The KinsBlood Codex

Choose what you want to learn

Follow the learning path from movement to hunting, or open any volume when a system, place, or command catches your interest.

KinsBlood — Adventure Together crest
Your learning path

From newcomer to hunter

0 of 8 steps complete
  1. Create hero
  2. Enter Play
  3. Movement
  4. Items
  5. Quests
  6. Hunting
  7. Combat
  8. Explore
Begin Your StoryAccount, character creation, Play, movement, and your first commands. AdventureQuests, creatures, instance dungeons, hunting, and combat. Grow in PowerEquipment, leveling, resources, skills, and spells. Know the RealmShops, NPCs, the world map, Premium, and Support.
Recommended first volume

Begin Your Story · approximately 10 minutes

Open volume I
Quick reference

Search all 11 chapters or type help in Play.

Volume I · Field Note 01

Basics

Learn the shape of Play, read a room, move with confidence, and turn plain words into useful commands.

Field method Scan the contents, open the entry you need, then try its highlighted commands in Play.

A new adventurer stands at the gates of Thornhaven with a compass and branching roads ahead
Illustrated field plateVolume I · Field Note 01

Characters page (website)

Open Characters in the top navigation (or /characters) to see every character on your account. Free accounts include one playable character slot and Premium includes five. Renewable 30-day Extra Character Slots are available in the Store for larger rosters.

On wide viewports, the header uses dropdowns for your character roster and Admin tools. At about 900px width and below, the Menu (☰) control opens the same links; after you tap a link, the menu closes automatically.

Create New Character asks for a starting area first (when the world lists more than one town); you spawn at that region’s spawn room. Click Play on a card to enter the game with that character.

Character names

The site normalizes what you type to title case. Names must be 3-15 letters, a single unbroken word, no spaces, digits, hyphens, apostrophes, or other punctuation, must be unique on the server (case-insensitive), and are checked against a moderation list, vulgar, hateful, or similar names are rejected.

Deleting a character

Click the × in the upper corner of the card. A panel opens underneath; type that character’s name and click Delete forever. Confirmation is case- and spacing-normalized to the stored name, if it doesn’t match, nothing is deleted. Click × again to close the panel without deleting. If you delete the character you were last playing, your selection is cleared so you can pick another from the list.

This is not typed in the game window, in-game, help characters summarizes the same flow.

Legal & cookies

The site footer links to Privacy, Terms, and Cookies. A bottom banner lets you acknowledge cookie use; policies describe planned Stripe Checkout-style payments (card data on Stripe’s side, webhooks for confirmation), see those pages for details.

Forced rename (staff)

If staff enable force rename on your character (website: Admin → Player Accounts, edit the character), you can only use rename <new name> until you pick an allowed, unique name. Movement, combat, speech, shops, and the ledger web UI stay blocked; the server reminds you about once per minute. You are not kicked for idle during this state. After a successful rename, you can play normally again. If you are not under force rename, typing rename does nothing useful, see help rename.

Movement

Move with the eight compass directions: n, s, e, w, ne, nw, se, sw (or full names like north, northeast), plus u (up) and d (down) where linked. Those links are stored on each room. peer <dir> (e.g. peer n) shows the look text of an adjacent walkable room without moving you there.

Named exits

Every Thornhaven shop, hall, and office is entered through a named exit rather than a compass direction: go archway or go bank (Bank), go portico (Mayor's Office), go doors (Warrior Hall), go door (Wizard Tower), go porch (Ranger Lodge), go gate (Empath Guild; also Cleric's Cottage, with go corridor from the cottage through to Cleric Hall), go doorway (Herbalist Shop, Chambre & Cloak), go alcove (Potion Shop), go gateway (Weapons Emporium), go hatch (Armor Warehouse), go stoop (Locksmith's Workshop), go archway or go ledger (Ledger Hall), go threshold (The Tannery), go grate (The Pawnshop), and go graveyard from East Plaza. Returning to the street is out for most of these; a few (Warrior Hall, the Cottage↔Hall corridor, Herbalist Shop, Armor Warehouse) also accept their entrance word again to leave. climb <label> is used when staff marked that exit as a climb (see help movement). empath and cleric work the same way. They follow an exit from your current room whose name matches (toward healing / resurrection hubs). Compass links, room_exits, and each room’s room_type (e.g. spawn, town_center, cleric, graveyard, herbalist, weaponsmith) come from the world data so dir can find hubs within your area.

