Controls, classes, races, tile types, mob glyphs, and how the world works. Play now →
| Key | Action |
|---|---|
| W / Numpad 8 | Move north |
| S / Numpad 2 | Move south |
| A / Numpad 4 | Move west |
| D / Numpad 6 | Move east |
| Q / Numpad 7 | Move northwest (diagonal) |
| E / Numpad 9 | Move northeast (diagonal) |
| Z / Numpad 1 | Move southwest (diagonal) |
| C / Numpad 3 | Move southeast (diagonal) |
| Numpad 5 | Wait one tick (rest in place) |
The world map (M) is oriented north-up. The sun rises in the east (right side of the screen) and sets in the west (left). The moon travels the same east-to-west arc at night.
| Key | Action |
|---|---|
| Bump (move into) | Attack mob or interact with NPC |
| Space | Fire ranged weapon or wand at current target |
| Tab | Cycle to next hostile target |
| [ (bracket) | Cycle ally target (for healing / support abilities) |
| H | Quick heal — use top health potion from inventory |
| G | Toggle sneak mode (reduces noise, enables sneak attacks) |
| R | Cycle active ranged weapon set |
| X | Swap loadout (main ↔ alternate weapon set) |
| F | Search adjacent tiles for secret doors |
| 1 – 0 | Use hotbar slot (abilities, scrolls, consumables) |
| \ (backslash) | Switch hotbar page (page 1 / page 2) |
| Shift + Move | Initiate a trade with an adjacent player |
| Key | Panel |
|---|---|
| I | Inventory |
| K | Class abilities (drag to hotbar) |
| P | Quest log |
| J | Chronicle — NPC dialogue and book history |
| N | Leaderboard |
| L | Loadout manager |
| M | Zone map (press again for world map) |
| T | Portal travel menu |
| V | Faction standings |
| / (slash) | Help panel (full keybinding and command list) |
| Esc | Close any open panel / clear target |
| = / + | Zoom in |
| - / _ | Zoom out |
| Command | Effect |
|---|---|
| /shout message | Broadcast a message across all zones |
| /tell name message | Send a private whisper to a player |
| /who | List all online players and their zones |
| /zone | List players in your current zone |
| /stuck | Teleport to the zone spawn point if stuck |
| /conceal | Re-hide a secret door you have found |
| /help | Open the help panel |
| Command | Effect |
|---|---|
| /friend add name | Send a friend request |
| /friend accept n | Accept a pending friend request |
| /friend remove n | Remove a friend |
| /friend list | Show friends and pending requests |
| /foe add name | Mark a player as a foe |
| /foe remove name | Remove from foe list |
| /foe list | Show your foe list |
| /ignore name | Mute a player |
| /unignore name | Un-mute a player |
| Command | Effect |
|---|---|
| /invite name | Invite a player to your party |
| /accept | Accept a party invite |
| /decline | Decline a party invite |
| /leave | Leave your party — disbands the party |
| /kick name | Remove a member — disbands the party |
| /party list | Show party members and their zones |
| /p message | Send a message to your party |
| Command | Effect |
|---|---|
| /stay | Hold position; defends threats within 6 tiles, returns to post after |
| /passive | Stand down; companion won't engage on its own (activates automatically when you sneak or cloak) |
| /guard | Escort and defend you; engages threats within 6 tiles of you |
| /follow | Alias for /guard |
| /attack | Send companion to attack current target (Tab to select) |
| /dismiss | Unsummon companion / release Necromancer servant |
| /duel name | Challenge another player to a consensual duel |
| Command | Effect |
|---|---|
| /sim follow | Resume following and assisting normally (default) |
| /sim stay | Hold position; only fights threats in the adjacent tile |
| /sim passive | Follows but won't initiate combat; self-defense only |
| /sim attack | Engage your current target (Tab to select) |
| /sim flee | Break from combat and run to the nearest zone exit |
| Command | Effect |
|---|---|
| /petition message | Request GM assistance in-game |
| /report name message | Report a player for misconduct |
| /review 1-5 message | Leave a star rating and review (shown on the landing page) |
| /bug message | Report a bug to the developers |
| /idea message | Submit a feature idea |
Your class is chosen at character creation and cannot be changed. Each class has 4–5 active abilities plus passive bonuses that unlock at levels 10, 20, and 30.
