, storage, shops, training, hangouts, and sometimes important unlocks. Getting stronger often means learning who matters to your build and what they want. That can be charming, annoying, or both, but it gives the world a sense of friction that most MMOs smooth away.

The game is also unapologetically weird. There are player-run poetry jams, animal forms, strange curses, skill combinations that sound like jokes but are real, and a lot of systems that are barely explained until you start poking at them. The graphics and animations are not going to impress anyone who needs a modern-looking MMO, but the actual world interaction is much deeper than it first appears.

I do not want to oversell it. PG is grindy. It is obscure. Balance is uneven. Some builds are much smoother than others, and new players can absolutely make their lives harder by picking awkward skill combinations. The UI and presentation are rough. If you need polished combat, strong visuals, or a clear main quest pushing you forward, this probably is not your game.

But if you miss MMOs where the world felt mysterious, where other players mattered, where crafting and gathering were not just side minigames, and where your character could grow sideways as much as upward, Project Gorgon is worth at least trying through the demo.

It is not a WoW killer or a modern themepark competitor. It is more like an MMO for people who enjoy discovering systems, making long-term goals, and occasionally realizing that the mushroom you ignored 40 hours ago is suddenly important.

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u/Test_Account_2026 — 2 months ago

Need your help.

I've realized a lot of people really misunderstand the depth of PG, and I'm hoping to put together an ELI5 explanation for the mmorpg sub. I think a lot of people would be interested in the game if they can understand how skills work in the game, and that it's not like WoW or other mmos where you focus on one or two skills. What I am hoping for is correction, because I'm not an expert, or clarification on certain things as I explain the mechanics of the game which are not obvious - I am still learning a lot 800 hours in.


Project Gorgon High Level Overview

This is meant to be a general overview of PG skills, and an explanation of how this game significantly differs from others. Many people assume that you can simply focus on two combat skills, primary and secondary, to reach "the end", but in reality that's not the case.

For one, you cannot reach "the end" of a single combat skill by simply doing that skill until the end. To get to the end you actually need synergy levels - i.e. level thresholds from other skills to gain additional levels you cannot attain otherwise. So, if you want to hit level 115 in ice magic - which is already gated behind level 25 fire mage skill to begin with, for example, you cannot actually get to this level currently without additional skills - both combat and non-combat. Another example is the combat skill Battle Chemistry, which cannot be learned until you are level 50 in alchemy.

You also cannot "cheese" powerleveling by leveling one combat skill to max and then use it to powerlevel other skills, due to a debuff that limits you core skill to 25 levels above your minimal. So if you are level 100 ice, and level 10 mentalism you can only use level 35 ice skills. There is one exception to this with animal handling currently, where your pet will not be debuffed to your lowest level so you can use it to clear much higher level content - this is a loophole and subject to change. The other piece is your gear is also debuffed, so if you have level 100 ice gear, and you are 10 mentalism, you will not get full benefit of your gear, although higher levels still help.

There are over 130 skills in the game and you typically will need 5-10 additional skills to fully level one combat skill. So, using our ice example, to hit max ice level cap you may need to work on animal combat like rabbit, alchemy, battle chemistry, cooking, and other skills to max out just ice.

Why is this interesting? Unlike many other mmorpg where you basically just dial into your core skill and your progression is based on skill levels, you need to: forage, craft, do other types of combat in order to fully max out just one of your two primary skills.

In addition to just grinding xp, you also need to gain favor with NPCs to progress your skills, which means doing additional non-combat activities to uncap your skills which are gated at 50, 60, 70, 80, 90, and up to 115.

A lot of gaining favor will require you to group up with others to gain materials earlier in the game, and some even later in the game where you have to fight difficult elite mobs with many resistances to get materials to unlock research. Even some early research materials will require a group due to natural resistance to the skill you are trying to level. Some skills can just be bought with IGC or through found or bought skill books, but some require "research materials" to unlock, many of them quite rare.