Go vs climb

When a custom exit has a Display label, builders may set it as climb instead of go. Climb exits do not match go; if you use the wrong verb, the server usually suggests the right one. In the web client, clickable Paths in look and the room card send go or climb as appropriate.

Finding your way (dir)

dir lists locations in your area. dir bank gives directions to the bank. Try dir spawn or dir fountain square for the town entry square.

In Thornhaven, North Street connects north to North Lane (armor shop row); use go graveyard from North Street for the named exit to the graveyard, see the world map table. From the graveyard, east reaches the Snake Pit (snakes); west from the pit returns.

Minimap: each sub-area should have at most one room per grid cell when coordinates are set, see help map / help dir. Time & weather use time or weather (same command); moving to another main area can refresh your portrait backdrop for that area’s sky, help time.

Town escort offer

When you are in the Town sub-area and the path is beyond a server-configured distance threshold, dir offers an escort. Elsewhere, no town escort is nearby. Escort is free by default; some servers charge copper per move (shown as tiered g/s/c in the browser when offered). Use escort <location> to see the prompt (and cost if charging), then type confirm within 30 seconds to hire. You cannot move or be attacked until arrival.

When you or others move, the room shows messages like Giro just went east. (room you left) or Giro has arrived from the west. (room you entered). Creatures and roaming NPCs (e.g. The cat) show the same when they move.

Encumbrance

If you are at 200% or more of your carry capacity, you cannot move until you lighten your load. Wallet coin counts toward weight, use drop <amount> gold (or silver / copper) to leave a pile on the ground (level 10+); others can pick it up. At the bank, withdraw check can move vault value onto a weightless Relm bank draft instead. Then you can follow dir paths again. Type help movement and help bank for detail.

Dragging a dead player

With both hands empty, drag <name> offers to haul someone who is dead; they type accept (or click the accept link in the log) to consent within 30 seconds. Each move you make can fail or succeed (their weight vs your STR and encumbrance; roundtime). The fifth pull in a row always succeeds. Use drag stop or drag off to release them. Drag ends if they rez, decay, a gravedigger finishes, they type cancel gravedigger, or either of you disconnects. Type help movement in-game for full detail.

Town Escort

You must be in the Town sub-area (the town proper on the map) to hire an escort or to see the escort offer on a long dir line.

dir <location>: Get directions. If the path is long enough (e.g. 25+ moves) and you are in Town, the output offers an escort (often as a clickable escort … link in the browser).

escort <location>: Free by default (this server may charge copper per move). Type confirm within 30 seconds to hire (same window as other timed confirmations). You are moved room by room automatically and cannot move or be attacked until you arrive.

Min moves, move interval, and messages are server-configurable. Type help escort in-game for details.

Timed offers & confirmations

Many prompts expire after 30 seconds: accept for player trades, empath injury work, cleric resurrect quotes, corpse-drag consent, Vex’s locksmith quote, group accept after an invite, and confirm after escort <place>. In the web client, the game log usually shows a clickable accept (or command link for escort) so you do not have to type the whole word.

Help & directions in the browser

help and help <topic> print the same reference text as always, but in the web client the output is a Help card: a banner (topic name when you asked for a topic), section lines like === Title === as headings, and body lines with optional bold where the server uses **markers**. A plain dir with no argument (list of places in your area) uses that same card layout.

Clickable dir <place> rows on that card, plus compass and path command links elsewhere in the UI, run the command and then return keyboard focus to the command input so you can keep typing. Path links use go <label> or climb <label> when the world data says so (labeled exits with optional climb).

Directions from dir <place> stay as normal log lines (not the big list card).

Looking Around

look or l: See the room, players, NPCs, creatures, items, and exits. Room descriptions place a few consistent, custom KinsBlood object icons directly before the things they mark. Ordinary details stay close to text size; important landmarks are slightly larger, and the same object always reuses the same bundled art rather than a platform-dependent emoji. Dark themes use brighter, simplified artwork while light themes retain darker artwork so objects remain easy to recognize. Click or keyboard-activate any object icon to enlarge it in place on a surface matched to the active theme so transparent artwork remains readable; select it again, click elsewhere, or press Escape to collapse it. On the web, major civic rooms, shops and services, gates, refuges, and singular landmarks lead with a compact 16:9 environmental image with the same expansion controls. Text wraps beside and then beneath it. The two sides of a town gate depict the same gatehouse and walls from opposite directions.

