DarkWind

DarkWind is a text-based multiplayer RPG set across Blackmar, its continents, its moons, and the strange places between them. The world has been under development since 1992 and continues to grow through player activity, staff building, quests, guilds, professions, events, and long-running story threads.

You play by typing commands. Movement, combat, conversation, crafting, travel, shopping, guild abilities, spellcasting, and social systems all happen through the command line.

Start Here

PageUse
Getting StartedFirst steps after character creation
Basic CommandsCommon commands for movement, inventory, help, and character status
Account And SessionTutorial, saving, quitting, passwords, reboots, and switching characters
DarkWind City ServicesShops, bank, church, training, donation room, and city landmarks
CommunicationChannels, tells, mail, emotes, language, and social tools
CombatAttacking, assessing, healing, wimpy, and staying alive
Death And RecoveryGhosts, prayer, resurrection, avengement, and recovery
TravelRecall, ferries, ships, domains, hazards, and navigation
GuildsGuild roster, joining, changing guilds, and future-facing guild structure
EconomyGold, banks, shops, auctions, professions, inns, pubs, and markets

Useful Commands

CommandUse
help <topic>Read in-game help
tutorialStart or resume the newbie tutorial
newbie <message>Ask the newbie channel for help
lookLook at your room
examine <thing>Inspect an object, exit, creature, or feature
scoreView your character's current condition
inventoryCheck what you are carrying
equipWear and wield available equipment
whereSee where players are, when visible
areasBrowse areas by level range
uptimeCheck reboot timing

Connection

Come join the friendly player base at DarkWind now. Just click here or telnet to darkwind.ai port 4242. We'll see you soon!

Getting Started

When you complete character creation, you will find yourself in the adventurer's guild. The Center of Town (COT) is north, east (or n, e) from there. COT is the 4-way intersection on the map of Darkwind, and all the directions in this guide start from there. See DarkWind City Services for a practical city checklist. See Account And Session for tutorial commands, saving, quitting, passwords, reboots, and registered character switching.

To begin adventuring you will need equipment. Erga's Newbie Shop (4 west, 1 south) will give you free equipment. At level 2 you will have access to the donation room (5n,e). Here you can get equipment donated by higher level players. Please return it when you are done with it so that the next Newbie will have access to it. Remember to wear and wield all. You can do this with one command by typing equip. See Basic Commands and Equipment for more.

Now that you have equipment you will want to gain experience and gold so that you can gain levels. The Adventurers' Guild (w,s) will give you an idea of how much gold and experience is required for your next level. Keep in mind that levels are only the ability to further increase your stats. So in most cases it is generally best to spend experience on stats until you get the message that says you must increase your level before gaining more stats (See help stats). Some players skip stats to reach the next level faster. That raises the level number without giving the same practical power as trained stats.

When you kill something you will want to get the gold and the loot from the corpse. You can get all from corpse. Or you can burn the corpse with a corpse burner and get all. You can sell the loot in the shop (5w,2s,w). When you leave the game, many carried, worn, and wielded items save with your character. Some items never save, including donated gear, broken gear, food, drinks, uniques, items inside containers, and items directly restricted by the game. Guild and shop storage rooms are temporary and do not survive reboots. Put extra coins in the bank (5w,3s,e) for safe keeping and a better restart after death. See Economy for banks, corpse ash, markets, auctions, pubs, and inns.

Death Happens

It is part of the game. Luckily it isn't permanent. If you die, go to the church (5w,n) and pray. When you die you will lose one from each stat, all of the experience you have on hand and one level. Note that this penalty does not exist if you are level 5 or lower. Until then, praying at the church will restore all of your stats and your level. Some guilds have the ability to raise people from the dead. This saves them some of the stat loss, but not the level or the experience on hand. You can get someone to avenge your death. This is a way to get some experience back (help deathavengement). Don't do this if you are level 5 or below, because Dierdre works every time.

See Death And Recovery for death, ghosts, prayer, and avengement.

Next Steps

  • Account And Session for tutorial, save, quit, uptime, password, and switching characters
  • Communication for channels, tells, mail, and language
  • Combat for fighting, healing, wimpy, and newbie combat commands
  • Travel for ferries, recall, ships, domains, and hazards
  • Parties for grouping with other players
  • Quests for structured objectives and rewards
  • Rules before using client triggers, PK, or multichars

Basic Commands

DarkWind is played by typing commands. Most commands are short verb phrases: look, get sword, say hello, kill rat, wear armor, wield sword

Looking Around

CommandUse
look or lLook at the room
look <thing>Look at something in the room or your inventory
examine <thing> or exa <thing>Examine something more closely
glGlance at the room
inventory or iShow what you are carrying
whoShow who is online
finger <player>Show public information about a player

Room descriptions often contain nouns you can inspect. If a room mentions a statue, sign, trail, table, corpse, altar, or doorway, try looking at it.

Moving

Most movement uses compass directions.

LongShort
northn
souths
easte
westw
northeastne
northwestnw
southeastse
southwestsw
upu
downd

Some rooms have special exits such as enter, climb, portal, knock door, or exit. Room text usually hints at these.

Items

CommandUse
get <item>Pick up an item
get allPick up everything you can carry
get all from corpseLoot a corpse
put <item> in <container>Put an item into something
give <item> to <player>Give an item to another character
drop <item>Drop an item
keep <item>Mark an item as kept
unkeep <item>Remove kept status
wear <armor>Wear armor or clothing
wield <weapon>Wield a weapon
equipWear and wield available equipment
weightCheck carried weight

If there are several similar objects, add a number: look corpse 2, get sword 3, sell knife 2

Combat

CommandUse
kill <target>Start fighting
assist <player>Help another player fight their target
.Show a quick HP/SP report
monitor or monToggle HP/SP monitoring
wimpy <percent>Run when your HP drops below that percent
wimpycmd <direction>Set the direction used by wimpy
consider <target>Judge a target where available

Levels 1–5 have nheal, ncot, ndomain, npunch, and nkick. From levels 6–49, use their adventurer forms: aheal, acot, adomain, apunch, and akick.

Help

The in-game help system is large and useful.

CommandUse
helpShow help overview
help <topic>Read a topic
help <section> <topic>Read a topic inside a help section
help listShow help sections
help list <section>Show topics in a section
help allShow all help topics
commandsShow general commands

Aliases

Aliases shorten commands you use often.

CommandUse
alias listShow saved aliases
alias <name> <command>Create an alias
alias <name>Show an alias
alias remove <name>Remove an alias
talias <short> <player>Create a tell alias for a player
talias listShow tell aliases

Examples:

  • alias ga get all
  • alias la look at
  • talias bob bobert

Some commands cannot be aliased, including get, drop, equip, wear, wield, take, and unwield.

Account And Session

This page covers the commands that keep your character, login, tutorial, and play session in order.

Tutorial

The tutorial teaches the first layer of play: looking, examining, moving, inventory, channels, Erga's equipment, wearing and wielding gear, newbie combat, score, and a first newbie quest.

CommandUse
tutorialStart or resume the tutorial
tutorial statusShow your current tutorial progress
tutorial hintGet a hint for the current tutorial step
tutorial skipSkip the current tutorial step
tutorial restartRestart the tutorial from the beginning

The tutorial is useful even for players familiar with other MUDs, because it teaches DarkWind-specific city locations and commands.

Saving And Quitting

CommandUse
saveSave your character
quitSave and leave the game
uptimeCheck current uptime and reboot estimates

Your character saves automatically when you quit. Many carried, worn, and wielded items save with your character, but some items never save: donated gear, broken gear, food, drinks, unique items, items inside containers, and items directly marked as temporary.

Guild storage, shop storage, boats, helpers, ponies, and temporary followers do not preserve everything across reboot. Keep important coin in the bank and check Equipment for item saving rules.

Password

CommandUse
password <old password>Change your password
password <none>Set a password when the character currently has a blank password

After entering the command, the game prompts for the new password twice.

Passwords must be 8 to 16 printable characters long. Spaces are allowed, and all characters are significant. Accounts using the older password format are prompted once at login to choose a replacement password.

Use a password that is not your character name, not a common word, and not reused from another site. Shared or guessed passwords can compromise every registered character on the account.

Switching Characters

Registered multichars can be reached without fully disconnecting.

CommandUse
switchList registered characters available to switch to
switch <character>Switch to that registered character

Only one registered character can be active at a time. When you switch, the current body is parked linkdead, and inventory and equipment stay with that body. Client-side aliases, triggers, highlights, and chat scrollback remain with your client.

You cannot switch while in combat or during the attack-quit cooldown. Parked characters idle out after a while, so return to them before relying on anything time-sensitive.

See Multichars for the rules, unlocks, shared banking, and social visibility settings tied to registered characters.

Reboots

DarkWind reboots periodically for memory cleanup, code updates, and once-per-boot world resets. Unscheduled reboots happen during crashes or emergency maintenance.

Before a reboot:

  • Save with save
  • Bank extra coin
  • Finish active purchases, auctions, quests, and risky fights
  • Retrieve anything important from temporary storage
  • Expect helpers, ponies, summons, temporary guild storage, and some placed items to vanish

Money on your character, bank balances, registered character data, and many carried or equipped items survive normal quitting and reboot.

DarkWind City Services

DarkWind City is the main starter hub. Most directions in beginner help start from Center of Town, often shortened to COT.

Use this page as a practical city checklist.

First Stops

PlaceUse
Adventurers' GuildStarting guidance, level information, newbie resources
Erga's Newbie ShopFree starter equipment for new adventurers
Donation RoomDonated gear from other players
Newbie InnAffordable food and drink for low-level players
Main ShopSell ordinary loot
BankStore coins and access account services
Church or TempleReturn from death by praying

Common Directions From COT

Directions can change as areas are rebuilt. These are the traditional starter routes from Center of Town.

PlaceDirection
Adventurers' Guildw, s
Erga's Newbie Shop4w, s
Donation Room5n, e
Newbie Inn4w, n, e
Main Shop5w, 2s, w
Bank5w, 3s, e
Church5w, n
Weapons Training2s, w
PK Registration2w, 2s

Equipment Loop

New adventurer equipment loop:

  1. Visit Erga's Newbie Shop
  2. equip
  3. Hunt a beginner area
  4. Inspect useful loot and get all from corpse
  5. Return to the Main Shop and sell ordinary loot, or carry a corpse burner with set autosell on to send ordinary equipment to Taylor as you hunt. Alternatively, set autorefine on converts refinery-eligible equipment directly into saved profession materials
  6. Bank spare coins

Taylor deducts 10% for automatic selling after applying the same Charisma and reputation appraisal he would use at his counter. Noteworthy gear is left on the corpse rather than transmitted.

Autosell and autorefine cannot be active together. Autorefine does not require a burner, uses normal Refinery yields, and permanently processes eligible equipment before autoloot. Keep it off when you want to inspect drops first.

At level 2 and above, check the Donation Room. Return useful donated gear when you are done with it.

Recovery Loop

After a hard fight:

  1. Leave danger
  2. Sit
  3. Eat food or drink ale
  4. Check score or .
  5. Restock before returning

New players can use the Newbie Inn before player-owned pubs and inns become affordable.

Death Loop

After death:

  1. Go to the church
  2. pray
  3. Recover your corpse if safe
  4. Ask for help if the corpse is in a dangerous area
  5. Replace food, light, and basic gear
  6. Bank coins before leaving again

See Death And Recovery.

