Dreary — Player Reference Guide

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

Playing on Your Phone

Open drearyonline.com/play on your phone and the game starts in its phone layout: portrait, big text, big buttons, everything in reach of your thumbs. Same world, same characters and the same players as on a computer. A tablet gets the phone layout too; Menu → Settings → Use the desktop layout switches it.

Put it on your home screen

iPhone / iPad: in Safari, tap the Share button (the square with the arrow), then Add to Home Screen. Android: open the browser menu (⋮) and choose Install app (or Add to Home screen), or use Menu → Settings → Install app in the game. It then opens full screen with no address bar, straight into the game.

Touch controls

TouchAction
Tap the groundWalk there. The way is found for you, around walls and water.
Drag on the mapA joystick appears under your thumb; steer, and let go to stop.
PinchZoom in and out. Each graphics mode remembers its own zoom.
Tap a creatureTarget it; tap it again to walk up and attack.
ATTACKAttack your target, or the nearest foe in reach. With a bow or wand in hand it fires.
TargetPick the next foe.
Your buttonThe round button above ATTACK. Tap it to Search (a rogue starts with Sneak); hold it to make it any action from ⋯ More instead. Walking onto a body loots it.
Tap a personWalk to them and talk: shops, quests, trainers.
Hold anythingDetails for a creature, an item, a spell or a hotbar slot (a phone has no hover).
HotbarTap a slot to use it; slide sideways for more; swipe up or down for your second bar; hold a slot to see or clear it.
⋯ MoreSearch, Quick heal, Sneak, Light, Swap gear, Ranged set, Loot, Loadouts, Portals, Ally target, Hotbar page, and Fly up / down while flying.
Bag · Quests · Spells · JournalYour inventory, quest log, abilities and chronicle, along the bottom of the screen.
MenuSettings (text size, top bars, graphics, zoom, sound, install app), Loadouts, Factions, Hall of Deeds, Help, Log out.
Top barsTap your name for the full bars with gold and XP. Tap your pet, or a sim partner, for their commands; tapping a partner also picks them as your ally target.
Chat barTap it to open chat. While it is closed it shows the newest line and how many messages you have not read.
BackCloses the top screen (the Android back button, or a swipe from the left edge on iPhone).

Text too small? Menu → Settings → Text size makes every screen bigger. If you switch to another app, your party waits two minutes for you; come back in time and you are grouped again.

Controls

The keyboard controls on a computer. On a phone, see Playing on Your Phone.

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)
Click a creatureTarget it
Double-click your petOpen its gear: the PET tab of your inventory (I), beside EQUIPPED. Its name in the top-left box works too.
Click the groundWalk there along a path. Any movement key stops the walk; clicking a creature targets it instead. Turn it off with /clickmove off.
< / >While flying (Winged Boots or a Scroll of Levitation): rise to the level above, or sink to the level below, at the same spot. Only through open sky: a roof, floor or rock overhead blocks a rise, and you sink only from open air. Also /flyup and /flydown. If your levitation runs out while you are over open air, you fall.

The world is oriented north-up. The sun rises in the east (right side of the screen) and sets in the west (left). The moons travel the same east-to-west arc at night.

Combat & Actions

KeyAction
Bump (move into)Attack mob or interact with NPC
SpaceFire ranged weapon or wand at current target
TabCycle to next hostile target
[ (bracket)Cycle ally target (for healing / support abilities)
HQuick heal — uses the smallest healing potion or food that covers your missing health (the largest if none does)
GToggle sneak mode (reduces noise, enables sneak attacks, and lets you creep up on wild game: animals bolt at half the distance; invisible, they do not bolt at all)
OLight: open or shutter your belt lantern (it stays on your belt), or light a torch into a free off hand / put it away. A lit light blocks sneaking; a shuttered lantern or a torch in your pack does not.
ULoot the bodies next to you (stepping onto a body loots it too)
RCycle active ranged weapon set
XSwap loadout (main ↔ alternate weapon set)
FSearch adjacent tiles for secret doors; next to a found secret door it conceals it, next to a door you picked it locks it again
1 – 0Use hotbar slot (abilities, scrolls, consumables)
\ (backslash)Switch hotbar page (page 1 / page 2)
Shift + MoveInitiate a trade with an adjacent player