Clicking players

Web: room looks list other players first under Others here; long lists wrap beneath the first name. Click another player’s name for social actions and idle display (seconds since their last meaningful command or say on this server, not the automatic room refresh; opening the tooltip fetches a fresh value). Super-admin accounts also see Online: seconds while that character is connected here. See Map below for the same on the minimap. Staff accounts may show a red Admin (super-admin) or Staff (other staff) prefix before the profession-colored name.

Clicking creatures

Web: click a creature (beast) name for an examine popup: optional description (set in Admin → Creatures) plus rough health shown as colored bands (wounded / hurt / etc., not exact HP numbers). When several beasts share a name, the popup can run Attack / Target with the correct instance id. In text, look at <creature> or look <creature> does the same narrative (use target, first…tenth, or a digits-only id, help info). Web: a slain beast corpse line (e.g. “The body of … lies on the ground.”) is framed in orange; the creature name uses your creature color from Preferences (default red).

look at poster, look poster, or read poster (when facing the sign): Town Center Quest Poster: only quests you can still accept, not already on your log, not completed waiting for turn-in, not turned in, meeting min level, and with every prerequisite quest finished. Grouped by area with NPC and room. If nothing qualifies, the poster says Nothing listed for you right now. You’re caught up. Web: a yellow ! before the poster; when the board has at least one listing for you, that ! pulses with the same orange glow as an NPC ! when you can turn in a quest. Clicking the poster opens the same list in a cream popup near your pointer (like reading a room sign).

read <display word>, look at <display word>: Other fixed room copy (e.g. Town Center placard toward the empath, read placard; community bench donation sign) uses the word shown in look. Web: underlined labels, first click shows the read … command in a tooltip; Read opens the text in a popup (pre-wrap; the log is not duplicated when the room payload already carried the text).

look in backpack: Look inside an equipped container.

Play page layout (web)

Moving popup windows: Click and drag a window’s title/header (or drag it with touch or a pen). Bench/table contents, room signs/posters, item and entity profiles, command menus, friend search, buff details, and shop/ledger/service dialogs can all be moved. Windows stay inside the screen; their contents still scroll, and buttons and form fields still work. Brief hover-only tooltips are not movable windows.

While playing, the site uses a compact header so the game and map get more vertical space. Its grouped utilities keep Boons, Messages (notifications bell and Mail), Market, and the portrait-based Account menu distinct; Mail sends mail through the same command path as the chat box. All seven Interface themes switch to Menu at the same screen width (1360px and below), so changing themes does not hide links that fit. On smaller screens, the expanded Menu shows links side by side when there is room and as a vertical list on narrow screens. It keeps the utilities above a complete themed bottom border, clear of the collapse chevron; phone screens use two columns. On Play, a chevron on the header border can hide or show the main navigation for even more room (saved in this browser).

Fitting the screen

On screens up to 768px wide, Play uses the full available width with no sidebar columns or empty space reserved for them. The themed frame keeps only small edge gutters so its corner artwork stays visible. Wider tablet layouts can still show the Room and Channels windows; small phones use the single-window game layout.

On desktop, the Play page is sized to fit between the header and the site footer in one viewport when the footer is shown, long sidebar lists (equipment, buffs, etc.) scroll inside the left or right column instead of pushing the command bar off-screen. The site footer is hidden on Play when the window is narrow (about tablet width and below) or short (typical 13" laptop browser height) so more pixels go to the log and minimap. On very small screens the footer stays hidden and padding is tighter.

Guided tour

New accounts receive a guided tour the first time they reach Play. It temporarily shows and expands every sidebar card, explains card collapse, expansion, ordering, and optional-card visibility, demonstrates both map sizes, covers the command box, and shows how to use help or help <topic>. The player’s original card visibility, collapsed states, and map layout return when the tour ends. Restart it anytime with Help & tour in the Play footer or Preferences → Help & guided tour → Start Play tour.