Travel Services

The city connects to ferries, ships, gates, roads, and domains.

Useful services:

  • Ferry tickets near docks
  • Ship shop and ship customizer
  • Scroll shop for travel knowledge
  • Lunar gate for moon-linked travel
  • Roads out of the city gates

See Travel and Areas.

Social Services

DarkWind City also has social and account services.

  • Post office and mail
  • Newsroom
  • Boards
  • Chambre of Commerce
  • Player-owned pubs and inns
  • Clan and guild meeting points
  • Profession building
  • Weapons training

If you are lost, ask on newbie, use where, or return to COT with ncot or recall when available.

It was nearly 1800 years ago that the dark wind appeared and ravaged our cities, countries, towns and villages. From where this evil came and what the cause was, I regret to say is not known to us, for most of the immortals were still children at the time. Some say it was an evil birthed of the foul arts of Alarian, the great Necromancer, and that he was its first victim, but that is just a legend from the mists of time. Whatever the cause, the effects were obvious. Not even the longest of wars killed as swiftly and effortlessly as that unliving wind of malice.

The dark wind has come and gone several times during my life, during the life of the city, and during the rebuilding. Not even Mitra, Gaea and Set fully stopped the destruction. But the first occurrence of the wind was the worst by far. We shall start our history at that time, for history of the time before the coming is lost, just as the lives and cities were lost. The clades of Darkwind were thrown into confusion, and the blancmanges, who had been decimated by the wind, were pushed to the brink of extinction by the resulting wars.

The clade wars were bloody affairs. The ogres, orcs and trolls banded together, and with their combined raw strength launched raids and besieged the elves, gnomes and dwarves as they attempted to rebuild. The humans fell victim to massive infighting. The faerie and the halflings managed to escape most of the bloodshed, however they found themselves unable to do much rebuilding of their shattered culture.

The death and barrenness caused by the dark wind caught the eye of three gods: Gaea, the earth mother; Mitra, the goddess of goodness; and Set, the god of chaos. Gaea set about to restore the land, the plants, and the animals. Mitra and Set, however, made themselves known to the inhabitants of Darkwind. Gaea worked so very hard at rebuilding life. Mitra and Set, however, attempted to lead the people to a better life. Co- existence between the factions, the clades, and families was not to be at this time. The religious wars that followed were unfortunate, and only served to dilute the population even more.

No one but the gods know what happened to change things. 24 years after the cleansing by the dark wind, representatives from the different clades met at the bay where Darkwind City now stands. Many say that Gaea herself came to the representatives and entranced them, giving them power from her own body, as well as power from both Set and Mitra. Thus she bestowed upon them immortality; the ability to command flesh, stone, air, water, and spirit, and the determination to create a better life.

With the immortals in place, she forbade Set and Mitra from taking a direct hand in the world, allowing them to only work through the priests and the immortals. The age of immortals had begun. The first act was the creation of a city on the very ground where they were given their power. And the city was called Darkwind, and it was open to one and all.

The clades of Darkwind thrived, and explored the surrounding countryside and the oceans. The immortals created many things, guided by Mitra, Set and Gaea.

World

Work in progress: these pages describe the Blackmar setting we are building toward, and current game content differs in places.

Blackmar is the known world of Darkwind: a continent of old roads, rebuilt cities, dangerous wilderness, and domains that feel like their own countries. Most of Blackmar uses medieval fantasy technology. Swords, ships, temples, caravan roads, guildhalls, old keeps, and dangerous ruins form the common shape of daily life.

That common shape breaks in a few places. Ashad runs on AshPunk craft, where ash, pressure, brass, glass, and alchemy create machines that look impossible beside a knight's forge. Tekal, the green moon, is stranger still: a technological domain of cybernetics, virtuality, and machine cities.

Use areas <domain> in game for current level guidance. These pages focus on what the places are, what they feel like, and what kinds of stories live there.

Start Here

PageDescription
BlackmarThe known world, its domains, and the scars left by the Dark Wind
DarkwindThe rebuilt heartland and starting crossroads of Blackmar
CalendarDays, months, dates, and the three visible moons
The Three MoonsDailos, Markas, and Tekal as full domains beyond the sky

Domains

DomainDescription
DarkwindRebuilt city, open roads, forests, plains, sewers, keeps, and old scars
AshadAshPunk desert of pressure engines, soot, brasswork, and furnace cities
SouvraelGreat desert domain of dunes, oases, sultans, pyramids, snake temples, and caravan myth
HyperboreaNorthern domain of fjords, vikings, giants, dwarves, gnomish wars, and Asgardian legend
KereiConnected jungle islands of ninja clans, Amazon villages, hidden temples, and faerie courts
LerquirdSwamp continent of black water, luminous wetlands, and giant mushroom forests
VirodiaTropical coastland of reefs, ports, storms, gardens, and bright sea roads
DramasaBarren ice land of white plains, frozen roads, and aurora-lit ruins
IglantuHellish fire continent of lava rivers, basalt, smoke, and elemental heat
The Bodachian FallowsShadowed horror land of haunted forests, old manors, ghosts, and grave roads
IslandsSea and sky frontiers that gather stranger pocket-realms around Blackmar
UnderworldDeep roads, mines, tunnels, old cities, and hostile realms beneath the surface

Moons

Blackmar has three moons. Each one is a separate domain with its own landscape, dangers, and powers.

MoonDescription
DailosMagenta moon of disease, chaos, plague, and savagery
MarkasRed moon of strength, stability, healing, and sanctuary
TekalGreen moon of knowledge, balance, Luna, and advanced technology

Blackmar

Work in progress: this page describes the Blackmar setting we are building toward, and current game content differs in places.

Blackmar is the known world of Darkwind. The name covers the great continent, the seas and island frontiers around it, the deep roads beneath it, and the three moons that hang above it as separate domains.

The Dark Wind defines the beginning of remembered history. It destroyed cities, scattered clades, broke old nations, and left enough ruin behind that rebuilding became the central story of the age. Darkwind City rose from that rebuilding. Other domains kept their own scars, their own gods, their own styles of magic, and their own answers to survival.

Most of Blackmar feels medieval: roads, ships, guilds, temples, castles, caravans, farms, forges, monster-haunted borders, and old ruins. Two places break the pattern openly. Ashad turns ash, brass, pressure, and alchemy into AshPunk machines. Tekal turns the sky itself into a reminder that Blackmar's moons are not just lights overhead.

Domains

DomainDescription
DarkwindRebuilt heartland, open city, forests, roads, ruins, and first adventures
AshadAshPunk desert of furnace cities, pressure engines, soot, and brass
SouvraelMythic desert of dunes, oases, pyramids, sultans, snake temples, and caravans
HyperboreaNorthern fjords, vikings, dwarves, giants, gnomish wars, and Asgardian myth
KereiJungle island chain of ninjas, Amazons, temples, hidden courts, and faeries
LerquirdSwamp continent of luminous wetlands and giant mushroom forests
VirodiaTropical coastland of reefs, harbors, orchards, storms, and sea trade
DramasaBarren ice land of frozen roads, white plains, and aurora ruins
IglantuFire continent of lava rivers, basalt citadels, and elemental heat
The Bodachian FallowsHaunted land of shadowed woods, ghost roads, manors, and grave magic
IslandsSea and sky frontiers with stranger pocket-realms gathered around Blackmar
UnderworldDeep roads, mines, tunnels, old cities, and hostile realms beneath the surface

The Moons

MoonColorDescription
DailosMagentaDisease, plague, chaos, savagery, and the God of Disease
MarkasRedSanctuary, strength, stability, beauty, and healing
TekalGreenKnowledge, balance, Luna, machines, cybernetics, and impossible science

Travel

Blackmar is a world of hubs and thresholds. Roads connect the central cities. Ports and wharves open the island routes. Caves, mines, grave roads, and old temple paths lead downward. The moons answer gates and celestial timing.

For player use, the areas command shows current level guidance. The world docs describe where a place belongs in the setting and what kind of story a player is stepping into.

Darkwind

Work in progress: this page describes the Darkwind setting we are building toward, and current game content differs in places.

Darkwind is the rebuilt heart of Blackmar. The first immortal city rose here after the Dark Wind, on the bay where the surviving clades gathered and began again. Its streets are open to almost everyone, which makes the city less pure kingdom and more living crossroads: merchants, guilds, pilgrims, rogues, adventurers, priests, and old grudges all pass through the same gates.

The city is the safest place many players learn to name, but it is not a soft place. The sewers, old roads, nearby forests, and ruined holdings keep the past close. Darkwind is where civilization starts making promises, and where the world immediately tests them.

Darkwind City is the social and practical center of the domain, with banks, boards, shops, guild access, public roads, and a constant flow of travelers. Center of Town is the common navigation anchor. The Church of Mitra marks holy influence within the city, while the Lunar Gate answers Dailos, Markas, and Tekal when the moons are right.

DarkWood Forest spreads west of the walls, thick with roads, clearings, and stranger paths. The northern roads lead toward mountains and colder frontiers. The southern shore holds abbeys, keeps, pirate paths, and old settlements.

Areas

AreaDescription
The SewersLow tunnels beneath the city where early danger lives close to home
The Haunted KeepA small ruined keep that teaches new adventurers to distrust empty stone
The Four Dragon TempleA broad early temple complex tied to dragon lore and old city dangers
The Four Dragon ShrineA companion shrine beyond the first city roads
The Realm of AshkenazyA nearby realm of strange rule, old enemies, and early heroic work
The Faerie MoundA faerie crossing with gardens, caverns, winter valleys, and hidden country
Endive's GardenA deceptively pleasant garden with danger that scales far past its first paths
The Pirate Ship AlbionA shipboard adventure reachable from the coast
Pirate TownA northern port of thieves, sailors, rough alleys, and salt-stained trouble
The Pirate CaveA deeper coastal danger hidden past pirate country
Haxton ProvinceA large old province with villages, plains, roads, and many levels of trouble
GlaviaA village, castle, swamp, monastery, river, mountains, and demon-haunted woods
Beneath the RootsDeep Glavian danger under the old earth
StokerA town with forest roads, mine paths, and a castle shadowing the region
SyldenithAn ancient forest and tunnel complex with old elven memory
CanithA settlement near holy roads and abbey lands
The Abbey of Saint DominicReligious holdings, farms, precincts, infirmary rooms, and church grounds
The Convent of St. LyraHoly sisterhood grounds near the abbey roads
The Northwestern MountainsMountain paths, elven villages, brutal old woods, and old caves
The Skeleton CavesA deep cave network under the mountain roads
The Forest of TerrorA darker mountain forest where the wilderness becomes openly hostile
The Ancient City of SheritymA high-danger ruin from an older age
QazaashA dangerous realm of outposts, rifts, and enemies that reward careful judgment
Hades and the Underworld RoadA mythic descent from Darkwind into darker realms below

Darkwind is built for discovery in layers. New players find streets, farms, sewers, and familiar roads first. Returning players learn the same roads hide portals, keys, old factions, and routes to places that felt impossible at level one.

The city stays busy and practical. It has taverns, boards, shops, banks, guild access, donation rooms, roads, gates, ferries, and public landmarks. The fantasy comes from walking out of an ordinary street and finding the impossible two rooms later.

