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 II · Field Note 02

Quests & Creatures

Find work, follow objectives, read creature behavior, and bring hard-won proof back for rewards.

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

A ranger studies a quest board while dangerous creatures wait beyond the road
Illustrated field plateVolume II · Field Note 02

Quests

The Play sidebar’s Quests card separates Active and Completed entries. Active objective cards show the quest level, compact transparent objective art, quest name, giver, habitat location, and progress; they are ordered from lowest level to highest. Hover, focus, or select the location to see its full Area, Sub Area, and Section in a styled popup. Completed quests are compact level-and-name rows ordered from highest level to lowest. Select any Active or Completed row to add the full portrait-led quest conversation card to chat. Fresh offers include Accept Quest and Decline; active details include cancellation and, when ready, turn-in; completed details are marked complete and omit cancellation. Use the mail-style pop-out icon to lift the same card into a draggable window. Sidebar cards grow automatically when long content has to wrap. Kill quests derive their location automatically from the creature’s spawn/roam rooms; builders only use the optional objective room for objectives that do not have a creature habitat.

Commands (replace Aldric with the NPC’s name as shown in the room):

  • ask <npc> about quest: Hear the job. For a quest you haven’t accepted yet, no side effect just from asking: web adds a quest conversation card to chat (NPC portrait and dialogue, description, objective, rewards) with Accept Quest, Decline, and a mail-style pop-out control; in text, follow up with accept. While you’re on the quest it’s a reminder; once objectives are done it shows the same card with a Turn In Quest button.
  • accept: Accept the quest an NPC in your room just described (web: same as clicking Accept Quest on the card). You can also skip straight to accepting with ask <npc> for quest.
  • ask <npc> for complete quest: Turn in after objectives are done; you receive coin and reputation on the spot.

A yellow ! before an NPC means you can accept a new quest or turn in a finished one, not only that they have quests in the database (web: styled quest marker).

Click an NPC’s name for a tooltip: short actions ask about quest and turn in quest (each runs the full ask … command). For a fresh offer you’ll see ask about quest, which opens the quest details card described above, not a one-click accept in the menu itself. “Ask about quest” also appears as a reminder while you’re mid-quest or ready to turn in.

If an NPC offers multiple quests, the next one you can take is the lowest minimum level, then lowest id.

In Town Center, the Quest Poster (look at poster, look poster, or read poster) lists quests you can still accept, grouped by area with NPC and room. It omits quests you have accepted, completed (ready to turn in), or already turned in; it also skips quests below your level or blocked by any unfinished prerequisite quest. If nothing matches, the poster says Nothing listed for you right now. You’re caught up. Web: yellow ! before Quest Poster; when at least one quest still qualifies for your board, that ! pulses like an NPC turn-in marker; click the poster for the same list in a cream popup.

How quests work:

  1. Accept: ask <npc> about quest to hear the job, then accept (web: click Accept Quest on the card). You get an objective (e.g. kill 3 rats).
  2. Progress: Kill the target creature. Each kill grants kill reputation.
  3. Turn in: ask <npc> for complete quest for reward coin and reward reputation.

Rats Beyond the Walls (Aldric the Banker): Kill 3 rats in Southern Valley’s Culvert Run. Reward: 150 copper, 10 reputation (see quest_definitions.reward_gold in seed). Min level 0.

Creatures (Beasts)

Creatures spawn and roam through named habitat sections (for example, rats in Southern Valley’s Culvert Run or forest creatures in Deep Pines). Rooms within one section retain distinct names and descriptions while sharing that section for maps and quest directions. Web: creatures appear under You also see as compact portrait cards with live HP and mana bars; crowded lists wrap beneath the first card while the label stays aligned. Click a creature’s name for a popup with its description (if the world defines one) and rough health (color bands by condition). With multiple same-named beasts present, use target, first…tenth + name, or a digits-only instance id for attack, cast, look at, loot, and skin, the examine popup’s Attack / Target links send that id for you. Beasts move between rooms periodically; when one leaves, the room shows "🐀 a rat just went east."

Wilderness rest refuges: each ordinary hunting subarea has at least three sheltered dead ends spread through its deep interior. They are never placed beside an entrance, exit, or outer map edge and are never part of a creature’s spawn or roaming territory, so hunters can recover, eat, or prepare herbs there. Refuges are at least 12 room links from the nearest gateway and from one another; towns do not contain these wilderness shelters.