Panels

KeyPanel
IInventory
KClass abilities (drag to hotbar)
PQuest log (a quest you no longer want can be abandoned there)
JChronicle — NPC dialogue and book history
NLeaderboard
LLoadout manager
TPortal travel menu (needs a teleport ring; without one, step onto a portal)
VFaction standings
/ (slash)Help panel (full keybinding and command list)
EnterOpen chat
EscClose any open panel / clear target
= / +Zoom in
- / _Zoom out

Chat Commands — General

CommandEffect
/shout messageBroadcast a message across all zones
/tell name messageSend a private whisper to a player
/whoList all online players and their zones
/zoneList players in your current zone
/con [name]Consider your target (or, with a name, the nearest creature of that name): how tough it is for you (red, yellow, white, blue, green, grey, the same colour as its target outline) and how it regards you
/stuckTeleport to the zone spawn point if stuck
/flyupWhile flying, rise to the level above (same as <)
/flydownWhile flying, sink to the level below (same as >)
/concealRe-hide a secret door you have found
/lockRelock a picked door you are standing beside
/clickmove [on|off]Turn click-to-move on or off in this browser (on by default)
/helpOpen the help panel

Chat Commands — Social

CommandEffect
/friend add nameSend a friend request
/friend accept nAccept a pending friend request
/friend remove nRemove a friend
/friend listShow friends and pending requests
/foe add nameMark a player as a foe
/foe remove nameRemove from foe list
/foe listShow your foe list
/ignore nameMute a player
/unignore nameUn-mute a player

Chat Commands — Party

CommandEffect
/invite nameInvite a player to your party
/acceptAccept a party invite
/declineDecline a party invite
/leaveLeave your party — disbands the party
/kick nameRemove a member — disbands the party
/party listShow party members and their zones
/p messageSend a message to your party

Chat Commands — Companion

CommandEffect
/stayHold position; defends threats within 6 tiles, returns to post after
/passiveStand down; companion won't engage on its own (activates automatically when you sneak or cloak)
/guardEscort and defend you; engages threats within 6 tiles of you
/followAlias for /guard
/attack (or /pet attack)Send companion to attack current target (Tab to select)
/dismissUnsummon companion / release Necromancer servant
/duel nameChallenge another player to a consensual duel

Chat Commands — Faith

CommandEffect
/ascendAt your faith's seat, claim the title of its living god — if you are level 45+, hold 300 favor with that faith, and no one else holds the seat. One living patron per faith, server-wide.
/abdicateLay down a divine mantle you hold, reopening the seat for the next aspirant. (You are also remembered at the seat if you fall in the world while holding it.)

Chat Commands — Sim Party

CommandEffect
/sim followResume following and assisting normally (default)
/sim stayHold position; only fights threats in the adjacent tile
/sim passiveFollows but won't initiate combat; self-defense only
/sim attackEngage your current target (Tab to select)
/sim fleeBreak from combat and run to the nearest zone exit

Chat Commands — Feedback

CommandEffect
/petition messageRequest GM assistance in-game
/petition cancelWithdraw your open petition
/report name messageReport a player for misconduct
/bug messageReport a bug to the developers
/idea messageSubmit a feature idea
/bug list [page]List your own bug reports, newest first, 10 per page
/idea list [page]List your own ideas, newest first, 10 per page
/bug list #idShow one of your reports in full, with any notes added since (/idea list #id for an idea)
/bug close id [note]Close one of your own open reports, e.g. once it is fixed (/idea close for an idea)
/bug reopen id noteReopen one of your reports that was marked fixed, saying what still fails (/idea reopen for an idea)

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 as you level (most classes at 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 (requires a shield)
  • Battle Shout — attack buff for you and nearby allies
  • 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 (including a Kidney Shot from stealth) apply 8-tick bleed
  • Lv30 — Shadow's Mercy: survive one killing blow per zone at 1 HP and vanish into shadow

Abilities

  • Shadowstep — blink a short distance and slip back into stealth
  • Poison Strike — apply poison on hit
  • Smoke Bomb — AoE blind
  • Kidney Shot — damage + a stun (1.25s, 1.5s plus a 1s slow at Crippling Strike, 2s at Assassination); from stealth, double damage and a 2s stun
  • 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: a Blink or 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
  • Invisibility — becomes Group Invisibility (the whole party) at level 35
Ranger
Pet companion and archery specialist.