Ashad

Ashad lies west and slightly south of the Darkwind mainland, beyond the mountains west of Syldenith and Endrael. Its western Oasis of Life opens onto the Mirage Sea, while the Ocarian Sea curls around the continent's southern approaches. Travelers can come ashore at the Oasis and follow the soot roads into a full continental progression.

Ashad is the desert that learned to burn productively. Its cities do not merely survive the heat; they harvest it, refine it, and build with it. Where Souvrael is mythic desert, Ashad is industrial desert: furnace towers, brass pipes, soot-black walls, pressure gauges, glass lenses, ash mills, and caravan engines coughing across the dunes.

Ashad's technology is called AshPunk. It uses ash, pressure, alchemy, scavenged bone-white fuel, desert oils, and heat engines to create wonders that look like machines and behave like spells. A knight from Darkwind sees a forge. An Ashadi engineer sees a prayer with valves.

Furnace cities anchor the domain with stacks, pressure towers, foundries, water vaults, ash mills, and glasswork. Soot roads carry caravans between refinery houses, engineer-priests, furnace families, machinewright orders, and blackened waystations.

Glasswork is everywhere: lenses, warded windows, distillation towers, mirrors, heat traps, and signal lamps. Ashad's beauty is smoky, dangerous, improvised, expensive, and practical.

Areas

AreaDescription
Oasis of LifeProtected western port, wayshard hub, market, public mendery, and Lifehouse
Cinder FlatsVast soot-road wilderness crossed by pressure lines, mirage engines, predators, and fixed waystations
ScraplandsActive salvage claims full of old machinery, living rivets, and a self-directing breaker
KeeoPressure observatory whose storm charts, condensers, and signal mirrors watch the continent
Sandstorm RidgePermanent wall of salt and glass crossed by guide ropes, shelters, and storm anchors
Sunken CityBuried civic roofs, drowned archives, and an impossible engine beneath the wells
Crystal CavesResonant eastern caverns with protected moth nurseries and a sealed crystal heart
Dunmoss Char SpiresBlack northern peaks supporting soot-fed moss, grazers, harriers, and wyverns
Ashad RuinsOldest civic kilns and the dormant Brass Crucible foundation at the southern tip
PyreVertical plateau city built along Ashfall Road, with working lifts, public refuges, an ash exchange, pub, shop, and inn
Cinder WatchtowersFour corner outposts that relay road conditions and keep rescue supplies open to travelers
Cinder WellsDeep mineable ash vents whose pressure bells warn of geyser-like eruptions
Ashcar OutcropA minor western rise occupied by one caravan keep, wild rams, and raiders

Heat

Ashad rewards preparation. Severe and extreme heat ramps up rather than striking immediately. The first sustained exposure leaves a traveler Exposed; remaining outside then applies Burning stacks. Full daylight checks most often and applies the strongest stacks, dawn and twilight are milder, and night is half strength. Type heat in an Ashad room to see the local tier, cadence, and the stacks expected for your character.

Marked shelters stop new exposure. Resist Heat prevents it, Ranger desert survival reduces Burning stacks, and Souvraeli adaptation helps further. Ordinary fire resistance mitigates the resulting Burning damage. Existing Burning decays normally after reaching safety, and Exposed expires shortly afterward.

Heat, scarcity, machines, and human ambition all matter. A player feels the desert pressing in from every direction while civilization hisses, clanks, and refuses to die.

The continent is one irregular 96 by 92 travel grid rather than a hub with detached area maps. Every live region occupies its own cells in that shared geography and meets the Cinder Flats through narrow, defended approaches. Pyre climbs through only part of its exact 30 by 30 civic reserve, leaving unbuilt terraces honestly blank for later growth.

Souvrael

Work in progress: this page describes the Souvrael setting we are building toward, and current game content differs in places.

Souvrael is the great desert domain of Blackmar. Its walls rise from the Segovia Desert, its beaches touch the Gearnat Sea, and its roads vanish into dunes, oases, pyramids, snake temples, and older empires buried under sand.

Where Ashad is mechanical, Souvrael is mythic. It is a land of sultans, caravans, veils, scimitars, date palms, gold mines, ancient curses, and temple doors that open only when the desert accepts the question.

The city of Souvrael is a walled desert hub of markets, banks, temples, opium dens, docks, and trade. The Segovia Desert surrounds it with vast dunes, stone trails, salt wind, heat shimmer, and routes that only patient travelers learn to trust.

The Gearnat Sea is Souvrael's harbor route into the wider world. Water sellers, camel yards, bazaars, desert guides, and noble houses turn the domain into a place where survival and commerce are never far apart.

Areas

AreaDescription
ArabiaDesert road culture of veils, blades, trade, and old tales
BabylonAncient city memory, trade routes, and monumental ruin
The Realm of EgyptPyramids, curses, pharaoh memory, and tomb danger
The PyramidA focused tomb adventure in the deep desert
The Snake TempleSerpent worship, venom, ritual chambers, and desert trial
The South DesertOpen sands, oases, vaults, and dangerous heat roads
The Dune SeaShifting dunes, stone markers, mirage paths, and faith in distant water
The Kingdom of the DaoEarthbound realm beneath the desert's surface
The Gold MinesDesert mines where wealth and danger share the same tunnel
The Paladin OutpostMilitant holy holding on the desert frontier
The Dwarven ColonyA hardy settlement dug into desert stone
The CarnivalBright danger, masks, spectacle, and Four Dragon echoes
The LudiPublic games and contests open across experience levels

Souvrael is about heat, belief, wealth, and hidden doors. It is bright at the surface and old underneath. Players cross it by reading roads, respecting water, and learning that every oasis has a shadow.

Hyperborea

Work in progress: this page describes the Hyperborea setting we are building toward, and current game content differs in places.

Hyperborea is the northern domain of fjords, mountain passes, snow forests, old walls, and mythic war. Grimsfjord stands against the cold as a practical village of gates, outfitters, wharves, ponies, fires, and hard roads. Beyond it, the land climbs into icy valleys where clouds swallow the ridges.

Hyperborea carries the weight of northern legend: vikings, dwarven halls, giants, gnomish conflicts, frozen rivers, wolf-haunted roads, and Asgardian realms that touch the mortal map.

Grimsfjord is the main town, mountain gate, wharf, and practical northern hub. The River Alsvid cuts through canyon rock and ice, while the western valleys rise into snow paths, glacier lakes, cloud ridges, cliffs, and alpine forests.

Longhouses, raids, honor feasts, cold-weather craft, and sea routes define much of its mortal culture. Divine realms, trials, world-tree imagery, Valhalla, and mythic enemies pull that culture toward legend.

Areas

AreaDescription
AsgardMythic realm of icefields, Valhalla, Nidavellir, Nifelheim, Muspelheim, and Odin's palace
Viking VillageNorthern settlement of warriors, sailors, kinship, and old feuds
WolfjordFjord country with black forests and long danger bands
The Ice RuinsEarly northern ruins where cold and history meet
The Powder PlateauBeginner plateau on the northern map
The IcefloeSeal hunting grounds and frozen water travel
The Ice FortHigh-danger fortress in the deep cold
North HyperboreaBroad northern passes, roads, and high-level wilderness
Wind ValleyForest, path, tower, and cathedral spaces bound by northern weather
Rath-Khan's RealmForest, cavern, tower, and old power gathered around one name
Kryzelle TrailMountain trail for seasoned travelers
Fire IslandA volcanic counterpoint to the snowbound mainland
Four Dragon CastleHyperborean expression of the Four Dragon theme

Hyperborea is physical. The world is steep, cold, and loud with wind. Travel feels like earning ground: a trail, a ledge, a pass, a bridge, a gate, a fire.

Hyperborean stories put small settlements against impossible weather and impossible enemies. The warmth of a room matters because the next step outside matters.

Kerei

Work in progress: this page describes the Kerei setting we are building toward, and current game content differs in places.

Kerei is a chain of connected jungle islands. It mixes fortress roads, river travel, coastal docks, hidden temples, faerie borders, ninja clans, Amazon villages, and old island cities. The land feels lush, but not gentle. Paths disappear under leaves, river crossings hide politics, and the next shrine may belong to a faction that does not name itself twice.

Kerei's central settlements are Odako and Chimotage. Odako is the fortress hub. Chimotage is an island city with its own roads, docks, forests, and mountain paths.

Odako is the fortress domain, with river roads, an arena, markets, guarded halls, and watched routes. Chimotage is quieter and stranger: docks, Ichi-Ban Way, forests, mountains, old alleys, and island politics.

Ninja clans, Amazon villages, hidden temples, catacombs, remote shrines, and faerie borders turn the islands into a web of guarded paths and half-spoken allegiances.

Areas

AreaDescription
The Fortress of OdakoMain hub, arena, banks, shops, training access, and river routes
Chimotage CityQuiet island city of docks, spice smells, old roads, and controlled streets
Chimotage ForestForest paths, island wildlife, and routes into deeper Kerei
Chimotage MountainsMountain jungle, old maps, and hidden approaches
The Amazon VillageJungle warrior settlement and cultural anchor
The Temple of MintohdarTemple trial with variable danger and strong identity
The Village of IyashiiIsland village with local roads and regional stories
The Kingdom of the FaeriesFaerie courtlands spread across jungle, moat, wall, and wild border
The Gargoyle VillageStone-winged settlement and manor spaces near Kerei roads
The Fortress of SunnahFortified jungle site tied to an old sword legend
The Catacombs of the Shaedorian BrotherhoodSubterranean brotherhood site and secretive danger
The Tower of Xu WenlongFour Dragon tower rising from Kerei's path network
The Temple of Tortured SoulsHigh-danger temple with a grim spiritual weight
The Old Eastern TempleBamboo paths, ritual quiet, and hidden threat

Kerei is movement through concealment. It favors players who read social space as much as terrain: which gate is watched, which river crossing is safe, which village is only friendly from the road, and which temple has been waiting for them.

Lerquird

Lerquird is a swamp continent of black water, peat roads, fungal towers, and luminous wetlands. The sky often feels low there. Mist hangs over canals, insects sing in the reeds, and giant mushrooms rise like forests where ordinary trees drown. Broad open swamplands separate its named regions, leaving room for paths and settlements still to grow. Wandering spore clouds, pearl-moss stalkers, and walking root knots make those crossings dangerous without turning every channel into a forced battle.

The people of Lerquird build upward, sideways, and carefully. Homes cling to stilts, bridges, root platforms, floating shrines, and hollow fungus trunks. The swamp is not empty space between villages. It is the oldest power in the domain.

Giant mushroom forests replace normal woodland. Blue-green marsh light, spore glow, and strange water reflections make distance uncertain. Stilt towns, reed boats, wet markets, bridge law, and canal villages keep civilization above the waterline.

Mire magic works through damp earth, spores, rot, preservation, poison, and slow transformation. Sacred causeways make pilgrims read omens in water, fog, and fungus bloom. Dense sporefall can inflict Swamp Blight; the spores command reports the local concentration, shelter, and risk.