Preferences & Play sidebars (web)

The main map, room view, Channels chat, and game log have small top-edge dot handles. Drag a handle onto another center panel to place it above, below, or alongside it. Click a handle for the same arrangement choices or Reset to stacked. Panels stay within the center column, keep the shared command input, and remember arrangements in this browser. Narrow workspaces stack panels automatically.

Preferences in the Account menu opens an organized window with Appearance, Layout, Chat, Colors, Help, and staff-only Staff categories. On small screens the category menu scrolls horizontally; the settings and footer stay usable.

Theme & display

Thornwood Covenant uses ruby primary buttons with warm ivory text and a subtle copper edge across Admin, Home, Store, Play, and account forms. Store Add to Cart buttons use burnished gold with dark text and a subtle hover sheen; reduced-motion preferences disable the sheen and lift. Navigation highlights, including the Admin link and Admin dashboard shortcut, match the active Commerce sidebar with a dark ruby gradient, red edge and left accent, and warm gold text. The dashboard shortcut keeps its gold hover outline; Play's ornamental active-link underlines and other Interface themes retain their own styling.

Appearance has one Interface theme dropdown. Thornwood Covenant is the default; Silver Bestiary, Gilded Bestiary, and Moon-Silver Wyrmweave are also available alongside the three light themes below. Each theme includes coordinated colors and illustrated borders. Separate Dark/Light, palette, and None choices have been removed. Unset or previously None preferences become Thornwood; saved named themes stay selected. Fixed corners and center crests anchor short repeating rails, so resizing never stretches the artwork. Compact switches control room auto-fit, repeated room text, and help hints. Colors previews your theme's room, combat, and profession colors; choose another Interface theme to change them. Staff title and temporary portrait backdrop controls live in Staff.

The light themes have unique transparent borders: Daylight. Sunlit Court uses ivory, brass, sun and laurel; Red Daylight. Roseguard uses copper roses and garnets; Mist. Pearlweave uses pearl-silver willow and aquamarine. All seven themes preserve the header height, center navigation links between the border rails, and match Moon-Silver's visible map circle size and icon fit, with the same 32px control and 22px glyph.

All seven ornamental frame themes share an optically centered map-and-arrow shape in the corner medallion: theme-matched silver, gold, champagne, rose copper, or icy/pearl blue with a down arrow while closed, white with an up arrow while open. The closed icon pulses every 15 seconds unless reduced motion is enabled.

Play sidebar settings

Side-card titles have transparent backgrounds and a theme-tinted jeweled underscore with a prominent center jewel, side diamonds, and leaf tips that scale with the title text. Counts, add buttons, collapse arrows, and drag handles remain separate controls.

Layout sets Play scale, column layouts, left-side minimap, right-side inventory, inline windows, quick-action visibility and style, and sidebar reset. The quick-action bar sits above the command line, with ornamental dividers above the bar and between it and the input, and automatically fits more slots on wider screens: empty slots assign core commands such as Attack, Loot, and Skin, or learned skills and spells; filled slots use them, and shortcuts 1-9 work while you are outside a text field. Assignments are stored in this browser. The Friends card is always shown whenever Who Online & Friends access is available; it is not a visibility preference. Chat controls channel visibility and Realm/Global messages in the main log. Click Save changes to keep account-backed changes; Cancel, Close, backdrop, or Esc reverts unsaved previews.

Rearranging Play panels

On the Play page, you can reorder sidebar panels and move them between the left and right columns. Wrap and Grid expand that side to two card-width columns on wide screens; Wrap flows cards top-to-bottom before starting the next column, while Grid keeps explicit cells. Long Inventory lists scroll inside their card.

The Status and Condition titles are collapsible (click the ▼ beside the title) to hide those panels when you want more room for the log. A drag starts only from the ⋮⋮ icon beside each panel title (Status, Condition, Buffs, …), clicking HP bars, the injury portrait, or the hand rows does not move the panel (the underlined held item name in Status opens a stow menu instead; it still does not drag the panel). That order and placement are saved in localStorage as mud_play_sidebar_layout (per browser).

In-game, preferences / prefs only summarizes colors; use the site for the full UI. Type help preferences in the game for the same points.

