EastScape Wikibuilt from the game itself

Area diaries and the cape

Every map has a diary: 18 of them, from the Yard to the Deep Wild, each with four tiers (Easy, Medium, Hard, Elite) of three tasks. Finish a tier for a perk on that map, an XP lamp and a medal.

On this page: Getting started · What a tier gives you · Special tasks · The cape slot and the Grand Tour · Skill capes

Getting started

  • Open yours with L, or the book at the end of the row of icons above your inventory.
  • It opens on the map you're standing on, so the next thing to do is always one key away. "Whole diary" shows all of them.
  • What you'd already done counts. When diaries opened, everything your character had already done was ticked off quietly: quests, kills, catches, laps, the maps you've walked onto.

What a tier gives you

A tier is finished when every task in it is done, and every tier below it. Finishing one gives you three things:

  • A perk on that map: faster gathering, a price cut, a monster that hits softer, a free teleport there once a day, a boss's table rolling twice on your first kill of the day. Each diary lists its four.
  • An XP lamp: 1,000, 5,000, 20,000, 75,000 XP for easy, medium, hard, elite. Rub it on any skill at or above the map's own starting level.
  • A medal (bronze, silver, gold, platinum): the frame around that map's emblem in your diary.

Special tasks

  • An event task is done by whichever world event ends on that map while you're there.
  • The Wilderness and the Deep Wild have PvP tasks from Medium up; their Easy tiers never need another player.

The cape slot and the Grand Tour

Your paper doll has an eleventh square, under your feet, for a cape. A cape carries no stats: it's for what you've done, and everyone can see it on you. The first is the Grand Tour cape, for every Elite diary, the Wilds included. Wearing it: a free teleport to any map once a day from the Diary, and the title the Well-Travelled. It can't be traded, sold or dropped.

Skill capes

Every skill gets a cape at 99, each with a real perk, bought from that skill's own person for 99,000 tickets. The first is Agility's: the Runner's cape. Breeding's, from Nestor the Egg Man, in the Yard: your pets grow twice as fast, and your pen and hatchery run a quarter faster. Alchemy's, from Rashid the Caravaneer, in the Golden Sands: your potions last twice as long, and 20% of brews make two. Archery's, from Wren the Ranger, in Cloudreach: your bow reaches a tile further, and 20% of arrows come back. Cooking's, from Salty Meg, on the Boardwalk: the food you eat heals a fifth more, and 20% of cooks make two. Fishing's, from Salty Meg, on the Boardwalk: fish bite 10% more often, and 20% of catches land two. Fletching's, from Wren the Ranger, in Cloudreach: every log gives a fifth more shafts, and 20% of arrow batches make two. Fungiculture's, from Yahsmeena, on your island: every harvest from a fungus bed gives one more mushroom, and the compost bin makes a fifth more. Harvesting's, from Yahsmeena, on your island: every harvest gives one more crop, and your plots grow a tenth faster. Hitpoints's, from Sister Morrow, in the Boneyard: 50 more max health, and out of a fight you heal four times as fast. Magic's, from Morwenna the Mage, on the Thunderhead: your spells reach a tile further, and 20% of pages are kept. Melee's, from Vince the Bouncer, in the Fight Pit: 5% more Melee damage, and you take 5% less. Mining's, from Bronny the Foreman, in the Yard: 20% of ores come up double, and gems turn up a quarter more often. Smithing's, from Old Pickett, at the landing in the Depths of the Mountain: 20% of smelts take no ore, and a Kindled Diamond costs 1% less gem dust. Thieving's, from Odile the Clerk, in the Thieves' Guild's top room: a catch doesn't break your clean run, and its stun is half as long. Tinkering's, from Sprocket Sal, at the Scrap Bench in the Yard: a Masterwork on 20% of builds, and a tenth more parts from every salvage. Wizardry's, from Volta, at the Thunderhead's storm altar: 20% of prints keep their ink. Woodcutting's, from Darla, in the Trailer Park: 20% of logs come up double, and your trees fall half as often. You can wear one cape at a time.

More in Going further

Pets · The Long Night: Round Two · The Trailer Park · The Golden Sands · The Tower · The Carnival