Your race is chosen at character creation. Each race has one active ability that gains two upgrades at levels 12 and 24, plus an always-active passive.
Column order: ASCII glyph / color → pixel-font block / color → notes. Passable means you can walk through it.
| Tile | ASCII | Pixel Font | Passable | Notes |
|---|---|---|---|---|
| Grass | . | █ | Yes | Standard outdoor surface |
| Floor | . | █ | Yes | Dungeon / interior floor |
| Sand | , | █ | Yes | Beaches and desert |
| Cobblestone | · | █ | Yes | Outdoor worked-stone pavement, castle approaches |
| Dirt Path | , | █ | Yes | Trodden earth trail through villages and forests |
| Brimstone | · | █ | Yes | Glowing infernal ground — the demon-built floor of the deep fortress |
| Leyline | : | █ | Yes | A luminous leyline vein — the planet's breath surfaced in the dragon keeping |
| Cairn Stone | ▦ | █ | Yes | Rune-carved giant masonry — the willing-stone of the deep cairn (Cairnhold) |
| Mud | ~ | █ | Yes (×2 cost) | Slows movement; swamp zones |
| Autumn Grass | . | █ | Yes | Outdoor grass in autumn season |
| Snow Grass | . | █ | Yes | Outdoor grass in winter season |
| Tile | ASCII | Pixel Font | Passable | Notes |
|---|---|---|---|---|
| Water | ≈ | █ | Yes (×2 cost) | Rivers and shallow ponds; wading depth |
| Deep Water | ≋ | █ | Swim/fly only | Lake centers; causes drowning (every 4 ticks) |
| Deep Sea | ≈ | █ | Swim/fly only | Ocean zones; drowning damage without flight |
| Frozen Lake | ≡ | █ | Yes | Frozen Deep Water during winter |
| Lava | ≈ | █ | Fly only | Volcanic zones; lethal to walk on; fireproof mobs cross freely |
| Tile | ASCII | Pixel Font | Passable | Notes |
|---|---|---|---|---|
| Wall | # | █ | No | Castle and building walls |
| Stone Wall | # | █ | No | Dungeon stone walls |
| Cliff | ^ | █ | No | Outdoor rock faces and impassable terrain |
| Rock | * | █ | No | Interior rubble, furniture markers, and boulders |
| Ghost Wall | : | █ | Undead only | Grief membrane — only undead players may pass |
| Secret Door | ▓ | █ | After finding | Hidden — press F adjacent to reveal; /conceal to re-hide |
| Tile | ASCII | Pixel Font | Passable | Notes |
|---|---|---|---|---|
| Door | + | sprite | Yes (opens) | Opens when walked into; closes behind you |
| Chest | □ | sprite | Yes (opens) | Walk into to open; contains loot and gold |
| Torch | ! | sprite | No | Lights nearby area; outdoor wall torches can be extinguished by heavy rain/storms |
| Torch (doused) | i | sprite | No | An outdoor wall torch put out by the weather; relights once the skies clear |
| Portal | Ω | sprite | Yes (teleports) | Step on to bind a fast-travel point; use again to return |
| Dungeon Entrance | > | sprite | Yes (transitions) | Leads to a dungeon zone |
| Stairs Up | < | sprite | Yes (transitions) | Move to next floor up |
| Stairs Down | > | sprite | Yes (transitions) | Move to next floor down |
| Tree | ♣ | sprite | No | Harvestable with an axe for wood |
| Gem Node | ◆ | sprite | No | Mine with a pickaxe for gems |
In ASCII and pixel-font modes, the glyph tells you the creature family. The color tells you the specific species within that family. Learning the glyphs lets you identify threats at a glance.