Status Bar & Info

Identity block

The Status panel’s compact bordered identity block places the portrait beside three tight lines: line 1 = your character name (long names may truncate with an ellipsis). Line 2 = Male / Female (left) and race (right). Line 3 = profession with a small emoji before the label when the game recognizes it (Empath 💚, Cleric ✝️, Warrior ⚔️, Wizard 📚, Ranger 🏹; internal Potion ⚗️, admin-added professions may have no emoji) on the left, and stance as a short abbrev (std, knl, lng, …) with hover tooltip for the full pose on the right.

When you have a combat target (target or a successful attack), its room creature card gets a colored border in the look window instead of a Status line. Staff accounts may show a red Admin or Staff prefix before the name, same idea as in the room list.

Level, coin, and bars

The next row shows your level and a colored chip for the realm containing your current Area. In a race realm the chip shows its reputation; inside Dreadspire it shows ALL because rewards there credit all six race realms instead of a separate Dreadspire balance. Select the chip to open the styled ledger.

Coin on hand shows as tiered g/s/c with 🪙 icons tinted gold / silver / copper per tier (👤 wallet row); a vault icon (🏦) tooltip shows bank the same way. Compact bars show HP, mana, then encumbrance (fill color shifts green→yellow→orange→red as you get heavier); cast and roundtime appear side by side below them. A second divider separates the timers from the compact left/right hand rows. Hover bars, timers, wallet, or vault for tooltips.

The web info sheet Resources tab lists all six spendable race-realm balances and five-level usage, labels Dreadspire as an all-realms reward source without a numeric balance, and shows the shared next-level cost plus separately labeled general training reputation.

Injury & bleeding

Injury portrait: A human silhouette; injured body parts are highlighted as minor, moderate, major, or critical.

Bleeding (web): Moderate, major, and critical wounds bleed at increasingly dangerous rates. A red summary under the portrait shows approximate HP lost per minute and a short wound count (same data appears in the Health and info cards). Minor wounds do not bleed. Each minute when you actually lose HP to bleeding, the log also prints 🩸 You lost -N HP in red.

Health, buffs & the info sheet

health or h: Log and sidebar: HP, mana, injuries, and bleeding when applicable (portrait + Condition panel update). The Condition card keeps its clickable body portrait at the same size on the right and lists ongoing bleeding/poison plus injuries by severity on the left. Typing just h is health, not help. In the web client, this also opens a Health card in the output with HP/mana bars, a bleeding line, and an injury list (colors match the portrait).

buff or buffs: Active buffs only, with time left and what each effect does (stat bonuses, death recovery / raised weakness, potion text + mechanical mods, etc.). Web client: opens a Buff card in the log; the sidebar presents active effects as a compact timeline with a visible count, custom KinsBlood pixel-art icons, a timer that counts down every second, and a shrinking duration track. Click an effect there for the same detail.

info (same sheet as skills or spells): Full character sheet in the log: level, profession, race, stats, HP, mana, weight, encumbrance, injuries, equipped items, skills, a short buff summary, wallet and bank coin. Web client: tabbed character sheet card, Overview (bleeding before injuries), Resources (coin, bank, every realm reputation balance and five-level usage, shared next-level reputation cost, separately labeled general training reputation, weight, encumbrance), Gear, Inventory (hands, loose items, container contents), Magic (spells vs combat techniques, buffs), and Attributes (each stat as base / total with equipment, e.g. 37 / 40). equipment / gear opens the sheet on Gear; magic opens on Magic; stats / attributes on Attributes; inventory / inv / i on Inventory. resource / resources jumps to this site’s Resources guide page. If you are on a staff account, the banner may show the same red Admin / Staff prefix before your name. While dead you cannot run plain info, skills, or spells (default full sheet), but you can use health, buff, stats/attributes, resource, and inventory (last opens the same sheet on the Inventory tab).

Status. Hands

Web: Beneath the cast/round timers, compact hand icons and Left / Right labels show what you hold. Click the underlined item name to open the same kind of popup as NPC Commands (stow lines for each equipped container you are wearing, wear/equip when the item is wearable, plus stow shield / sheathe when applicable). When something is on your back or in your sheath, the Shield / Sheath sub-row links run draw shield / draw weapon.

