First 10 Hours Checklist
A practical first-run checklist for The Scroll of Taiwu: faction choice, early arts, village priorities, injuries, and what to ignore.
Your goal for the first 10 hours
The first 10 hours should not be about mastering every system. Your goal is to create one stable character route: one main faction, one primary weapon plan, one internal support plan, one movement plan, and a village that prevents emergencies from snowballing.
The most common new-player mistake is treating every new menu as equally urgent. It is not. Early survival and readable combat matter more than perfect optimization.
- Choose a forgiving faction before chasing advanced style.
- Learn one weapon art, one internal art, and one movement art.
- Keep medicine, rest, and equipment condition under control.
- Use the village to support your build instead of turning it into a separate obsession.
Hours 1-2: pick a route and stop browsing
In the opening, pick a faction and commit long enough to understand it. Shaolin, Wudang, Swordsmith Manor, and Emei are the safest first choices. Once you choose, stop comparing every possible faction for a while. Taiwu rewards focus.
Your first route should answer three questions: what range do I fight at, what keeps me alive, and what do I do when the fight goes wrong?
- If unsure, start Shaolin and learn staff or fist fundamentals.
- If you want swordplay, pick Wudang rather than a fragile precision faction.
- If gear upgrades motivate you, pick Swordsmith Manor.
- If recovery and support sound fun, pick Emei.
Hours 3-6: build a small martial kit
Do not collect arts as if every manual is automatically useful. A good first kit is small: one art that deals pressure, one internal art that makes the body or qi stable, and one movement art that helps you stay at the right range.
If an art looks powerful but does not match your weapon, attributes, range, or support plan, it is a distraction for now. The early game is easier when your choices reinforce each other.
- Weapon art: your main pressure tool.
- Internal art: your engine and survivability base.
- Movement art: your answer to range problems.
- Recovery or utility art: add only after the core loop is stable.
Hours 6-10: stabilize the campaign
Once your route has a shape, start preventing campaign damage. Repair equipment before it becomes a combat problem. Treat injuries before chaining dangerous fights. Keep enough resources that the village supports travel and recovery instead of demanding constant rescue.
At this stage, a boring stable decision is often better than a flashy new system. Taiwu is long enough that early overreach can create problems you do not yet understand.
- Rest before hard travel if injuries are stacking.
- Repair or replace your main weapon when damage starts to feel inconsistent.
- Invest in practical village support: resources, recovery, and route-relevant crafting.
- Avoid optional hard fights when you do not understand why they are hard.
Related paths
FAQ
Should I restart during the first 10 hours?
Usually no. Restart only if you picked a route you genuinely dislike. A messy first character teaches useful systems.
How many martial arts should I learn early?
Start with three core roles: weapon, internal, and movement. Add more only when you know what problem they solve.
What should I ignore early?
Ignore perfect optimization, advanced faction tricks, and collecting unrelated arts. Focus on survival, range, injuries, and one coherent route.