Wilderness gateways: the final wilderness room before a town or neighboring-area exit is still part of its local creature habitat, so creatures may spawn or roam there. The room on the safe Town side remains creature-free.

Creature scale: generated enemies become physically larger and more environmentally consequential as Area levels rise, from ordinary or person-sized starter threats through house-, fortress-, and mountain-scale creatures, culminating in world-titan endgame designs near level 200. High-level creatures are not ordinary wildlife with only larger statistics.

Respawn & aggression

When a beast is killed, another respawns elsewhere in its roam area after a random delay (seconds). Examples on the default world: rat 15-30s, giant rat 18-36s, wolf 24-45s, boar 30-60s, timing can differ per creature.

Aggressive creatures (wolves, boars, etc., marked aggressive in their definition) can start fights on their own: after a random delay between configured min/max seconds once a living player is in the room (0/0 = immediate), they may begin initiative attacks. Each attempt rolls initiative %; the target is a random living player in the room. The wait until the next initiative swing is a new random delay between attack roundtime min/max seconds. They can still counter-attack when you hit them (separate percentage). If everyone leaves the room, that beast’s aggro timers reset for the next visit.

Provoked: Non-aggressive creatures (e.g. rats) don't start fights, but once you damage them they join initiative combat using the same counter-attack % as their melee counter-swing odds. If all players leave the room, aggro resets.

Wounded roamers

Wounded roamers: Creatures with a roam list that drop to about 20% of max HP or less may try to flee to another connected room in that list (50% chance per check; they wait at least 5 seconds after entering a room before another flee attempt). Type help attack in-game for the same summary.

Attacking

attack <target> or at <target>: Melee. A bare attack uses your target if set, otherwise the first beast in the room. You can pass a digits-only beast instance id (from the web examine popup) as the whole “name.”

target <creature> / target clear: Set or clear the default beast for attack and throw. Same disambiguation as below when several share a display name.

cast <spell> <target>: Cast offensive spell (e.g. cast fireball rat). Target rules match attack. Requires mana and knowing the spell.

Beasts may counter-attack when you damage them. Aggressive beasts may also initiative-attack on a timer without you swinging first, see Creatures (Beasts) above. On the default world, many beasts use high counter-attack and initiative chances; passive species (e.g. cellar rats) skip initiative unless they are marked aggressive. When they hit you, you can receive injuries on body parts. The web client sidebar shows a human silhouette with those regions colored by severity.

Looting

loot <creature>: Open a compact, draggable window near the upper-right and compare each reward’s class fit, configured value, weight, and quantity before choosing what to carry; it does not block play, and unchecked rewards fall to the ground. Only the killer (most damage) or their group can loot for 5 minutes; others can loot after. Coin splits among the group. Selected magical items open a 30-second party claim only for current group members standing in the same room: compatible professions roll first, followed by the rest of those present if every priority player passes. Locked chests give the same-room group an equal claim. The roll begins when everyone answers or the timer expires, and the corpse decays once the loot choice is submitted.

Decay items: Some creatures drop items only when the corpse decays (not when looted). These appear on the ground when the corpse timer expires (often ~30s if you skip loot/skin).

Death & Respawn

When dead: decay then decay confirm to respawn at your area’s spawn (1-hour stat penalty). Or wait for a gravedigger; from Town Center when dead, ask empath for gravedigger can route you to that area’s cleric room for resurrection (Thornhaven: Cleric’s Cottage). While he walks from the graveyard you may see distance updates (rooms away / “almost here”); when he enters your room you see an arrive line, then hauling begins, no duplicate “almost here” after he has already arrived (help decay).

Skinning

skin <target>: Skin a corpse (e.g. skin rat). Not all creatures are skinnable.

Generated species have their own named materials: a dark wolf yields a dark wolf hide, and a differently named wolf has a different drop and portrait. Skin definitions are not shared between differently named generated species.

Suitable Thornhaven wilderness animals yield creature-appropriate pelts, hides, skins, shells, or plumage. The exact item is tied to that creature, and the Tanner’s poor through excellent prices scale primarily with creature level.

Skinning uses a roll: DEX + AGI + WIS + level + random(0-100) vs difficulty 32 + random(0-50). kneel before skinning for +25 to your side of the roll. Success = skin item (quality by margin). Premium accounts auto-stow skins into your worn pack; without premium, hides fall to the ground for you to pick up. Fail = you ruin the hide (no skin item). Use loot separately for coin, ground drops, and kill reputation, the corpse stays until you loot (or it decays).