Map

When the main map is closed, its window disappears completely and the Room window takes the top position. Select the map-and-down-arrow control built into the upper-left frame corner to open the map above Room; the same control changes to an up arrow and closes it. The sidebar Minimap’s target button toggles a saved focused view: your current room stays centered, with a fixed eleven-row window showing up to five room positions north and south; toggle it off to fit the whole sub-area. Each room maps to one cell when the world data gives both grid_x and grid_y (defaults ship in build/seed.sql); shards enforce one room per cell per town map region so tiles do not stack. Cells are plain boxes with connection lines, brighter fills, gray borders and exit lines, no numeric room id on the tile; click for details or use the world map guide for ids. Your current room is highlighted in green.

Instance runs & room details

Instance run: When you have an active instance dungeon run, that sub-area’s map tints the configured lobby cell dark gray and the entry cell cyan so the portal stands out. If you are in that cell, green “you are here” still wins. On shards that use Veilspire Bastion, the lobby courtyard links to the antechamber on compass east (no separate named dungeon exit for that hop on current seed).

Map room details: When the map is showing your current Area and Sub area, click a cell to open a styled card anchored beside it. Browsed sub-areas and Area View do not expose occupant details. The card shows the room name and separate Friends, NPCs, and Creatures sections with counts and clear empty states. Non-admin map responses reveal only mutual friends in that room; admins instead see a Players section containing everyone there. NPCs include a gravedigger if an active rescue is in that room; player names use profession colors, staff may have the red Admin / Staff prefix, and dead characters are marked Dead. The chosen cell stays highlighted; select it again or click elsewhere to dismiss the card. Keyboard users can focus a room and press Enter or Space. While a gravedigger is dragging your body, automatic look updates keep the map in sync so you and he show in the same room. The fixed room display and each web look result share a theme-aware Wayfinder card with a room-name band, Area › Sub Area, description and occupants, and compact chevron Paths buttons. The room card and minimap refresh promptly when creatures or players enter or leave, when beasts spawn, or when grouped members arrive, without waiting on the debounced move refresh.

Zoom & area view

Map zoom: The expanded map’s 100% view automatically fits the selected area’s actual width and height. Small maps retain a 400% maximum, while larger regions automatically receive a higher maximum, up to 1600%, so their rooms remain readable. Use the +/− controls or the mouse wheel to zoom, drag to pan, and use reset to return to the fitted view.

Area View: Select the connected-grid icon to combine every map-visible sub-area in the chosen Area. The overview follows real cross-sub-area exits when positioning and connecting those maps. Each sub-area footprint has its own translucent background color, and connected sub-areas are assigned strongly contrasting colors. Hover or focus the small color-grid icon in the map’s top-right corner to see the compact color-and-name legend. Creature habitat controls remain hidden in this overview. Select the Area View icon again to return to the individual sub-area map.

Creature habitats & controls

Creature habitats: With Hunter’s Cartography, the expanded map’s side legend uses a compact, vertically scrollable creature column so crowded regions remain easy to scan without taking space from the map. Check any combination of creatures to compare their territories, or use Select All / Deselect All. Every selected creature colors each room in its configured spawn/roam habitat with its legend color; the sidebar Minimap mirrors those selected habitat colors, and a shared room is divided into the selected creatures’ colors. A matching colored paw marks each configured spawn room, and matching dashed paths follow actual room connections inside that creature’s roaming territory. Turn Spawn Dens and Roaming Paths on or off independently without hiding the habitat room colors. Without Hunter’s Cartography, these controls remain visible but off, disabled, and gray; the server omits their habitat room data.

Player names in the room: Click another adventurer’s name in the room text (not your own) for a popup: configured social actions and idle display (seconds since their last meaningful command or say on this game server, not the web client’s debounced automatic room refresh, or offline if they are not connected here). Opening the tooltip asks the server for a fresh value. Super-admin viewers see Online: seconds for connected characters.

Title bar: The frame-corner map control opens with a down arrow and closes with an up arrow. The map’s internal title row contains My Location (home), the focused/full-view target, and Area View / World Atlas controls followed by centered location text and the map selectors. Area View shows the Area selector because all of its sub-areas are included. Hover or focus an icon to see its label. When the map is expanded, drag the bottom edge of the panel to change height (saved in this browser). Preferences → Play sidebar can show a second minimap in the left column (desktop), same data as the main map above the log.

