Travel
DarkWind is built around routes, ferries, roads, portals, flight, ships, and recall tools. Center of Town is the usual navigation anchor in Darkwind City.
Everyday Movement
Use compass directions to move: n, s, e, w, ne, nw, se, sw, u, d
Special exits appear in room text. Try commands like enter, exit, climb, portal, knock door, or read sign when the room hints at them.
Finding Places
| Command | Use |
|---|---|
where | Show your current domain and area information |
areas <domain> | List areas in a domain with rough level ranges |
uptime | Show reboot timing |
time | Show game time |
date | Show game date |
areas is a guide, not a guarantee. Variable-level areas can shift based on the first player they meet.
See Areas for area-list usage and early hunting suggestions.
Returning To Safety
| Command | Use |
|---|---|
recall | Return to Center of Town with a cooldown |
ncot | New-adventurer return to Center of Town |
gocot | Ghost or bugged-room return |
cinis | Corpse burner return to a nearby Adventurers' Guild |
Teleportation does not work everywhere. Some rooms block recall-style movement.
Recall notes:
recallhas a 15-minute cooldown after a successful userecallcannot be used from Center of Townrecallcannot be used in rooms that block teleportation- New adventurers usually use
ncot gocotis for ghosts and bugged-room recovery
Ferries
Ferries connect major domains. Ferry tickets are free for level 5 and under and cost 85 coins for everyone else.
Known ferry routes:
| Ferry | Route |
|---|---|
| M.S.S Fairweather | DarkWind to Souvrael and back |
| Pequod | Hyperborea to DarkWind and back |
| Oshimara Maru | Souvrael to Odako province in Kerei and back |
| Island Skipper | DarkWind to Isle of Dwork, Volcano Isle, and back |
Buy a ticket near the docks, board when the ferry arrives, and keep the ticket until it is collected.
Ships
Players can own ships. Ship types include cogs, galleys, catamarans, and carracks.
Common ship commands:
| Command | Use |
|---|---|
orders | Show ship commands available in the current ship room |
push off | Leave the dock |
dock | Dock the ship |
sail <direction> | Sail |
peer | Look outside the ship |
hoist | Raise sails |
furl | Lower sails |
permit <player> | Allow boarding |
forbid <player> | Remove boarding permission |
promote <player> | Promote a passenger to captain |
demote <player> | Demote a captain |
disembark | Leave the ship |
yell <message> | Shout outside the ship |
Ships persist through reboot. Equipment stored on ships does not.
Environmental Hazards
Different domains demand different preparation.
- Souvrael is a desert; carry water
- Hyperborea is freezing; bring warm protection
- Kerei has disease-bearing jungle hazards
- Underworld routes are dangerous and easy to overcommit to
- Ocean swimming is deadly away from protected bays
Ask locals, use areas, and turn back early when an area starts hitting too hard.