Areas

AreaDescription
HeartmireSafe stilt-town arrival, market, inn, trainers, and wayshard
Outer MireFirst wilderness ring beyond Heartmire's maintained glowcaps
Singing FenReed-song and scent paths where beautiful directions lie
Rotgarden WarrensGiant compost gardens, tendril gates, and cheerful reclamation
Drowned Settler RuinsReclaimed homes and civic memories beneath moss and water
Bloom-BogLuminous giant flowers, pollen, nectar, and choking sporefall
Mycelial UndercrossingThe island's buried memory network and traversal route
Heartbloom MireXuarlam's living fungal cathedral and cultivated royal mire
Handcrow MereToothfrogs, hand-footed crows, and Grinmaw's living ribcage colony
Bellglass DeltaDrowned bells, transparent choir eels, and backward funeral processions
Unwaking OrchardEyelid moths, toothfruit, backward deer, and a dreaming heartwood intelligence

Lerquird is slow danger. The swamp does not rush, and that makes it worse. Routes shift, poison matters, light lies, and an enemy can be nearby for a long time before the first strike.

Druids and Gaean Acolytes find living rot and stubborn recovery here without stepping into Garou moon-wilderness. Lerquird is wet, fungal, communal, and ancient.

Virodia

Work in progress: this page describes the Virodia setting we are building toward, and current game content differs in places.

Virodia is tropical, but not jungle. It is a bright coastland of reef harbors, warm rain, fruit terraces, tiled villas, sea roads, island temples, pearl markets, and storms that arrive with theatrical force.

The domain is lush because it is cultivated, watered, sailed, sung over, and fought for. Its danger lives in reefs, trade rivalries, ritual storms, corsairs, old sea shrines, and gardens that remember blood in the soil.

Coral ports, pearl trade, shipwrights, sea walls, and watch towers define the coast. Inland, fruit terraces, tiled courts, fountain plazas, and bright-painted houses make the domain feel cultivated rather than wild.

Weather magic, lighthouse omens, festival bargains, merchant princes, naval houses, temple patrons, private fleets, ship routes, reef gates, smugglers' cuts, and sacred channels keep the sea at the center of Virodian life.

Areas

AreaDescription
Coralward CoastBright coastal heartland of beaches, seawalls, and public markets
Pearlwake HarborTrade port of pearls, spices, ship repair, and political gossip
Stormglass ReefsDangerous reef maze where wrecks glitter below clear water
The Verdant TerracesLayered fruit gardens, aqueducts, shrines, and noble estates
Saltwind RoadsOpen coastal roads washed by spray and patrolled by naval houses
The Sunken BathsAncient bath-temple half claimed by tide and ritual memory
The Lighthouse of VowsStorm shrine where captains, lovers, and liars all leave offerings

Virodia is color, weather, salt, and social consequence. It is tropical without becoming another jungle: more harbor intrigue, stormlight, reefs, gardens, and sea law than vine-choked wilderness.

Dramasa

Work in progress: Heffenpurt is the first implemented Dramasa area. Ships can reach it through the Cold Sea, while a scheduled ferry and the inland regions remain under construction.

Dramasa is a barren ice-covered land. It is not the lived-in northern myth of Hyperborea. Dramasa is harsher, emptier, and more alien: white plains, frozen roads, black rock, silent ruins, and auroras that make the snow look haunted.

Travel in Dramasa feels exposed. Shelter is rare, warmth is political, and the oldest structures are half buried under ice that has no interest in giving them back.

White barrens stretch across the domain, wide enough for weather to become the main enemy. Frost ruins, cracked towers, buried roads, aurora omens, survival houses, heat vaults, and oath-bound host customs shape every journey.

Ice pilgrimages cross the barrens as tests of endurance, memory, and sacrifice. In Dramasa, reaching the next shelter is already a kind of answer.

Areas

AreaDescription
HeffenpurtWestern log-built port, safe hub, public hearth, and wayshard
Shtun ForestFrozen forest between Veshte and the impassable Hyperborean cliffs
VeshteVast frozen lake crossed by wind, old roads, and frost-giant settlements
Feern CavernsShifting cavern country beneath Veshte
Veyrglass RuinsAurora-lit Veyr city beyond Veshte's southeastern causeway

In Hearth Square, sit by fire clears Chilled and Freezing and grants 15 minutes of Hearth-Warmed protection. Touch the aurora-pale wayshard to remember Heffenpurt for later travel.

The White Barrens, Frostglass Coast, Sunken Road, Last Watch, Cathedral of Rime, Dead Aurora, and Hoarfrost Vaults remain possible names and themes for later expansion beyond the initial map.

Dramasa is quiet pressure. Hyperborea asks players to endure a living north. Dramasa asks them what remains when the world has already gone still.

Iglantu

Work in progress: this page describes the Iglantu setting we are building toward, and current game content differs in places.

Iglantu is a hellish continent of elemental fire. It is not simply hot. Heat is the weather, the road, the border, the weapon, and the law. Rivers of lava cut the land into black islands. Basalt cities cling to shelves above molten channels. Smoke makes daylight red.

Iglantu is Blackmar's fire realm as a continent rather than an abstraction. It has ports, roads, citadels, mines, temples, rulers, prisoners, and travelers. It is a place people live in because power there is too valuable to abandon.

Lava rivers divide territory and shape travel. Black stone settlements rise on shelves, vents, and fireproof foundations. Ember law binds rulers, warbands, temple courts, and tribute pacts around heat as both resource and threat.

Living flame, heat spirits, ash storms, furnace magic, obsidian weapons, heat wards, vent armor, and cooled-lava architecture are ordinary facts of survival here.

Areas

AreaDescription
River PyreMain lava river and trade barrier across the continent
The Basalt MarchBlack stone road guarded by heat towers and tribute posts
Ember CitadelsFortified city-states built above molten channels
Ashfall BridgesDangerous crossings where cooled crust and active lava meet
The Obsidian TemplesFire cult sanctuaries cut from glass-black stone
The Cinder MinesDeep extraction sites for metals, gems, and emberstone
The Red HorizonOpen lava plain where distance, heat, and mirage distort the map

Iglantu is pressure, risk, and spectacle. The domain turns fire into a civilization. A player crossing it feels every road asking the same question: how much heat can ambition survive?

The Bodachian Fallows

Work in progress: this page describes the Bodachian Fallows setting we are building toward, and current game content differs in places.

The Bodachian Fallows are a shadowed land of horror. Fields lie under permanent dusk. Roads bend through haunted forests. Old houses keep lights in windows no one admits to lighting. Graves are too shallow, bells ring without hands, and fog carries voices that know names they were never told.

The Fallows make fear local. They are not a distant underworld or a fire realm. They are villages, orchards, churches, farms, manors, and lanes that look familiar until something moves wrong.

Haunted forests, ghost roads, fallow villages, black manors, abandoned chapels, grave fields, and locked family houses give the domain its shape. Spirits, death marks, grave ash, forbidden formulae, and Bodachian study keep the dead involved in daily life.

Fear in the Fallows often begins in familiar rooms: a village inn, a family orchard, a chapel lane, a nursery, a cellar, a portrait hall, a road home after sunset.

Areas

AreaDescription
DuskwoodHaunted forest where the day never feels complete
The Ghost RoadsOld lanes that move through memory as much as geography
Fallows CrossMain village market, gallows square, chapel, and inn
Blackbriar ManorNoble estate of locked doors, inheritance, mirrors, and old sin
The Hollow ChapelsAbandoned holy sites where bells and dead prayers remain active
WidowmereStill lake where reflections answer before speakers finish
The GravefieldsWide cemetery country with mausoleums, grave ash, and restless ground

The Bodachian Fallows are about dread, investigation, and consequences. Players are pressed to ask what happened before they arrived, who benefits from silence, and which dead thing is still waiting to be paid.

The Fallows also give Mage a natural path into forbidden Bodach and Arcanarton study without making Necromancer a public guild.

Islands

Work in progress: this page describes the island frontiers we are building toward, and current game content differs in places.

The islands around Blackmar gather the world's strangest edges. Some are coastal kingdoms. Some float in the sky. Some feel like pocket-realms caught around a volcano, a cloud, a ruined tower, or a door that never belonged on a map.

The island frontiers keep the world from feeling like one continuous continent. They are reached by ship, sky, storm, portal, and rumor.

Ferries, wharves, passenger ships, private vessels, cyclones, cloud paths, floating keeps, and aerial sanctuaries all belong to island travel. Local laws and isolated communities make each island feel like its own answer to distance.

The island frontier also gathers pocket-realms: small worlds around volcanoes, halls, gates, clouds, and impossible thresholds.

Areas

AreaDescription
Aeris SanctorumAirborne sanctuary reached through violent sky and storm signs
The Floating KeepHigh-danger keep suspended beyond ordinary roads
BritonIsland realm of city, tower, forest, river, mist, and plains
Cloud IsleSky island where air, altitude, and cloud travel become terrain
DworkIsland adventure with variable danger and old coastal charm
HyndorIsland town tied to the swamp of Toran and deeper island danger
Volcano IslandMajor strange-realm hub gathered around volcanic force
Crescent-Moon NightclubUnusual high-level social danger inside Volcano Island's world network
Elemental CavernsVariable elemental realm beneath the island frontier
ElvandarElven pocket-realm linked through Volcano Island
The Mushroom SwampHigh-danger swamp world on the island network
The Plains of GrorgVariable high-level field beyond a cavern threshold

The islands are where the map starts making side deals. They are perfect for self-contained stories, experimental zones, strange travel, and places that feel real without needing to explain why they sit beside the mainland.

Underworld

Work in progress: this page describes the Underworld setting we are building toward, and current game content differs in places.

The Underworld is the deep realm beneath Blackmar: mines, tunnels, old cities, lava breaches, dwarf halls, broken towns, worm roads, and darker places where surface law has no reach. It is not one culture. It is a stacked geography of pressure, hunger, secrecy, and forgotten architecture.

Darkwind has paths downward, and many domains have their own rumors of what lies below. The Underworld is where those rumors begin sharing walls.

Deep roads, mine paths, worm tunnels, old trade routes, buried cities, garrisons, ruins, hostile capitals, fire breaches, dwarven works, and surface echoes all share the same lower dark.

The Underworld is full of dark reflections: surface towns repeated as ruins, surface gods echoed in mines, surface wars continuing where sunlight never reaches.

Areas

AreaDescription
The Mitran MinesHoly mining complex where faith and labor descend together
The Dwarven CavesStonework, craft halls, and underground conflict
Arathia CavesFire-breach caverns tied to heat, stone, and violent descent
RhuddlanUnderground town, garrison, sewers, and the remains of Tyr
The Worm TunnelsLiving tunnel network of deep travel and sudden danger
Giant CityHigh-danger underground city of overwhelming scale
The Demon PlainInfernal lower plain reached through labyrinthine descent
The UnderdarkDeepest mapped darkness, old city spaces, and high-danger exploration

The Underworld is descent as a genre. Every step down makes food, light, return routes, and trust feel more important. It is where players go when they want the map to close over them.

Calendar

DarkWind uses its own calendar, moon cycle, and date commands.

Commands

CommandUse
timeShow the current time in DarkWind
dateShow the current date and year

The year is calculated from DarkWind's opening day.