World Atlas realms: Colored lines divide the atlas into six connected, evenly sized town realms with comparable starter-to-endgame level spreads. The upper-right legend identifies every realm boundary color. Shared boundaries show both neighboring realm colors side by side, making each realm’s edge unambiguous. Hover an Area card to see its realm and associated race reputation. Dreadspire Citadel has its own boundary; reputation earned there is credited to every race realm without creating a separate Dreadspire balance.

Troubleshooting

Stuck overweight? The map still shows where you are, but at ≥200% encumbrance you cannot change rooms until you lighten your load, see Encumbrance under Basics (drop … gold for wallet coin).

Region dropdown: Select another area/sub-area to view its map. Maps are shown per sub-area (e.g. Thornhaven: Town).

My Location: Click to return the map view to your current area and sub-area.

If two rooms still share a cell in one sub-area, fix coordinates (or re-import from build/seed.sql) before applying the unique minimap migration, the server will refuse to start migrate until duplicates are gone.

Type help map in-game for more details. See also the world map page (grid + room table + legend).

Inventory

inventory, inv, or i: View full inventory: hands, equipped slots, main inventory, items in containers. Web client: opens the info character sheet on the Inventory tab (same sections).

inventory containers: View contents of all equipped containers (grouped by container). Web client: opens a separate Containers card in the log.

Dropping & Picking Up

drop <item>: Drop an item on the ground. Dropping a storage pack (e.g. leather backpack) leaves the pack on the ground and spills its contents there, picking the pack back up restores them. The same applies when someone accepts a traded held pack.

drop <amount> gold (or silver / copper; optional gold coins): Drop wallet coin as a pile on the ground (others can pick it up). Requires level 10+. Use this if you are too encumbered to move (help movement). Relm bank drafts cannot be dropped, deposit at a bank or trade them.

get <item> or take <item>: Smart search: picks up from ground first, then room surfaces (bench, etc.), then your inventory. E.g. get potion finds any potion in that order. Requires at least one empty hand.

get my <item>: Get from your inventory only. Use when a potion is on the ground or bench but you want your own (e.g. get my potion).

get <item> from bench: Take from a surface (e.g. park bench).

get <item> from backpack: Take from an equipped container.

Putting Items On or In

put <item> on bench: Place an item on a surface (e.g. park bench).

put <item> in backpack: Put an item into an equipped container.

get <item> from backpack: Take an item out of a container.

Death & Respawn

When HP reaches 0, you are dead and cannot move. Options:

  • Decay: Type decay then decay confirm to respawn immediately at your area’s spawn room (Thornhaven: Fountain Square; Nharzul: Moonwell Concourse). You keep inventory and coin but get a 1-hour death recovery debuff (combat stats weakened, type buff for the full explanation). Asking an empath for healing or a cleric for resurrection opens a quest-style service window showing the healer, treatment, exact cost, limitations, offer timer, and confirmation controls.
  • Gravedigger: A gravedigger from your town’s graveyard walks to your corpse, then drags you room-by-room to that area’s Town Center or cleric resurrection site (if you asked the empath for the cleric ride). Gravediggers are tied to your town’s graveyard in the world data. Capacity scales from the live connected population across all servers: one digger for 1-749 players, two for 750-1,499, and three at 1,500+, capped at three. A rescue already underway continues if population later falls. The draggable Gravedigger window presents the rescue as a four-step timeline, requested, queued/assigned, on the way or dragging, and delivered, with the current step highlighted plus queue position, rooms remaining, and ETA when available. There is about a 20 second pause in each room (paced from the game database; Priority Gravedigger access halves that to 10s and jumps the queue). The map updates each step so your tooltip lists you and the gravedigger together until he finishes. After drop-off, everyone in the room gets a silent map/room refresh. When dead in Town Center, ask empath for gravedigger can route you toward the cleric. Then ask cleric for resurrect for a 20-minute recovery debuff.
  • cancel gravedigger: While dead, leaves the queue or sends the gravedigger away at any stage (waiting, en route, or mid-haul). You stay dead where you are.
  • Another player: They can drag <your name> (both their hands empty); you accept to let them haul your body. They use drag stop to let you go.