In addition to all of that, you also have highly customizable gear which can be re-rolled many times to get "ideal" stats that support bonuses to the skills you mainly use. There are up to 6 different skill buffs on a piece of legendary gear each of which can be re-rolled with RNG mechanics, requiring materials.

There is quite a bit more depth to the game, but even these basic mechanics are very different than many mmorpg. In addition to all of this, there are guild quests that level up your inventory, daily elite mob runs, difficult dungeons, and lots of other content.

My favorite part of the game, though, is that unlike many mmorpg where once you leave a lower level zone you never return, you will find frequently that you need materials from lower level zones for very high level crafting recipes, meaning that you can return to lower level areas frequently, in a meaningful way, to achieve very high level objectives. This is especially interesting because you have both meaningful vertical and horizontal progression, where if you need to return to a lower level area for materials, you can run lower level combat skills that gain synergy for your higher level skills.

Non-combat skills in this game are not optional, like they are in many other games. For example - gourmand skill that you gain by eating different types of food is essential to boosting your combat skills. Cooking is another skill that has synergies with a lot of combat skills and while it can be leveled solo, it's much easier with a group/guild due to the incredible amount of materials it requires to level to max. Cooking requires foraging, gardening, and other non-combat skills to level. Playing musical instruments will assist with gardening. While combat skills are incredibly helpful in generating income, they are also not necessary. There are many other "obscure" non-combat skills such as calligraphy, whittling, candle making, meditation, cheesemaking, brewing, wine making, etc... skills that support other skills including combat skills. Theoretically you can play the game with little to no combat experience, by simply foraging, gardening, mining, merchant, and crafting and prosper.

In addition to all of this, there are world events, such as bovus and egg, and some vidaria events, which cannot realistically be soloed, meaning you will need to group up with people to actually benefit from these, and the benefits are significant in terms of both loot and xp. There are also lots of dungeons to run at various levels, low all the way to max. Some of these are soloable, but some will require group support - mainly at higher levels, but even some early dungeon bosses can pose a significant challenge below your level - one example is Borghild where unless you are running one specific combat type at higher levels you cannot clear without heals. Higher level dungeons will require tank and heals, as well as dps.

Beyond that there is a lot of community support for new and seasoned players. Most servers offer a "poetry jam" which is a great community event that offers significant combat and non-combat buffs, but also is a fun way to get to know people. There are multiple dailies which can be run with your guild, or a pug - either works pretty well usually. The dailies range from lvl50+ and offer two tiers, lower and higher level. Most servers are very new player friendly and will guide you through dungeons.

Finally, there are so many mix and match classes that possibilities are nearly endless and none of them are "bad", just different. Every skill in the game offers something meaningful to group and solo play.


This is kind of what I have off the top of my head. What did I get wrong and/or miss?

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u/Test_Account_2026 — 2 months ago

What skills are you working on during the update?

I'm trying to tackle the hardest one for me, rn - patience.

Edit: We are so back!

Edit 2: Looks like the update failed and they are rolling back, and will try again tomorrow.

reddit.com
u/Test_Account_2026 — 2 months ago

Shout out to GM Lemons for an unexpected Dreva event tonight.

The whole server came together tonight for a small event that GM Lemons put together for the Dreva server. People were surprised, excited, curious. It was a really nice vibe and it felt like the community really came together. Just a small shout out to a team who is clearly paying attention and doing things to engage the community. Thank you.

Edit: Not going to spoil it, in case they do it elsewhere. It was a low key world boss event that everyone could participate in who was on.

reddit.com
u/Test_Account_2026 — 3 months ago

Noob 2 Noob: Hot tips for new players (Part 3)

I'm back! After doing part 1 and part 2 I am back with a new set of slightly more advanced noob tips.

  • Egg Run - level 70 run happens 3 times a day on some servers, it's a big group dungeon run. You can join lower than 70 but you need to make sure you do not aggro and try not to die. If you're below 70 hang back and just loot. Do not AOE if you are lower level, as some mobs will kill you instantly. Easy gear/councils/xp/etc... You need to have teleport 27 (I think) to do this, and 2 aquamarines. You meet in Casino and port, then use code 0019 to access the dungeon. Join a party. Have fun and really do your best not to die. Ideally you also have res available and bring diamonds because a lower level your primary value is to res people who die. Don't try to rush ahead of people, you will get called out.