Always active

  • +1 bow attack
  • Pet gains 1½× XP from kills (other pets gain the kill's full XP)

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
  • Lv30 — Hunter's Bond: +3 defense while your companion is alive

Abilities

  • Rain of Arrows — AoE bow burst
  • Hunter's Mark — increase damage taken by target
  • Eagle Eye — longer bow range and harder-hitting arrows
  • Pet Command — direct pet to attack or hold
  • Camouflage — stealth that holds while you move carefully
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 & Dreary Castle; 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 — a holy bolt that heals allies it passes through
  • Smite — a melee holy strike
  • 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: undead of your level or lower ignore you until hurt; stronger undead notice you 3 tiles later

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 and adaptable. Faster leveling and quicker to win factions over — value that keeps paying off past the level cap.

Always active

  • +5% XP from mob kills
  • +5% faction reputation gains

Racial ability — Iron Will (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
  • Darkvision: always sees at least 4 tiles in the dark (base 3)

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; Nature's Bond can turn them into temporary allies.

Always active

  • Beasts have −2 detection radius against you
  • +1 sight outdoors at night, dusk and dawn

Racial ability — Nature's Bond (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
  • Darkvision: always sees at least 4 tiles in the dark (base 3)

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
Rubble , █ Yes Collapsed stone debris — broken walls of a ruin; slow going
Wood Floor . █ Yes Warm plank flooring in the residential rooms of village homes
Brimstone · █ Yes Glowing infernal ground
Leyline : █ Yes A luminous vein of power in the ground
Cairn Stone ▦ █ Yes Rune-carved giant masonry
Mud · █ Yes (×2 cost) Slows movement; swamp zones
Autumn Grass . █ Yes Outdoor grass in autumn season
Snow Grass . █ Yes Outdoor grass where snow lies on the ground

Terrain Primitives

The natural vocabulary of the outdoors. Groundcover slows you (×2 move cost); dense growth also blocks line of sight, so a forest hides what lies beyond. Trees, rocks, and peaks you weave between — the wilds are traversable, not walls. Only the bright harvestable trees and rock/gem nodes give resources; scenic growth does not.

TileASCIIPixel FontPassableNotes
Underbrush"█YesForest scrub — blocks line of sight
Heather,█YesMoor scrub — open sightlines across the moor
Scree:█Yes (×2 cost)Loose rocky gravel — slows you
Reeds"█YesMarsh reeds — blocks sight
Ash:█Yes (×2 cost)Volcanic ashfall — slows you
Cooled Lava≈█YesDark cooled-lava crust — walkable; yields no stone
Snow Drift"█Yes (×2 cost)Arctic snow — slows you
Crops,█YesCultivated farmland around settlements
Scenic Tree♣♣NoNon-harvestable forest tree (harvestable trees read brighter) — blocks sight
Thicket▒▒NoBramble / hedge — blocks sight
BoulderOONoLarge rock — blocks sight
Dead Tree♣♣NoBlasted dead tree — yields no wood
Cypress♣♣NoSwamp tree — blocks sight
Ice Spire△△NoArctic ice formation
Obsidian Spire♠♠NoVolcanic glass spire
Standing StoneΠΠNoBarrow / cairn / druidic menhir
Mountain▲█NoImpassable mountain mass — a natural boundary
Snow Cap▲█NoImpassable snow peak
Obsidian Peak▲█NoImpassable volcanic peak
Bridge≡█YesRoad crossing over water
Ruined Gate∩∩YesBroken gatehouse arch — walk through
Lych Gate∩∩YesGraveyard entrance
Gravestone‡‡NoHeadstone — barrow-moor and churchyard
Fence==NoFarmstead and hedgerow fence