Premium Features

Many perks can be bought on Store or granted by staff (Admin → Player Accounts). Admin → Premium → Premium Features Enabled toggles whether each feature below requires premium or is free for everyone (defaults: all listed perks locked to Premium, including owl mail and five character slots).

  • Five included character slots: Premium accounts can keep up to five playable characters (free accounts include one). Extra renewable slots are sold separately in the Store.
  • Three rolling dungeon entries: Premium accounts may enter instances three times per rolling 24 hours instead of the free account’s one. Each use returns independently exactly 24 hours later.
  • Expanded magical item uses: magical weapons, shields, and armor initialize with 2,000 uses for Premium characters instead of 1,000 for free characters. A weapon spends one use per swing; each creature attack spends one use from every equipped magical shield or armor piece, even when the attack misses. The final use still grants its bonus before the item crumbles. Inspect the physical item to see its remaining uses. A character-scoped Arcane Renewal Kit restores 1,000 uses and costs 75 KinsGold under Store → For Every Adventurer.
  • Expanded marketplace listings: Premium sellers may keep six realm-ledger listings active instead of the free account’s three. Staff can tune both allowances under Admin → Marketplace and can make the upgraded allowance free for everyone under Admin → Premium Features.
  • Priority Gravedigger: diggers move twice as fast for you (10s per room instead of 20s), and you jump the death-rescue queue above players without Priority Gravedigger. Premium membership or an active account-wide Priority Gravedigger Store purchase unlocks it; the 1 / 7 / 30-day options cost 5 / 25 / 100 KinsGold.
  • Gravemark Key: this character-scoped single-use supply costs 50 KinsGold and is available to every account. While dead, type gravemark, then choose gravemark stay to rise where you fell or gravemark spawn to return to the area spawn. Both restore full HP, clear injuries and poison, and apply no death-recovery or raised penalty.
  • Death Recovery Tonic: this character-scoped single-use supply costs 15 KinsGold and is available to every account. After returning to life, type recovery to remove an active death-recovery or raised penalty immediately. The tonic remains unused when no penalty is active.
  • Encumbrance Tonic: this character-scoped single-use supply costs 15 KinsGold and is available to every account. Type encumbrance while alive to gain a visible 24-hour Packbearer’s Boon that triples total carrying capacity. Another tonic refreshes the duration.
  • Owl Post: the header envelope opens Account Mail from any site page for non-character letters tied to the signed-in account. On Play, the draggable three-column workspace adds the active character’s inbox and Write as Character composer. The composer suggests mutual friends, accepts up to 10 recipients, and can save or discard a browser-local draft. Open a character letter for Reply, Reply all, and Delete (delete removes only your copy). Esc or ✕ closes the workspace. Free accounts use an Owlery to send and open unread character letters (dir owlery); already-opened letters can be re-read anywhere. Premium can call an owl from anywhere. Friend requests must be accepted before you can mail each other.
  • Who Online & Friends: automatically shows the Play Friends sidebar: grouped Friends, Pending, and Requests sections plus add-friend (+) search. Select a friend’s name or ⋯ for View Profile, Send Mail, Remove Friend, and authorized staff actions. Player name menus offer Add Friend or Remove Friend based on relationship state. Mutual friends: friend list, friend add <name>, friend accept <name>, friend decline <name>, friend remove <name>.
  • Auto-stow skins: successful skins go into your worn pack automatically. Without access, hides fall to the ground.
  • Auto-bundle: matching pelts, herbs, and bundlable potions merge when they enter your pack. Run autobundle, auto bundle, or bundle all to sweep every eligible loose stack in your inventory and worn containers. Premium membership or an active Auto-bundling Store purchase unlocks it. Conditions are tracked per pelt inside bundles.
  • Hunter’s Cartography: one combined feature unlocks the sidebar minimap, expanded Area View grid, creature habitat/spawn-den/roaming-path tracking, and NPC, creature, and mutual-friend details when clicking a map room (admins see every player). Without access, map data and creature controls are disabled or withheld by the server, and a shared cartographer-folio notice explains that Premium Subscription or the standalone Hunter’s Cartography purchase grants access. The standalone Store boon costs 10 / 50 / 200 KinsGold for 1 / 7 / 30 days.

See help account, help skin, and the Store page for details.