Time

DarkWind's calendar uses:

  • 300 days in a year
  • 10 months in a year
  • 30 days in a month
  • 3 ten-days in a month
  • 10 days in a week
  • About 20 hours in a day

Days Of The Week

Short NameFull Name
GodsdayDay of the Gods
MoondayDay of the Placid Moon
SeasdayDay of the Open Seas
WindsdayDay of the Whispering Winds
TreesdayDay of the Towering Trees
HearthdayDay of the Hearth Fire
StardayDay of the Blinking Stars
SundayDay of the Living Sun
PeaksdayDay of the Soaring Peaks
MarketdayDay of the Golden Harvest

Months

MonthNickname
HammerDeepwinter
AlturiakThe Claws of Winter
ChesThe Claws of Storms
TarsakhThe Melting
MirtulTime of Flowers
KythornSummertide
FlameruleHighsun
MarpenothLeafall
UktarThe Rotting
NighalThe Dawning Down

Moons

Blackmar has three moons:

MoonColor
DailosMagenta
MarkasRed
TekalGreen

The moons matter to lore, omens, divine systems, lunar travel, and future guild features.

The Three Moons

Work in progress: this page describes the lunar domains we are building toward, and current game content differs in places.

Blackmar has three moons: Dailos, Markas, and Tekal. They are visible in the sky, woven into calendars and omens, and reachable as separate domains. To most people they are celestial powers. To adventurers they are also places with roads, cities, monsters, shrines, and rules.

Each moon has a color, a temperament, and a divine or cosmic association.

MoonColorDescription
DailosMagentaDisease, chaos, plague, savagery, and the God of Disease
MarkasRedStrength, stability, beauty, healing, and sanctuary
TekalGreenKnowledge, balance, Luna, cybernetics, and advanced technology

Lunar Travel

The lunar gate near Darkwind's center uses three moonstones: magenta for Dailos, red for Markas, and green for Tekal. The moons matter as bodies in the sky and as destinations underfoot.

Moon phases affect travel time, but no phase closes a route. A visible destination moon opens its gate immediately. If the destination is new, the Afterlight Relay borrows light from the brightest visible moon and opens after three seconds. During the rare alignment when all three moons are new, the Eclipse Reserve releases stored afterlight and opens any route after eight seconds. These slower passages cost nothing; the traveler only needs to remain still, alive, connected, and out of combat while the route forms.

The gate and each portal chamber describe their current travel mode when examined. Return travel from a moon to Darkwind remains immediate.

Each moon moves through eight phases on a real-time clock. Markas changes phase every 2.5 hours, Dailos every 3.75 hours, and Tekal every 10 hours. Their complete cycles take 20, 30, and 80 hours respectively, and continue independently of game reboots.

Lunar stories connect especially well to Acolytes, Druids, Garou, Mages, omens, portents, and pilgrimages. A character does not need to belong to a lunar tradition to feel the moons acting on the world.

Dailos feels sickly, savage, dangerous, tempting, and corruptive. Markas feels luminous, restorative, guarded, beautiful, and sacred. Tekal feels clean, strange, electric, precise, and almost impossible by Blackmar standards.

Player Hooks

The moons matter in several kinds of play.

  • Travel through lunar gates and moon-linked thresholds
  • Omens and divine timing
  • Acolyte patron work, especially Luna and Gaea-adjacent rites
  • Druid moon rites and natural cycles
  • Garou tension between Gaea, rage, and lunar influence
  • Mage research into lunar runes, residues, and impossible domains
  • Calendar, night sky, and seasonal flavor

Tone

MoonWhat It Feels Like
DailosFever, threat, rot, hunger, mutation, and forbidden vitality
MarkasSafety, restoration, ritual strength, guarded beauty, and hard mercy
TekalSignal, glass, metal, machine thought, Luna, and calm impossibility

The moons are not just remote lore. They give the world a larger ceiling: a medieval adventurer can look up, see three lights, and eventually walk under alien skies.

Dailos

Work in progress: this page describes the Dailos setting we are building toward, and current game content differs in places.

Dailos is the magenta moon of disease, chaos, plague, and savagery. It is the home of the God of Disease and the lunar domain that punishes casual curiosity. The land feels infected rather than merely dangerous: forests sicken, cities rot, foothills corrupt, and ruins curse the memory of whoever built them.

Dailos is not only decay. It is also endurance through decay, power taken from sickness, and faith twisted into survival.

The God of Disease is the divine presence behind plague, infection, fever, rot, and blighted worship. Magenta moonlight carries chaos, savagery, mutation, and a sense that the land itself has symptoms.

Plague cults, desperate healers, heretics, survivors, corrupted forests, sick swamps, altered beasts, and ruined cities all treat disease as more than an illness. On Dailos, disease is law, language, and revelation.

Areas

AreaDescription
The Plague-Ridden CityUrban ruin of fever houses, sealed gates, and desperate faith
The Pestilent SwampWetland of infection, leeches, rot, and poisonous bloom
The Corruption FoothillsBroken hills where stone, blood, and disease mingle
The Diseased ForestSick woodland of warped roots, fever lights, and hostile growth
The Cursed RuinsOld lunar ruin where plague becomes memory and trap

What Players Find Here

  • Diseases, poisons, fevers, and hostile environments
  • Corrupted beasts and altered survivors
  • Plague cults and blighted rites
  • Ruins that remember sickness as history
  • Tempting power wrapped in obvious danger
  • Strong hooks for Set, Bodach, Arcanarton, and forbidden magic themes

Travel Mood

Travel on Dailos is stressful because the land feels contagious. Camp, food, water, healing, and status cures matter. Safe rooms feel temporary. Victories often leave players asking what they carried back with them.

Dailos is a pressure test. It asks players to manage risk, corruption, disease, and temptation. Victory here feels less like being clean and more like leaving before the moon names a price.

Markas

Work in progress: this page describes the Markas setting we are building toward, and current game content differs in places.

Markas is the red moon of strength, stability, healing, and sanctuary. It is beautiful in the way a protected place is beautiful: ordered gardens, crystal water, enchanted forests, high mountains, and gates that feel closer to heaven than to stone.

Markas is not harmless. Sanctuary has guards, rites, tests, and enemies. Its healing power comes with expectations of courage, steadiness, and service.

Red moonlight is tied to strength, healing, protection, and endurance. Markas is governed by sanctuary law: hospitality, oaths, guarded healing, and consequences for anyone who violates sacred refuge.

Its gardens, lakes, mountains, forests, and gates restore the spirit, but every protected place is also a trial. Markas asks pilgrims to prove they can defend what heals them.

Areas

AreaDescription
The Celestial GardenLuminous sanctuary of flowers, quiet paths, and guarded restoration
The Crystal LakeHealing water, reflected omens, and dangerous purity
The Rainbow MountainsHigh passes, color-lit stone, and strength trials
The Enchanted ForestProtective woodland where healing and test share the same path
Heaven's GateSacred threshold where sanctuary becomes judgment

What Players Find Here

  • Healing waters, sanctuary rites, and sacred gardens
  • Strength trials rather than simple safety
  • Pilgrimage routes and guarded thresholds
  • Enemies who threaten refuge, beauty, or oath
  • A natural home for Mitra, Luna, Gaea, and protective Acolyte themes
  • Places where rest has rules and mercy has teeth

Travel Mood

Markas gives relief, but it does not remove responsibility. A safe lake or garden often asks for service in return. Players come here to recover, prove steadiness, or learn what sanctuary demands from those protected by it.

Markas offers relief without removing stakes. It is the moon of being protected, then being asked what protection costs. Healing here is active instead of passive.

Tekal

Work in progress: this page describes the Tekal setting we are building toward, and current game content differs in places.

Tekal is the green moon of knowledge, ash-electric steam technology, sealed archives, Vyra refinement, and forbidden augmentation. It is the technological step beyond Geshtei's medieval world, but it is not a gunpowder or laser future. Tekal's wonders are made from ash-fired furnaces, pressure engines, copper conduits, green glass, calculation halls, Vyrariums, academies, observatories, and locked doors.

Later Tekal expansions may push farther into robotics, quantum computing, virtual reality, and official cybernetics labs. The first Tekal arc should establish the ash-electric foundation before those higher-tech layers become playable.

Tekal's tagline:

The light of knowledge casts the deepest shadows.

The Tekai believe knowledge is sacred, dangerous, and earned through discipline. Surface Tekal is beautiful and brilliant, but also class-bound and secretive. The ruling Knowledge Houses decide who may learn, who may heal, who may build, and who must remain outside the next gate.

Core Concepts

  • Ash-electricity powers Tekal through ash-fired steam systems, turbines, coils, lamps, gates, and pressure infrastructure.
  • Miniaturized ash-electric ranged weapons are unstable and banned after the Small Coil Catastrophe. Tekal has no guns, no lasers, and no ranged ash-weapons.
  • Vyra is the root liquid refined into the Core Four.
  • Vyrariums are shops or clinics that sell, refine, serve, or administer Vyra and its variants.
  • Nethrys Undercity uses banned cybernetics, implants, and Vyra-enhanced augmentation beneath the surface.

The Core Four

LiquidColorAssociated Effects
AzureneBlueFocus, hydration, cognition
VirideneGreenHealing, regeneration, vitality
PyreneRedStrength, aggression, adrenaline
AureneYellow/GoldSpeed, reflexes, perception, energy conduction, luminosity

Areas

AreaLevelsDescription
The First Vestibule175-180Arrival courtyard, credential checks, public notices, and first access hub
Veyr Akada, The Sealed Capital180-190Capital city of license gates, public archives, Council politics, and legal Vyrariums
Cindervault Basin190-202Industrial ash-electric power zone of refineries, turbines, workers, and steam hazards
The Verdant Canopy202-214Greenhouse region of Viridene medicine, rare plants, controlled ecology, and quarantine houses
The Grand Academy of Leth Vora214-226Elite academy of research labs, credentials, knowledge trials, and censored history
Nethrys Undercity226-238Large underground city of black markets, forbidden schools, banned tech, Vyrariums, and implants
The Observatory Crown238-248High-altitude observatories, moon-tracking towers, weather engines, and celestial archives
The Small Coil Memorial248-250+Sealed disaster site of the Small Coil Catastrophe and endgame ash-electric secrets

Nethrys And Reca

Nethrys is not a small sewer district. It is a large underground city beneath Tekal, full of black-market Vyrariums, forbidden schools, smugglers, worker refuges, ripperdoc implant clinics, and banned cybernetic technology.

Its mastermind is Reca, Ringleader of the Green Door Society. Reca is part man and part machine, a charismatic and ruthless visionary who believes Tekal's future lies in unrestricted technological evolution. He opposes the Knowledge Houses, the Council, and the surface belief that knowledge must stay locked away.

Later Expansion Concepts

These remain canon for future Tekal expansion content:

AreaDescription
Assembly HaloRobot factory district of automata production, machine dormitories, scrap markets, and synthetic intelligence questions
The Thousand Worlds ArcadeVirtual reality and simulation district for training, memory rooms, historical reconstructions, and dangerous identity play
Argus CyberneticsOfficial surface cybernetics lab for legal prosthetics, neural interfaces, and licensed body modification
QCC-PrimeQuantum computing center where Tekal models routes, weather, lunar phases, encryption, and possible futures

What Players Find Here

  • Green-glass cities, sealed archives, pressure gates, and ash-electric machinery.
  • Licensed Vyrariums on the surface and black-market Vyrariums below.
  • Knowledge ranks, credentials, scholar-guards, and controlled civic access.
  • Industrial ash hazards, greenhouse experiments, academy trials, and celestial moon-lore.
  • Banned implants and cybernetics in Nethrys. The Forbidden Replacement Table in the Ripperdoc Quarter is a staffed clinic for implant installation and extraction.
  • The truth of the Small Coil Catastrophe.