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 No Lights nearby area; outdoor wall torches can be extinguished by heavy rain/storms
Torch (unlit) i sprite No An unlit wall sconce. Walk into it while carrying a lit torch to light it — it burns for a while, then gutters out and goes dark again. Outdoor ones are also doused by weather and relight 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

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, sea serpent
; Fish Brook trout, carp, pike, eel, mackerel, cod, stingray
8 Ω Sea life 8 = octopus, Ω = grey whale, ☆ = starfish, ※ = sea urchin (crabs and lobsters are c)
♨ Elementals Fire ♨, water ∼, earth ▲, ice ✦
★ 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.
∩ Den / lair (not a creature) A cave mouth, burrow, roost or nest. The colour tells you whose: bear den, wolf den, bat roost, dragon lair. Its owners are usually close by.

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. The sun is highest at noon, and day length follows the season and how far north you are: about 12 hours of daylight at the equinox everywhere, long summer days and short winter days in the far north, and nearly the same all year in the southern deserts. Each region keeps its own sunrise and sunset. 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), freezing lakes, seasonal fauna behaviour (hibernation, spring offspring, migrations), and the weather. The ground follows each region's own climate rather than the calendar: trees turn and snow settles earlier and longer in the north, lakes freeze only where it is cold enough, and the deserts never see snow. Winter nights are noticeably longer than summer nights, most of all in the north.

Weather

Weather affects outdoor sight radius and exposed flame. States: clear, partly cloudy, overcast, fog, rain, storm — they vary by region and season. Storms dramatically reduce visibility. Rain and storms dampen exposed flame outdoors: the torch you carry sputters low — its light shrinks and its fuel pauses until you reach cover or the skies clear (it is no longer lost outright), while mounted wall torches and even the torches your enemies hold can gutter out entirely until the weather breaks. Sheltered torches in caves and dungeons are unaffected. Every region has its own climate: snow fronts in the north, dry deserts in the south, fog off the coast and over the swamps at dawn, and storms that travel from region to region. Temperature follows the region, the season, the hour, and how high you have climbed. Weather shifts gradually — you'll see it coming, and some locals can tell you what tomorrow looks like.

Light & Torches

A lit torch is a consumable. It only burns down while it is actually giving light — in a dark dungeon, at night outdoors, or inside a cave — so you won't waste one crossing town in daylight. You'll be warned when it runs low; when it gutters out you automatically light a fresh torch from your pack if you're carrying spares, and only when your last one dies does the dark close in. Lighting an unlit wall sconce from your torch costs a little extra fuel. Torches stack in your pack, are cheap to buy in town, and can be crafted by the Smith — or you can trade the off-hand slot for a light-emitting weapon or piece of armor that never runs out.

Liminal Death

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.

Inventory & Storage

You carry items in a personal inventory and can deposit gold into storage at the chest in Dreary Castle. Vault gold never drops on death — only carried gold is at risk. With a saved account, the chest also has a shared section that every character on your account can reach: put an item there with SHARE and take it out on another character (soul-bound items stay with you). Stacks of the same material combine automatically. Equipment goes into named slots (weapon, shield, body, head, etc.). DISCARD destroys an item for good; a soul-bound item can only be discarded as a spare (when you hold another copy), so you never lose your last one.

Pack mule. Garveth at the stable in Dreary Castle hires out a pack mule (150 gold). She follows you from zone to zone, comes back with you after you log out, and carries extra gear (soul-bound items stay with you). Bump her and she steps aside; open her packs from the "Pack mule" line in your inventory while she is close. She will not start a fight, but she kicks anything attacking you. Bump Garveth to stable her or take her out again. If she dies, her load waits on her body, or your next mule brings it.

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 Dreary Castle 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.

Ecology

Creatures live their own lives. Predators hunt the animals they prey on when they are hungry and can see them; prey runs from a predator that is chasing it. Den animals go home to rest after a meal or a failed hunt, so a den nearby means its owner is never far away. Nocturnal creatures see further at night and less by day; other animals turn skittish after dark. In winter bears sleep and hungry predators range further; in spring the young appear beside their parents (weaker than adults, gone by summer). Hunters also wander between neighbouring zones, and some migrate only in certain seasons. Many undead shy away from a lit torch or campfire at night.

