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

CommandUse
whereShow your current domain and area information
areas <domain>List areas in a domain with rough level ranges
uptimeShow reboot timing
timeShow game time
dateShow 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

CommandUse
recallReturn to Center of Town with a cooldown
ncotNew-adventurer return to Center of Town
gocotGhost or bugged-room return
cinisCorpse burner return to a nearby Adventurers' Guild

Teleportation does not work everywhere. Some rooms block recall-style movement.

Recall notes:

  • recall has a 15-minute cooldown after a successful use
  • recall cannot be used from Center of Town
  • recall cannot be used in rooms that block teleportation
  • New adventurers usually use ncot
  • gocot is 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:

FerryRoute
M.S.S FairweatherDarkWind to Souvrael and back
PequodHyperborea to DarkWind and back
Oshimara MaruSouvrael to Odako province in Kerei and back
Island SkipperDarkWind 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:

CommandUse
ordersShow ship commands available in the current ship room
push offLeave the dock
dockDock the ship
sail <direction>Sail
peerLook outside the ship
hoistRaise sails
furlLower sails
permit <player>Allow boarding
forbid <player>Remove boarding permission
promote <player>Promote a passenger to captain
demote <player>Demote a captain
disembarkLeave 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.