Travel Mood

Tekal feels precise, beautiful, and judgmental. Doors open only for the credentialed. Lamps glow behind green glass. Machines breathe steam beneath stone. Scholars speak softly while hiding entire histories.

The danger is not wilderness. The danger is a society that understands systems better than mercy, and knowledge better than freedom.

Organizations

Blackmar is full of groups that shape how players live, travel, fight, trade, and ask for help.

Adventurers' Guild

The Adventurers' Guild is the first practical home for new characters. It gives early guidance, level information, and access to the Newbies' Tome. It is also the place many players use as a common meeting point.

Guilds

Guilds are adventuring paths. A guild gives commands, abilities, restrictions, training identity, and a community of players with similar tools.

Current guild directions:

  • Acolyte
  • Bard
  • Berserker
  • Druid
  • Fighter
  • Garou
  • Mage
  • Monk
  • Ninja
  • Ranger
  • Swashbuckler
  • Thief

Clans

Clans are player-created organizations outside the guild system. They provide a clan channel, headquarters, shared coffers, storage, reputation, and optional clan wars.

Religions

Divine systems tie characters to patrons, omens, shrines, tithes, and pilgrimages. This matters most for Acolytes, but any character can encounter divine signs and patron systems.

Major patron powers include:

  • Mitra
  • Set
  • Gaea
  • Luna

Player-Owned Businesses

Player-owned pubs and inns are part of DarkWind's economy. Owners control menus, descriptions, prices, staffing, and business funds. See Economy.

City Services

Darkwind City has public services that matter to nearly every character.

  • Banks
  • Shops
  • Donation rooms
  • Post office and mail
  • Adventurers' Guild
  • Guild halls
  • Weapons training
  • Ferry tickets
  • Ship shop
  • Chambre of Commerce
  • Temples

Staff

Wizards and administrators build, maintain, and moderate the game. Players must follow staff instructions in-game. Reports, bugs, typos, and ideas are covered in Feedback And Reports.

Stats

Stats measure a character's physical, mental, and social strengths. DarkWind has six core stats.

Strength

Strength affects raw physical power.

  • Carry heavier loads
  • Hit harder in melee
  • Handle heavier weapons and gear more comfortably
  • Reduce the practical burden of loot and supplies

Constitution

Constitution affects toughness and stamina.

  • Increase HP
  • Survive longer in combat
  • Endure physical strain
  • Recover from hard fights with more room for error

Your guild sets Constitution's base HP multiplier. That multiplier increases by one at every 50th level, so reaching Champion, Hero, Legend, Epic, and Mythic increases maximum HP even when Constitution does not change.

Dexterity

Dexterity affects coordination, balance, aim, and reflexes.

  • Improve accuracy with many physical attacks
  • Improve missile weapon use
  • Help with dodging
  • Support guilds that rely on speed, stealth, and precision

Intelligence

Intelligence affects memory, reasoning, tactical judgment, and magical study.

  • Support spellcasting and mental powers
  • Help characters use equipment intelligently
  • Improve the ability to recognize openings and weaknesses
  • Matter heavily for arcane or knowledge-driven guilds

Wisdom

Wisdom affects awareness, instinct, and judgment.

  • Improve survival sense
  • Support divine and spiritual powers
  • Help with defensive awareness
  • Matter in combat where timing and caution are important

Charisma

Charisma affects force of personality and social influence.

  • Improve social presence
  • Support guilds that rely on charm, leadership, or subtlety
  • Influence some shop and interaction systems
  • Matter for characters who guide, perform, bargain, or persuade

Stat Raises

Characters begin with 1 in each stat and 10 stat raises to spend.

Each level grants 5 additional stat raises. Every 10 levels grants 10 extra raises, for 15 total at those levels.

Major level ranks grant another 10 stat raises:

  • Champion at 50
  • Hero at 100
  • Legend at 150
  • Epic at 200
  • Mythic at 250

A base stat can be raised to 300.

Stat Limits

A stat can be raised up to 3 times your level.

Examples:

  • A level 1 character can raise a stat to 3
  • A level 10 character can raise a stat to 30
  • A level 100 character can raise a stat to 300

Bonuses And Penalties

Clades, equipment, guild abilities, buffs, debuffs, sigils, and other effects can raise or lower total stats.

Base stats are the points you train. Total stats are what your character has after bonuses and penalties.

Character Info

These commands show information about your character, other players, and personal notes.

Score

CommandUse
scoreShow abbreviated character information
scShow a more detailed score

Score shows important character details:

  • Level
  • Experience
  • Guild points
  • Coins carried
  • Coins in the bank
  • HP and max HP
  • SP and max SP
  • Stats
  • Age
  • Wrathful Avatar charge where available

Finger

CommandUse
finger <player>Show public information about a player
finger -text <player>Force text output

Finger works even when the player is offline. Darkflow clients can open a GUI modal by default; use finger -text for a text version.

Who And Laston

CommandUse
whoShow who is online
who <filter>Show a filtered online list
laston <player>Show when a player last logged on

Useful who filters include new, ghost, pk, hero, legend, level <#>, guild names, clades, and clan names.

Personal Notes

Every adventurer carries a personal notebook.

CommandUse
pnoteRead your notes
pnote a- <text>Add a note
pnote d- <number>Delete a note

Use notes for quest hints, routes, prices, rare spawns, recipes, and reminders.

Announcements

DarkWind announcements are official staff notices.

CommandUse
checkannounceShow unread announcement count
announcehistShow recent announcements

The web client also has an Announcements interface with read and unread status.

Metaphysician

The Metaphysician helps high-level adventurers improve beyond ordinary training.

The Metaphysician can raise:

  • Constitution
  • Strength
  • Intelligence
  • Dexterity
  • Wisdom
  • Charisma
  • HP
  • SP

Requirements and limits:

  • Requires level 90
  • Primary stats can receive 100 total metaphysical increases
  • HP and SP do not use that same primary-stat limit
  • HP and SP increase by 2 to 7 per metaphysical raise
  • Cost rises as your stats grow

Clades

Work in progress: Clades are being built toward this design. Some current rooms and commands still use the older word "race".

A clade is the body, ancestry, culture, and old magic a character carries into the adventuring life. Clades change stats, size, vision, resistances, languages, hunger, thirst, flight, natural damage, and sometimes guild access.

Most adventurers begin as Darkwinders, then find a Hall of Races or a stranger place of reincarnation when they want a different life.

Reading Clades

  • Positive stat traits make that stat grow better over time
  • Negative stat traits make that stat harder to raise
  • Small clades handle some equipment differently and have trouble with very large weapons
  • Large clades handle larger weapons more easily
  • Alignment traits make movement toward that alignment easier
  • Resistance traits reduce damage from that source
  • Vulnerability traits increase danger from that source
  • Flight and wings matter for travel, restrictions, and special checks

Regional Clades

Darkwinder

Darkwinders are the humans of Darkwind City and its surrounding lands. They are adaptable, well liked in trade, and unusually comfortable with reincarnation.

  • Home: Darkwind
  • Lineage: Human
  • Traits: charisma, experience gain, race change affinity
  • Languages: Common

Barbarian

Barbarians are the rugged humans of Canith, south of Darkwind City. Their lives favor strength, stamina, blunt honesty, and the pursuit of common good.

  • Home: Darkwind region
  • Lineage: Human
  • Traits: strength, constitution, charisma, experience gain, good tendency
  • Languages: Common

Glavian

Glavians are humans from the mountain kingdom of Glavia. They are peaceful and open-minded by habit, but their history of resisting demonic forces leaves a strong goodward pull.

  • Home: Glavia
  • Lineage: Human
  • Traits: charisma, experience gain, good tendency
  • Languages: Common

Faerie

Faeries are woodland sprites, brownies, dryads, atomies, and other small fae folk. They are wise, winged, flighty, and more resilient against mental force than their size suggests.

  • Home: Darkwind and faerie places
  • Lineage: Faerie
  • Traits: small size, wings, flight, wisdom, psionic resistance
  • Languages: Common, Faerie

Halfling

Halflings love food, comfort, stories, jokes, and trouble that looks harmless until it is already happening. Adventuring halflings tend to be quick, charming, and hard to pin down.

  • Home: Darkwind region
  • Lineage: Halfling
  • Traits: small size, dexterity, charisma, weaker strength, lower wisdom, food and drink endurance
  • Languages: Common

High Elf

High elves come from the elven kingdom south of Darkwind City. They are bright, graceful, persuasive, and fragile in the way old glass is fragile: beautiful until someone tests it badly.

  • Home: Darkwind forests
  • Lineage: Elf
  • Traits: vision, dexterity, intelligence, wisdom, charisma, lower constitution, light resistance, good tendency
  • Languages: Common, Elvish

Kender

Kender are small, fearless wanderers with quick hands and very little respect for the idea that danger deserves solemn behavior. They are agile, lucky, and deeply annoying to people who like quiet plans.

  • Home: Hidden Darkwind enclaves
  • Lineage: Kender
  • Traits: strong vision, small size, strength, high dexterity, low wisdom, psionic resistance, evil vulnerability
  • Languages: Common, Kenderspeak

Rift Duergar

Rift duergar are subterranean dwarves twisted by old darkness. They are hardy, strong, suspicious, and more comfortable under stone than under any honest sky.

  • Home: Rift depths
  • Lineage: Dwarf
  • Traits: strong vision, small size, strength, constitution, lower intelligence, lower charisma, magic resistance, psionic resistance, light vulnerability, drink endurance, evil tendency
  • Languages: Common, Dwarvish, Shel-zaran

Shel-zaranite

Shel-zaranites are an ancient underground branch of elvenkind. They are agile, clever, and steeped in the customs of a hidden city that remembers forgotten gods too fondly.

  • Home: Shel-zaran
  • Lineage: Elf
  • Traits: strong vision, dexterity, intelligence, wisdom, lower constitution, light vulnerability, evil tendency
  • Languages: Common, Shel-zaran, Elvish

Silver Elf

Silver elves, also called moon elves, live along the road between Darkwind and the frozen north. Their culture honors Luna, favors grace and charm, and keeps its sharpest eyes for the night.

  • Home: Silver elf settlements
  • Lineage: Elf
  • Traits: strong vision, dexterity, intelligence, charisma, lower wisdom, lower constitution, good tendency
  • Languages: Common, Elvish

Stone Dwarf

Stone dwarves are surface dwarves bound by tradition to mines, stonework, and the service of Mitra. They are compact, stubborn, and built for places where the ceiling is too low for fools.

  • Home: Darkwind mines and underworld roads
  • Lineage: Dwarf
  • Traits: strong vision, small size, strength, constitution, lower dexterity, psionic resistance, drink endurance, strong good tendency
  • Languages: Common, Dwarvish

Uruk

Uruk are orcs from warlike tribes around Darkwind. They prize strength, stamina, weapons, raids, and survival in rough ground over scholarship or diplomacy.

