Dreary — Player Reference Guide

Controls, classes, races, tile types, mob glyphs, and how the world works. Play now →

Controls

Movement

KeyAction
W / Numpad 8Move north
S / Numpad 2Move south
A / Numpad 4Move west
D / Numpad 6Move east
Q / Numpad 7Move northwest (diagonal)
E / Numpad 9Move northeast (diagonal)
Z / Numpad 1Move southwest (diagonal)
C / Numpad 3Move southeast (diagonal)
Numpad 5Wait one tick (rest in place)

Combat & Actions

KeyAction
Bump (move into)Attack mob or interact with NPC
HQuick heal — use top health potion from inventory
GToggle sneak mode (reduces noise, enables sneak attacks)
RCycle ranged weapon slot
TabEnter bow aim mode — then move keys select target
FSearch adjacent tiles for secret doors and traps
XSwap loadout (main ↔ alternate weapon set)
1 – 0Use hotbar slot (abilities, scrolls, consumables)
[ (bracket)Target ally with ability (for ally-targeted skills)

Panels

KeyPanel
IInventory
KClass abilities
PQuest log
LLoadout (swap between two equipment sets)
MWorld map
?Help panel (full keybinding list)
EscClose any open panel

Chat Commands

CommandEffect
/shout messageBroadcast to all players in the zone
/w name messageWhisper to a specific player
/invite nameInvite a player to your party
/acceptAccept a party invite
/declineDecline a party invite
/leaveLeave your current party
/kick nameRemove a party member (leader only)
/concealRe-hide a secret door you have found
/duel nameChallenge another player to a consensual duel
/helpOpen the help panel
/bug messageReport a bug to the developers
/review messageLeave a review (shown on the landing page)
/petition messageRequest GM assistance in-game

Tips for New Players

Classes

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.

Warrior
Durable melee fighter. Excels with heavy weapons and shields.

Always active

  • +2 base defense
  • +20% damage with two-handed weapons

Milestone passives

  • Lv10 — Shield Wall: +1 defense with shield equipped
  • Lv20 — Battle Hardened: 10% chance to negate all incoming damage
  • Lv30 — War Cry: +1 attack for 8s after a kill

Abilities

  • Shield Bash — stun adjacent mob
  • Battle Shout — AoE damage burst
  • Charge — close gap and deal extra damage
  • Second Wind — self-heal
  • Taunt — force mobs to focus you
Rogue
Stealth and burst damage. Sneak attacks deal massively increased damage.

Always active

  • ×2.5 sneak attack multiplier (base is ×2)
  • Cloak of Invisibility cooldown halved
  • +1 attack with light weapons (daggers, short swords)

Milestone passives

  • Lv10 — Exploit: +1 attack vs already-damaged mobs
  • Lv20 — Vanish: cloak recharges instantly on natural fade
  • Lv30 — Hemorrhage: sneak attacks apply 8-tick bleed

Abilities

  • Shadowstep — teleport behind a target
  • Poison Strike — apply poison on hit
  • Smoke Bomb — AoE blind
  • Kidney Shot — stun + bleed
  • Expose Weakness — reduce target defense
Mage
Wand magic specialist. Highest spell damage output.

Always active

  • +15% wand spell damage (→ +25% at lv10)

Milestone passives

  • Lv10 — Spell Focus: wand bonus upgraded to +25%
  • Lv20 — Mage Infusion: wand recharge costs 20% less
  • Lv30 — Rift Mastery: Rift landing deals 8 AoE splash damage

Abilities

  • Firebolt → Fireball → Inferno (wand fire, scaling)
  • Frost Nova — AoE freeze
  • Arcane Shield — temporary magic barrier
  • Blink → Rift Walk — short- to medium-range teleport
  • Group Invisibility — cloak the whole party
Ranger
Pet companion and archery specialist.

Always active

  • +1 bow attack
  • Pet gains ¾ XP share (base is ½)

Milestone passives

  • Lv10 — Pack Bond: pet gets +1 attack
  • Lv20 — Nature's Eye: mobs have −2 detection vs you
  • Lv30 — Apex Hunter: 15% chance to slow bow targets; Pack Alpha allows a second companion

Abilities

  • Rain of Arrows — AoE bow burst
  • Hunter's Mark — increase damage taken by target
  • Eagle Eye — reveal hidden area
  • Pet Command — direct pet to attack or hold
  • Camouflage — stealth while stationary
Cleric
Divine healer with holy damage bonuses against undead.

Always active

  • ×1.5 healing from potions (not food)

Milestone passives

  • Lv10 — Sacred Ground: double regen in Coastal Village & Castle Keep; Holy Throw deals 15 to undead
  • Lv20 — Holy Fervor: +10% melee damage vs holy-vulnerable targets
  • Lv30 — Sanctuary: survive one killing blow per zone at 1 HP

Abilities

  • Heal → Mass Heal (self/party heal, scaling)
  • Holy Light — AoE holy burst
  • Smite — instant holy damage
  • Resurrection — revive a fallen ally
  • Divine Shield — absorb incoming damage
Necromancer
Undead summoner. Commands a servant mob that grows with you.