Death notices: A random global obituary line (bold red in the log) goes to everyone online, including you, so you see the same message others do.

If your character was saved in a room that was later deleted, you are moved to a safe hub automatically the next time you play.

Cleanup & Corpse Decay

Dropped items stay on the ground until picked up. After a kill, if you do not loot or skin the corpse, it decays on a timer (timing varies by creature on this world). Corpse disappears immediately after looting. Some creatures have decay items, items that appear only when the corpse decays (not when looted). These drop on the ground when the corpse timer expires.

Communication

The Play Channels window shows compact speaker portraits, name/time headers, and message text. Its joined Room, Realm, Global, and Guild banner selector marks the active channel with a solid theme-colored tab and small pointer. Filters, collapse, and resizing controls remain available; Guild remains unavailable. Use the shared command input to speak. Changing filters replays the same received messages and timestamps without changing the main gameplay log.

The channel badge beside the command input shows your quick-talk destination. Click it for Room, Realm, or Global, just like tune; it stays synced with the chat tabs and visible when Channels is hidden or collapsed. Only messages starting with a quote use this destination; normal commands are unchanged.

say <text>: Say something to everyone in the room. You only see You say: in the log; others see Name says: with the speaker’s name in profession color (same as Players here). Web: others may also see a red Admin or Staff prefix before the name when the speaker is staff. You can also type ' or " followed by text for quick say.

Emoji and game icons: type :name: anywhere in a chat message. Managed artwork includes every NPC (:npc_empath: for Lysandra), creature (:creature_rat:), skill/effect (:fireball:), and potion (:potion_vitality_elixir:), alongside Unicode names such as :mouse: → 🐭. Staff can set a globally unique Chat Shortcode on each managed definition. Creature compact icons are generated from the full profile portrait without cropping; NPCs, skills/effects, and potions may use an independent icon override. The Admin NPC list previews each resolved custom icon and shortcode instead of the old generic role emoji; a transparent custom fallback covers newly added NPCs until their own art is supplied. Web: after a couple of letters past the :, autocomplete shows matching rendered previews. Arrow keys plus Tab or Enter, or a click, inserts one. Hover or tap an icon in the log, or an NPC/creature icon in a room, to see its name.

who: Show the total connected users first, followed by alphabetized Staff and Players sections with names in profession colors. If the game runs multiple instances, each only lists connections to that instance. Authorized staff retain their clickable player quick actions. The Friends sidebar appears automatically whenever Who Online & Friends access is available through Premium, an active Store boon, an unlocked feature gate, or staff permission. Its header joins the accepted-friends-online count and centered Add Friend control into one compact segmented control. The body groups mutual friends, outgoing pending requests, and incoming requests; select a friend’s name or ⋯ for profile, mail, and remove-friend actions. Player name menus offer Add Friend or Remove Friend based on the current relationship. Friends are mutual: friend add <name> sends a request; they must friend accept <name> (or friend decline). Also friend list / friend remove <name>. Owl mail only works between mutual friends (help mail).

mail: Open the Owl Post workspace. Account Mail is available from the header throughout the site and contains non-character realm letters addressed to your signed-in account. On Play, the workspace also shows the active character’s inbox and compose tools: mail list, mail read <#>, mail send Name[,Name…] / Subject / Body, mail delete <#>. Character letters support Reply, Reply all, Delete (your copy only), and browser-local drafts. Premium may send and collect from anywhere; free accounts must stand in an Owlery to send or open unread character letters (dir owlery), but can re-read already-opened letters anywhere. See help mail.

Idle Timeout & Connection Limits

Command rate limit (server default often 200 ms): Minimum time between commands over the play connection. look and shop catalog browsing are exempt so the UI stays responsive.

Idle timeout (server-configurable, often ~20 min): If you do not send a meaningful command or say for the configured time, you are disconnected. The web client’s automatic room refresh does not count. You receive a warning 2 minutes before disconnect. Web: once idled out, the client does not auto-reconnect, a Disconnected modal appears with a Refresh button; click it (or reload the page) to reconnect.

One character per IP (optional on some servers): When enabled, only one character can be played at a time from each IP address. If you try to play a different character while another is connected (e.g. from another tab or device on the same network), you will be blocked. Close the other connection first to switch characters.

Type help idle in-game for more details.