  • Home: Darkwind borderlands
  • Lineage: Orc
  • Traits: vision, strength, constitution, lower intelligence, lower wisdom, lower charisma, weapon specialization, disease resistance, poison resistance, evil tendency
  • Languages: Common, Orcish

Northman

Northmen are the humans of Hyperborea, especially Grimsfjord and the northern trade routes. They are hardy travelers, capable hagglers, and stubborn enough to call freezing weather a local custom.

  • Home: Hyperborea
  • Lineage: Human
  • Traits: charisma, experience gain, northern cold affinity
  • Languages: Common, Northern

Arctic Elf

Arctic elves are northern elves adapted to Hyperborea's ice, wars, and ancient ruins. They are quick and bright, but their bodies carry the familiar elven fragility.

  • Home: Hyperborea
  • Lineage: Elf
  • Traits: dexterity, intelligence, wisdom, lower constitution, fire vulnerability, northern cold affinity, evil tendency
  • Languages: Common, Northern, Elvish

Hyperborean Gnome

Hyperborean gnomes are small, practical folk from the habitable edges of the north. They survive through nimble hands, clever heads, and a surprising tolerance for harsh environments.

  • Home: Hyperborea
  • Lineage: Gnome
  • Traits: small size, dexterity, intelligence, wisdom, fire resistance, acid resistance, poison resistance, drink endurance, northern cold affinity, good tendency
  • Languages: Common, Northern, Gnomish

Ice Gnoll

Ice gnolls are predatory northern hunters with more appetite than mercy. They are strong, fast, and direct in a way that makes other clades choose longer roads.

  • Home: Hyperborea
  • Lineage: Gnoll
  • Traits: strength, constitution, dexterity, lower intelligence, lower charisma, food endurance, northern cold affinity, evil tendency
  • Languages: Common

Ice Ogre

Ice ogres are huge mercenary brutes from the cold wastes. They are immensely strong, thick-bodied, and poor company for anyone who values subtle thought.

  • Home: Hyperborea
  • Lineage: Ogre
  • Traits: large size, high strength, high constitution, lower dexterity, lower intelligence, lower wisdom, lower charisma, disease resistance, psionic vulnerability, food and drink endurance, northern cold affinity, evil tendency
  • Languages: Common

Souvraeli

Souvraelis are city-dwelling humans of the desert continent. Trade, education, and politics shape them into quick learners with good manners and sharper motives.

  • Home: Souvrael
  • Lineage: Human
  • Traits: intelligence, charisma, experience gain, water vulnerability, desert affinity
  • Languages: Common, Souvraeli

Desert Nomad

Desert nomads are the wandering peoples of Souvrael. Hospitality, faith, endurance, and open sand shape their lives.

  • Home: Souvrael
  • Lineage: Human
  • Traits: constitution, charisma, experience gain, fire resistance, water vulnerability, desert affinity, good tendency
  • Languages: Common, Souvraeli

Desert Dwarf

Desert dwarves keep small, peaceful settlements in Souvrael's dry places. They are strong, hardy, resistant to magic, and accustomed to long thirst.

  • Home: Souvrael
  • Lineage: Dwarf
  • Traits: vision, small size, strength, constitution, wisdom, lower dexterity, magic resistance, psionic resistance, drink endurance, desert affinity, good tendency
  • Languages: Common, Souvraeli, Dwarvish

Wayfarian

Wayfarians are elves marked by a holy legacy. Their stories remember oppression, Mitra's blessing, and the bright aura that lets them strike evil with more than steel.

  • Home: Wayfare
  • Lineage: Elf
  • Traits: good damage, evil resistance, chaos resistance, strong good tendency
  • Languages: Common, Elvish, Talamh

Sidhe

Sidhe are unseelie fae touched by old corruption and a vampiric strain. They are clever, winged, magically quick to recover, and frail in body.

  • Home: Talamh Darag
  • Lineage: Faerie
  • Traits: small size, wings, flight, dexterity, intelligence, spell point recovery, lower strength, lower constitution, drink endurance, strong evil tendency
  • Languages: Common, Talamh

Pixie

Pixies are small fae tricksters with silk-like wings and a talent for making other people's plans worse. They are bright, magical, and morally inconvenient.

  • Home: Talamh Darag
  • Lineage: Faerie
  • Traits: small size, wings, flight, intelligence, magic resistance, evil tendency
  • Languages: Common, Talamh, Faerie

Crannian Gnome

Crannian gnomes are earth-dwelling, misshapen, treasure-guarding cousins of gnomes and dwarves. They are quick, clever, charming, and uncomfortable with the needs of ordinary flesh.

  • Home: Talamh Darag
  • Lineage: Gnome
  • Traits: strong vision, small size, dexterity, intelligence, charisma, experience gain, lower constitution, weaker food and drink endurance
  • Languages: Common, Gnomish, Talamh

Hidden And Exotic Clades

Gypsy

Gypsies are bright-clothed wanderers, performers, fortune tellers, and artful travelers. Their lives reward charm, quick fingers, strong stories, and a talent for leaving before the bill arrives.

  • Home: Darkwind wanderer camps
  • Lineage: Human
  • Traits: dexterity, charisma, experience gain, lower wisdom, drink endurance, good tendency
  • Languages: Common, Romani

Scro

Scro are disciplined orcs adapted to wildspace and organized war. They are less brutish than uruk, more mentally capable, and trained to treat the strange as a military problem.

  • Home: Hidden wildspace outposts
  • Lineage: Orc
  • Traits: vision, strength, constitution, intelligence, lower charisma, weapon specialization, psionic resistance, astral resistance, evil tendency
  • Languages: Common, Orcish

Sylph

Sylphs are high-air fae from mountains, tall trees, and places where the wind has room to think. They are graceful, clever, charming, and lighter than a front-line warrior wants to be.

  • Home: Kerei and high faerie places
  • Lineage: Faerie
  • Traits: strong vision, wings, dexterity, intelligence, wisdom, charisma, lower strength, lower constitution, food and drink endurance, good tendency
  • Languages: Common, Faerie, Elvish

Thraxian

Thraxians are draconian humanoids from eastern Hyperborea. They carry wings, breath, harsh features, and enough dragon-blooded presence to make tools and polite society both slightly awkward.

  • Home: Thrax, Hyperborea
  • Lineage: Draconian
  • Traits: vision, wings, flight, breath, strength, constitution, intelligence, wisdom, lower dexterity, lower charisma, food endurance, northern cold affinity
  • Languages: Common, Draconian

Swamp Troll

Swamp trolls are large, ugly survivors from wet and hungry places. They heal well, hit hard, and dislike sharp punctures more than flames.

  • Home: Swamps and troll marshes
  • Lineage: Troll
  • Traits: large size, high strength, hit point recovery, lower dexterity, lower intelligence, lower wisdom, lower charisma, fire resistance, piercing vulnerability, food and drink endurance
  • Languages: Common

Dragon

Dragons are enormous mythic bodies rather than ordinary ancestry. A dragon life changes scale, appetite, language, travel, equipment, and the way the world decides whether a doorway is a joke.

  • Home: Dragon class rites
  • Lineage: Dragon
  • Traits: huge size, slower experience, dragon language
  • Languages: Common, Dragon

Crinos

Crinos is the war-form of the wolf-blooded: part person, part wolf, all claws, rage, and terrible presence. It is a transformed clade rather than a normal birth clade.

  • Home: Garou and lunar transformations
  • Lineage: Lycanthrope
  • Traits: vision, large size, high strength, dexterity, high constitution, lower intelligence, lower wisdom, very low charisma, food endurance
  • Languages: Varies

Wolf

Wolf form trades hands, speech, and polite society for speed, instinct, teeth, and the clean honesty of a hunt.

  • Home: Garou and lunar transformations
  • Lineage: Lycanthrope
  • Traits: vision, strength, high dexterity, high constitution, lower intelligence, lower wisdom, low charisma, food endurance
  • Languages: Varies

Yugoloth

Yugoloth form is a fiendish bargain-body: powerful, cruel, resistant to evil and chaos, and deeply vulnerable to holy order.

  • Home: Deathknight bargains
  • Lineage: Fiend-touched human
  • Traits: vision, strength, constitution, wisdom, low charisma, evil damage, evil resistance, chaos resistance, good vulnerability, law vulnerability, light vulnerability, food endurance, weaker drink endurance, evil and chaotic tendency
  • Languages: Common, Demonic

Future Unlock Clades

The following clades are design targets for remort, shrine, quest, class, or other special unlocks. They are not normal Hall of Races choices.

Ashborn

Ashborn bodies carry the desert ash of Ashad in their lungs and blood. Their skin runs warm, their scars darken like soot, and their best work happens around flame, engines, burners, and ruined corpses.

  • Unlock: Ashad remort shrine or ash research chain
  • Traits: fire resistance, ash crafting, weaker water tolerance, strong endurance

Gearborn

Gearborn are Tekal-touched souls rebuilt with tiny machine miracles. Their hearts tick too evenly, their hands remember measurements, and their bodies make poor peace with wild magic.

  • Unlock: Tekal moon shrine
  • Traits: crafting, traps, devices, precision, magic vulnerability

Markasi

Markasi are moon-sanctuary descendants from the light of Markas. They are calm, beautiful, difficult to frighten, and drawn toward healing, protection, and astral travel.

  • Unlock: Markas pilgrimage
  • Traits: light resistance, fear resistance, healing affinity, lower brute force

Dailosi

Dailosi are plague-moon survivors touched by the God of Disease. Their bodies understand sickness too well: resistant to some corruption, unnerving to the healthy, and watched closely by temples.

  • Unlock: Dailos shrine or disease quest
  • Traits: disease resistance, poison resistance, grim aura, social penalties

Rimebound

Rimebound clades come from Dramasa's barren ice. Their breath fogs even in warm rooms, their blood chills quickly, and their patience outlasts storms that kill ordinary people.

  • Unlock: Dramasa remort shrine
  • Traits: cold resistance, endurance, slower recovery in heat, calm focus

Cinderkin

Cinderkin are Iglantu-born bodies shaped by lava rivers and elemental fire. They live close to combustion and carry a dangerous brightness under the skin.

  • Unlock: Iglantu fire rite
  • Traits: fire resistance, burn effects, heat vision, water vulnerability

Sporekin

Sporekin come from Lerquird's mushroom forests and wet fungal depths. They are patient, quiet, strange to read, and more comfortable with rot than with sun.

  • Unlock: Lerquird mycelium pact
  • Traits: poison resistance, disease resistance, regeneration, light sensitivity

Fallowsworn

Fallowsworn souls come back from the Bodachian Fallows with too much shadow still attached. They see ghosts in the corner of the eye and make haunted places feel almost welcoming.

  • Unlock: Bodachian Fallows remort or ghost story chain
  • Traits: fear resistance, spirit sight, shadow affinity, light vulnerability

Tideborn

Tideborn are Virodian sea-folk from warm coasts and reef cities. They are graceful swimmers, charming traders, and hard to keep away from salt water.

  • Unlock: Virodia sea shrine
  • Traits: water resistance, swimming, charisma, fire vulnerability

Lotuskin

Lotuskin are Kerei island mystics whose bodies carry jungle pollen, temple incense, and old faerie bargains. They move quietly and read omens in petals, smoke, and blood.

  • Unlock: Kerei hidden temple chain
  • Traits: dexterity, stealth, minor omen affinity, poison vulnerability

Serpentblood

Serpentblood clades descend from Souvrael's snake temples and dune cults. They are graceful, patient, venom-wise, and hard to surprise in hot places.