NPCs always appear in cyan (#7cf) — any cyan entity is safe to approach and will never attack you first.
| Glyph | Category | Examples |
|---|---|---|
| ☠ | Undead (skeletal) | Skeleton, mummy, wight, bone golem, lich |
| ☻ | Undead (flesh) | Zombie, flesh golem, gargoyle |
| ○ | Wraith / ghost | Wraith, void stalker, ghost |
| ♦ | Vampire | Vampire, pale widow |
| ⚙ | Construct / golem | Stone golem, iron golem, grief construct |
| Φ | Mid-tier demon | Greater demon, blade hellion, efreeti, abyssal baron |
| D | Dragon | All dragon variants |
| H | Giant | All giant variants |
| ♘ | Centaur | Centaur, centaur warrior |
| ~ | Snake | Snake, giant snake |
| ⚠ | Fire elemental | Fire elemental |
| ★ | Celestial | Moon wisp, celestial couatl, holy sentinel |
| Unique letter | Boss-tier mob | K = Wight King / Death Knight, V = Vampire Lord, A = Arch Demon, R = Grave Revenant |
| ? | NPC (cyan = safe) | Any cyan entity — merchants, quest givers, unique creatures. Never hostile. |
Boss mobs use a unique capital letter for visual authority — they stand out from normal family members at a glance. If you see a lone capital letter that doesn't match a pattern above, it's likely a boss encounter.
One full day lasts 3 real hours. The cycle has four phases: day → dusk → night → dawn. Dusk and dawn each last 15 minutes; day and night lengths vary by season (Minnesota-style — longer summer days, shorter winter days). Most undead mobs only spawn at night. Detection radius for all mobs shifts with the phase.
Each season lasts 7 real days. Spring, summer, autumn, and winter cycle continuously. Effects include: outdoor vegetation changes (grass, trees), lake freezing in winter, seasonal fauna behaviour (hibernation, spring offspring, migrations), and weather bias. The day length shift means winter nights are noticeably longer than summer nights.
Weather affects outdoor sight radius and torch extinguishing chance. States: clear → fog → light rain → heavy rain → storm. Storms dramatically reduce visibility. Rain and storms can put out any exposed flame outdoors — the torch you carry, mounted wall torches, and even the torches your enemies hold — and on a dark night a guttering torch shrinks the lit area around it until the skies clear and it sparks back to life. Sheltered torches in caves and dungeons are unaffected. Swamp and coastal zones are wetter on average. Weather shifts gradually — you'll see it coming.
When killed, real players enter a 5-minute liminal state rather than dying immediately. During this window you appear as a ghost (†) and can move — but not fight. You have three ways out: run back to your corpse to recover your gold and 25% HP; have another player reach your corpse carrying a Scroll or Amulet of Resurrection to raise you there; or give up and recall (you keep your life but forfeit the dropped gold). If the timer expires, you die fully.
You carry items in a personal inventory and can deposit gold into storage at the chest in Castle Keep. Vault gold never drops on death — only carried gold is at risk. Stacks of the same material combine automatically. Equipment goes into named slots (weapon, shield, body, head, etc.).
Equip an axe to harvest TREE tiles for wood; equip a pickaxe to mine ROCK tiles for stone, ore, and gems. Tool tier matters — a basic axe harvests basic wood, a master axe unlocks better materials. Gathering respawns over time. Find tool recipes at the Smith in Coastal Village.
Three craftspeople live in Coastal Village: the Smith (weapons and armor), the Tanner (leather gear), and the Shaman (potions and magical items). Bump into them to open the crafting panel. Most recipes require materials you gather or buy. High-tier recipes unlock as you level.
Magical items arrive unidentified — you see a generic disguise name until identified. The Keeper in Castle Keep can identify items for a fee. Alternatively, use a Scroll of Identify. Cursed items can be un-cursed by the Keeper or via a Scroll of Remove Curse. A cursed item cannot be unequipped until the curse is lifted.
Six named adventurers populate the world alongside real players — hunting, camping, forming parties, and commenting on their surroundings. They are not bots with scripted paths; they make decisions the same way the AI system controls all creatures. Which companions appear first rotates each server session.
| Name | Class | Personality |
|---|---|---|
| Aldric | Warrior (Dwarf) | Terse and professional. Economy of words. Respects competence. |
| Mira | Ranger (Half-Elf) | Enthusiastic, exclamatory. Genuinely excited about nearly everything. |
| Fenwick | Rogue (Dark Elf) | Dry and sardonic. Observational humor. Rarely impressed. |
| Sera | Cleric (Human) | Full-caps excitement and all-caps fear. Zero filter. |
| Oswin | Ranger (Sylvan Elf) | Stoic, speaks in fragments. Says the essential thing and stops. |
| Lira | Mage (Dark Elf) | Formal and scholarly. Precise vocabulary. Occasionally condescending. |