Quests & Creatures

Quests

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 opens a quest details card (giver, description, objective, rewards) with an Accept Quest button; in text, follow up with accept. While you’re on the quest it’s a reminder; once objectives are done it opens 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 an 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. Acceptask <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 inask <npc> for complete quest for reward coin and reward reputation.

Rats in the Cellar (Aldric the Banker): Kill 3 rats in the bank cellar. Reward: 150 copper, 10 reputation (see quest_definitions.reward_gold in seed). Min level 0.

Creatures (Beasts)

Creatures spawn in specific rooms (e.g. rats in the Bank Cellar). They show level in the room (e.g. "a rat level 0"). Web: click the creature’s name in the room output 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, firsttenth + 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."

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 – 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> – Loot a corpse for coin and items. Only the killer (most damage) or their group can loot for 5 minutes; others can loot after. Corpse decays after looting.

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.

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: Who Online, auto-stow, and auto-bundle locked; sidebar minimap, Area View, and room-click info free).

  • Who Online & Friends – optional Play sidebar (Preferences): Online/Friends tabs, add-friend (+), Search filter. Commands: friend list, friend add <name>, friend remove <name>. Staff with Who Online permission also get clickable name quick actions.
  • 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.
  • Sidebar minimap – mirrored minimap in the left Play column (when enabled in Preferences and not gated off).
  • Area View map – expanded per-room grid from the map toolbar.
  • Room click info – NPCs, creatures, and players when you click a room on the expanded map.

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