  • Dungeons - if you are new to a higher level dungeon - GAZ+ you will usually need a tank/healer otherwise you are fucked, unless you are rolling with some big hitters. Do no AOE mobs unless the tank tells you to. And do not pull / attack mobs until the tank has body pulled them - meaning they aggro by moving toward the mob without attacking. If you attack a mob too soon you may pull a huge group and wipe your party, and immediately get called out.

  • Gourmand - at first it doesn't sound that interesting, but trust me you need to start working on this skill asap - this is how you scale your combat. You need to always have food and/or snack active, they stack together. You will find you are much stronger when you have food buffs active.

  • Work on getting alternate recall location and mushroom recalls as soon as you can - these will save you an incredible amount of time.

  • Unlocks - some skill unlocks are really tough solo, esp at lower levels. Don't be afraid to ask for help in global chat, usually people will be helpful because they know how hard some things are to do alone.

  • Curses - same as above. You will get cursed, it just happens. Having a permanent debuff fucking sucks. Ask for help, again, many people will be willing to help you out. If all else fails, you can sometimes by Panacea from other players - it will cure all curses, but is expensive.

  • Tools. There are amazing people who play this game who have made some sick tools you can use to make your life a LOT easier. Gorgon Survey Tracker for surveys (open source, on github), and Glogger (open source, on github). These two tools are easy to install and configure and will make your life insanely easier. Using tools is not against TOS, and you should use them to your full advantage.

  • Poetry jam - if your server does it, try to join it. It's a great community event, and will get you some really nice long buffs, and often there are nice free raffles as well. It's also a good way to meet people.

  • PUGS - pick up groups. Do not shy away from running things with people in pick up groups - this is one of the best ways to make friends in the game, find a good guild, and also get xp and gear much faster than you can ever solo. Get on global ask to LFG for a dungeon, daily quest, or xp/gear run = profit.

  • Player stalls - everyone has a different strategy here, but you absolutely can and should set up a stall minimum one day a week. Vendors get capped for councils, but you can make a lot selling items to other players. Try to set up a stall for at least 24 hours during busy periods - i.e. weekends.

I probably still missed a bunch of good shit, but this is it for today off the top of my head. Have fun, make friends, profit.

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u/Test_Account_2026 — 3 months ago
▲ 848 r/Kenshi

Lo-Fi CEO Natalie Mikkelson is stepping down and hiring a new CEO.

"There's going to be a Lo-Fi job ad going out soon and I just have a bit of context first.

I've decided to step aside from running Lo-Fi Games so I can instead focus fully on being Lead Narrative. I'm well aware I've said repeatedly over the years 'I'm going to hire x role so I can actually focus on writing' etc, but it's just never ended up working out that way for me; freedom has always stayed but a distant dream 🥲.

Honestly, I'm not a business person, I never wanted to be one, it just... needed doing. Narrative is where my heart really is and where I'm certain I'll add the most value so someone else can put the deserved time into steering us strong!

Hands down, this is what's best for the success of Kenshi 2, the team, and of course - for me. I've basically been doing two jobs as one person; it's hard, it's bad for everyone involved, and it's pretty hypocritical from a person who preaches balance over stress. Right now we need someone with the space to make the best decisions for Lo-Fi, and that person's not me.

I'll still be covering both my roles until we find the ideal person to lead Lo-Fi, and I'll be taking however long it takes to make sure they're the perfect fit for us, and to set them up strong.

I'm sure I'll keep helping Chris out in the background the best I can after that, and of course leading the Narrative for Kenshi 2 - you'll never see me quitting that 😤 But thanks to Chris for listening and supporting me to be able to make this choice.

I'm well excited to be free and fully back on game dev 💪"

Source.

u/Test_Account_2026 — 3 months ago