Always active

  • Death Harvest: +3 HP on every kill
  • Undead Affinity: −3 detection radius vs undead mobs

Milestone passives

  • Lv20 — Death Pact: servant sacrificed to survive one killing blow per zone
  • Lv30 — Soul Mastery: servant death detonates radius-1 AoE explosion

Abilities

  • Raise Dead (skeleton → knight → lich servant)
  • Death Bolt — necrotic damage
  • Soul Leech — drain HP from target
  • Corpse Explosion — detonate a corpse for AoE damage

Races

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.

Human
Versatile. Bonus XP from all combat makes leveling faster than any other race.

Always active

  • +5% XP from mob kills

Racial ability — Human Resolve (cd: 80t)

  • Lv1 — +2 atk & def for 10 ticks
  • Lv12 — +3 atk & def for 14 ticks
  • Lv24 — +3 atk & def for 16 ticks + 6 HP heal
Dwarf
Tanky. Born with more defense than any other race; Stone Skin can absorb a killing blow.

Always active

  • +1 base defense

Racial ability — Stone Skin (cd: 120t)

  • Lv1 — +5 defense for 16 ticks
  • Lv12 — +7 defense for 20 ticks
  • Lv24 — +7 defense for 20 ticks + absorb the next hit
Half-Elf
Explorer. Permanent sight bonus helps you see enemies before they see you.

Always active

  • +1 sight radius in all lighting

Racial ability — Keen Sight (cd: 160t)

  • Lv1 — +3 sight radius for 12 ticks
  • Lv12 — +4 sight for 16 ticks
  • Lv24 — +5 sight for 20 ticks + reveals invisible enemies
Sylvan Elf
Beast-friend. Wildlife is less alert around you; Commune can turn them into temporary allies.

Always active

  • Beasts have −2 detection radius against you

Racial ability — Commune (cd: 120t)

  • Lv1 — frighten beasts within radius 4 for 10 ticks
  • Lv12 — frighten within radius 5 for 14 ticks
  • Lv24 — frighten radius 5 + charm nearest beast as temporary ally for 20 ticks
Dark Elf
Night predator. Extra attack power during the three dark phases; Fade enables ambush bursts.

Always active

  • +1 attack during night, dusk, and dawn phases

Racial ability — Fade (cd: 100t)

  • Lv1 — cloak for 3 ticks
  • Lv12 — cloak for 5 ticks
  • Lv24 — cloak 5 ticks + next attack deals +5 bonus damage

Tile Reference

Column order: ASCII glyph / color → pixel-font block / color → notes. Passable means you can walk through it.

Ground & Terrain

TileASCIIPixel FontPassableNotes
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
Mud ~ Yes (×2 cost) Slows movement; swamp zones
Autumn Grass . Yes Outdoor grass in autumn season
Snow Grass . Yes Outdoor grass in winter season

Water & Liquid

TileASCIIPixel FontPassableNotes
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

Walls & Structures

TileASCIIPixel FontPassableNotes
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

Interactive Tiles

TileASCIIPixel FontPassableNotes
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 Yes Lights nearby area; can be extinguished by heavy rain/storms
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

Mob Glyph Guide

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.

GlyphCategoryExamples
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.

World Systems

Day / Night Cycle

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.

Seasons

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

Weather affects outdoor sight radius and torch extinguishing chance. States: clear → fog → light rain → heavy rain → storm. Storms dramatically reduce visibility and may extinguish torches you carry. Swamp and coastal zones are wetter on average. Weather shifts gradually — you'll see it coming.

Liminal Death

When killed, real players enter a 90-second liminal state rather than dying immediately. During this window you appear as a ghost () and can move — but not fight. Step on your corpse to recover 25% HP and your gold. If the timer expires, you die fully. Some NPCs (Keeper, Shaman, Cleric) can revive you on bump for free during liminal.

Inventory & Storage

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.).

Gathering

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.

Crafting

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

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.

Traveling Companions

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.

NameClassPersonality
AldricWarrior (Dwarf)Terse and professional. Economy of words. Respects competence.
MiraRanger (Half-Elf)Enthusiastic, exclamatory. Genuinely excited about nearly everything.
FenwickRogue (Dark Elf)Dry and sardonic. Observational humor. Rarely impressed.
SeraCleric (Human)Full-caps excitement and all-caps fear. Zero filter.
OswinRanger (Sylvan Elf)Stoic, speaks in fragments. Says the essential thing and stops.
LiraMage (Dark Elf)Formal and scholarly. Precise vocabulary. Occasionally condescending.