Faiths

The world has twelve faiths, each tied to a people and a faction. You begin to follow one by completing its quests: each earns favour with that faith, and your first favour is written into your chronicle. At 100 favour you carry its mark; at higher favour it teaches you devotion abilities, which go straight onto your hotbar. Greeting a faith’s shrine grants a short blessing (better defence and regeneration), longer if you carry its sacred relic. Favour is kept separately for each faith. At level 45 with 300 favour you may stand beside the faith’s seat and /ascend as its living god: one per faith on the whole server, and one god title per player (/abdicate to give it up).

Afflictions

Some creatures carry disease in their bite. Lycanthropy takes hold at the next nightfall and returns every night after, with extra strength until dawn. Vampirism lets your blows drain life, but daylight drains you. Mummy rot eats away at your health until it runs its course. Each has a cure: scrolls, salves and cloths sold or found in the world, and people who know how to lift a curse. A rare few players may find themselves walking as the undead: the sun burns them, the living greet them very differently, and the way back is not simple.

Languages & Lore Books

Common is spoken everywhere, and nine languages exist in all. Some races start knowing one more; others are taught by people in the world, usually through a quest (a letter of introduction helps). Knowing a language lets you read books written in it, where you would otherwise see only a few locked pages or a note about the script, and lets some people say more to you. Over a hundred readable books are scattered through chests and libraries; everything you read is kept in your chronicle.

Trust & the Chronicle

Bump into a person to talk. Each day you come back and greet them, their trust in you grows a little (once a day per person, so it takes real visits over time), from stranger to acquaintance, trusted, confidant and close, and each step unlocks things they would not have said before. Press J to open your chronicle: every line people have told you, your faith milestones and the books you have read.

Companions

A bond scroll calls a companion to your side: a wolf, bear, crow, hippogriff, wyvern, skeleton, risen knight, wraith or dragon. You keep one at a time; if it falls, it needs a minute before it can return. Give it orders with /guard, /stay, /passive, /attack and /dismiss. Rangers train their beasts faster and at level 30 can call a second wolf for a while. Necromancers raise their own servant instead: a skeleton, later a grave knight, and finally a lich.

Fishing & Cooking

Use a fishing rod beside open water (not frozen water). Better rods catch the rarer local fish, and the rarest bite more at night and dawn. Light a campfire with one wood, or find a fire already burning, and cook raw food beside it. Food heals; the finer dishes also restore health over time or give a short boost. A campfire also heals your whole party while you rest by it.

Stealth, Locks & Secret Doors

Press G to sneak: creatures see you from shorter range and take longer to notice you, but you cannot sneak while carrying a light. A Cloak of Invisibility hides you completely from all but those who can see the unseen. Lockpicks open locked doors (a master lockpick for reinforced ones); a failed attempt breaks the pick, and a few gates need their own key. Press F to search: it reveals hidden doors within your light, and pressing it again beside one hides it again.

Flight & Heights

Winged boots or a scroll of levitation let you fly over lava, chasms, deep water and the tops of trees (never through walls or rock). Where the world is stacked, with mountains above and caves below, press < to rise through open sky to the level above and > to sink to the one below. If your flight runs out over open air you fall to the ground beneath and take damage for each level you drop.

Trade & Duels

Shift + move into another player to open a trade. Players cannot attack each other outside a duel: challenge someone with /duel. A duel ends at 1 HP, not in death, and duels are ranked.

The Two Moons & World Events

Silvara, bright and slow, and Umara, dim and fast, cross the sky on their own cycles, and the world changes under them. Watch for nights when both are full together, and for the rarer days when the sun goes dark. Dozens of world events can break out across the whole world at once.

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.
MiraCleric (Half-Elf)Enthusiastic, exclamatory. Genuinely excited about nearly everything.
FenwickRogue (Dark Elf)Dry and sardonic. Observational humor. Rarely impressed.
SeraMage (Human)Full-caps excitement and all-caps fear. Zero filter.
OswinWarrior (Sylvan Elf)Stoic, speaks in fragments. Says the essential thing and stops.
LiraNecromancer (Dark Elf)Formal and scholarly. Precise vocabulary. Occasionally condescending.