  • Unlock: Souvrael serpent temple rite
  • Traits: poison resistance, desert affinity, dexterity, cold vulnerability

Stormtouched

Stormtouched are Hyperborean souls claimed by thunder, giants, and old sky wars. Their voices carry, their tempers arrive early, and lightning treats them like distant kin.

  • Unlock: Hyperborean storm pilgrimage
  • Traits: lightning resistance, strength, loud presence, stealth penalties

Areas

Areas are the places you explore, hunt, quest, gather, and die in. The areas command gives a rough sense of where to go next.

Area Command

Use:

areas <domain>

Domains include:

  • darkwind
  • highway
  • hyperborea
  • islands
  • kerei
  • souvrael
  • talamh darag
  • underworld

The list shows rough level ranges. Treat those ranges as guidance, not a guarantee.

Variable Areas

Areas marked with {*} have variable-level NPCs.

Variable NPCs can change level to match the first player they encounter. They do not always go below the area's base level, and they return to normal if left unfought for a while.

New Adventurer Areas

Good early places around Darkwind include:

AreaRangeNotes
Old farm1-5Farm animals and easy early kills
Newbie meadow1-5Gentle early hunting
Forest in Darkwind1-5Woodland creatures near the city
Church of Mitra graveyard1-5Requires a key
Ezekiel's property1-9Good place to learn simple questing
Haunted Keep1-10Undead and early danger
Demon-infested forest1-10Early evil creatures
Darkwind sewers1-15City-adjacent tunnels
Realm of Ashkenazy1-25Broad early progression

Use monitor, wimpy, and where while learning an area.

Reading Area Danger

Signs that an area is too dangerous:

  • Aggressive enemies attack immediately
  • Your HP drops faster than food or sitting can recover
  • consider or guild judgment tools look bad
  • You cannot safely drag one enemy at a time
  • Exits are blocked or unclear
  • Status effects appear faster than you can answer them

Leaving early is part of learning the map.

Directions

Many old area directions start from Center of Town in Darkwind City. Use the in-game direction helps and areas <domain> for current route hints.

Common travel anchors:

  • Center of Town
  • Adventurers' Guild
  • Docks
  • Ferry ticket shops
  • Domain town plazas
  • Underworld pit

See Travel for ferries, ships, recall, and domain hazards.

Guilds

Work in progress: the guild roster is being built toward this design, and current game behavior differs in places.

Guilds are organizations, disciplines, faiths, orders, and traditions. A guild is something a character learns to do as a skill. It gives the character a social home and a trained way to act in the world. Innate character identities belong to Classes, not the guild roster.

Guild Roster

DeveloperGuildStatus
AcerBardOpen
CalesBerserkerOpen
AcerCleric of MitraOpen
AcerFighterOpen
DinkGarouOpen
CalesMageOpen
CalesNinjaOpen
AcerPaladinOpen
CalesPriest of SetOpen
CalesSwashbucklerOpen
CalesThiefOpen
AcerDruidOpen
AcerMonkOpen
CalesNecroOpen
AcerRangerOpen
DinkBastet/GurahlClosed
CalesCharlatanClosed
CalesBlood MageClosed
CalesDeathknightsClosed
AcerStreet SamuraiOpen

How Guilds Work

  • Guilds give characters a trained discipline and shared home
  • Classes are innate identities, separate from learned guild skills
  • Advancement uses traits, devotion, mastery, renown, paths, or other guild-native measures
  • Some paths are hidden and discovered in play

Joining A Guild

Most characters begin outside the major guilds and join after learning the basics of play. Many guilds require level 5 before they accept new members. Individual guilds can add their own requirements, including stats, alignment, patron ties, reputation, initiation tasks, sponsors, quests, or hidden discovery.

Useful commands and habits:

CommandUse
checkout <guild>View available information about a guild, when supported
help guildsRead the in-game guild overview
whoSee which players are online
tell <player> <message>Ask a guild member for advice
areasFind places to train and earn gold before joining

Pick a guild by the kind of play you want to do every day: the resource loop, the combat rhythm, the social home, the restrictions, and the tools it gives you outside combat.

Leaving Or Changing Guilds

Guild membership is a major character choice. Changing guilds costs time, resources, and in some cases access to training, powers, or relationships built inside the old guild.

DarkWind City has ways to sever guild ties, but the price is serious enough that guild choice remains meaningful. Talk to current members, read the guild page, and try the early command set before committing to a long-term path.

Guilds And Classes

Guild and class choices can both shape combat, equipment, and advancement, but they represent different parts of a character. A guild is learned. A class is innate. See the class roster for Artificer, Dragon, Morpher, Psionicist, and Vampire.

Bard

Work in progress: Bard is being built toward this design, and current game behavior differs in places.

Bards turn attention into power. Songs, stories, rumors, morale, reputation, old lore, loyal fans, and enchanted instruments all become tools in the hands of a practiced performer.

In Play

Bards walk into a room and change what the room believes.

  • Learn songs, chants, tricks, and stories
  • Perform in rooms where the audience matters
  • Keep a lute, drum, fiddle, flute, blade, or fan in the act
  • Build Renown through useful performances, public deeds, and lore work
  • Open stronger performances and deeper legends

Renown

Renown is the Bard's public memory. It rises through active performances, combat rallying, panic or fear soothing, useful lore, composed material, and witnessed public deeds.

Renown opens new songs and tricks and stays with the character.

ThresholdOpens
Local NameBasic songs, lore, soothe, simple tricks
Known VoiceChants, rally, perform, audience hooks
TroubadourLegends, muse, stronger morale effects
Court FavoriteReputation play, public counters, sharper satire
Master BardGreat performances, group-defining songs, rare lore

Acts

Every Bard learns the same guild, but the act gives the Bard a favorite way to hold the room.

ActWork
MotleyJokes, insults, tumbling, misdirection, false weakness, and cruel timing
VirtuosoStronger songs, animated instruments, combat rhythm, and grand performances
LorekeeperLore, legends, omens, old names, memory, and protective stories

An act is a polished habit. A Bard can retrain the act when the old material goes stale.

Repertoire

Repertoire grows through study, travel, discovered stories, composing, and guild training.

MaterialUse
Morale songsSteady groups and resist fear
ChantsPush battle tempo
HymnsTake longer and pay off harder
DirgesRattle enemies and undead
Satire and villain songsTurn attention against a target
Lore and legendAnswer practical questions about the world

Chorus Companions

Bards can keep parts of the song moving while their hands are busy. A chorus companion is an animated instrument, loyal fan, or enchanted weapon that follows the Bard and carries a melody, rhythm, or refrain.

The old fan fits here: a devotee drawn in by performance who cheers, distracts, carries gossip, and helps the Bard stay public. Singing weapons fit here too: the blade remembers the song and cuts in time with it.

CompanionUse
FanCheers, distracts, carries rumor, and makes public work easier
LuteKeeps a melody running for morale, charm, or healing songs
DrumHolds rhythm for chants, rally, incite, and battle tempo
FiddleSharpens quick songs, dancing tricks, and sudden reversals
FluteCarries soothe, sleep, animal, and quiet-road music
Singing BladeKeeps a weapon-song alive and fights beside the Bard for short bursts

A Bard can keep one lead companion active. Higher Renown opens backup parts that sustain a weaker refrain while the Bard performs something else.

Chorus companions take cues from the Bard:

  • carry keeps a chosen melody going at reduced strength
  • answer repeats the last performance as an echo
  • guard turns the companion toward defense, distraction, or body-blocking
  • solo lets the companion take a brief featured action
  • dismiss ends the act cleanly

Virtuosos get the most from animated instruments. Motleys use companions for misdirection and embarrassment. Lorekeepers use them to hold protective or memory-heavy refrains.

Audience

Audience changes performance strength, Renown gain, morale recovery, enemy hesitation, and tricks such as distraction or misdirection.

Performances

PerformanceUse
RallyRestores morale and helps allies resist fear
SootheCalms aggression and reduces panic
HymnSlow song with stronger group payoff
ChantFast rhythm for combat
DirgeFear, hesitation, and anti-undead work
SatirePublic ridicule against one target
LegendReveals history, weakness, or old context
RefrainLets a companion carry part of a song
CrescendoTurns a sustained song into a stronger finish

Tricks

TrickUse
VentriloquismMisdirection and thrown sound
Play DeadEmergency deception
DistractBreaks focus or creates an opening
JuggleBuilds attention before a performance
ComposeAdds personal material to the repertoire
LoreIdentifies history, creators, rumors, and useful context
LegendCalls deeper lore tied to named places, people, and artifacts
IncitePushes battle rage and works especially well with Berserkers
Singing SwordResonates a weapon or briefly wakes it into the chorus

Advancement

Bards advance through Renown, repertoire, composed material, public deeds, audience work, lore discoveries, and companions that survive enough songs to earn a name.

RankOpens
Street VoiceBard channel, basic lore, knife tricks, simple songs
FochlucanPlay dead, scroll work, coin tricks
RhymerDistract, perform, first audience hooks
MacFuirmidhFan companion, juggling, drinking tricks
DossFame, defame, speech tricks
LyristSoothe, spellsong, defensive spin
CanaithHero, villain, hymn, flute crafting
TroubadourAct training, incite, restoration of reputation
SonateerCompose, sanctuary, taunt
CliVentriloquism, fire-eating, impress
AnstruthMuse, stronger chorus companions
MuseChant, brew, sustained refrains
RacaraideHum, Otto's dance, shout
OllamhRally, singing weapons, companion echoes
Magna AlumnaeWail, grand chorus, masterwork performance

Stage Commands

CommandUse
bard, bardsSpeaks on the Bard channel or lists Bards
bardhist, bgmhistReviews recent Bard channel history
performBegins a performance
rallySteadies allies
sootheCalms a room or target
hymn, chantStarts a longer song or faster combat chant
lore, legendReads practical history or deeper named lore
composeCreates or refines personal material
distract, juggle, playdeadUses stagecraft tricks
ventMisdirects speech or sound
incitePushes a target toward battle rage
fameReviews public reputation
Sing <name>Draws a loyal fan into the act
ssing <weapon>Resonates a weapon with song
chorusReviews active companion, refrain, and act
tune <instrument>Prepares an instrument as the lead companion
carry, answer, guard, solo, dismissDirects a chorus companion

Acolyte

Work in progress: Acolyte is being built toward this design, and current game behavior differs in places.

Acolytes serve a divine patron. They heal, curse, bless, bargain, cleanse, resurrect, read omens, walk pilgrimages, consecrate ground, and protect allies through faith.

In Play

Every Acolyte has a patron and a vocation.

Daily service looks like this:

  • Serve a patron through prayer, taboo, offering, and rite
  • Build Devotion through service, pilgrimages, trials, and prayer use
  • Use shared prayers in the patron's style
  • Unlock patron rites and vocation training at Devotion thresholds
  • Read omens, follow portents, and keep shrine work active

Patron choice remains until the character leaves the guild. Vocation shapes play without replacing the patron.

Patrons

PatronPowerTrainingTaboos
MitraLight, mercy, truth, cleansing, resurrectionHealing, holy wards, undead repulsion, warhorses, paladin trainingCruelty, corruption, dishonor, hostile bargains
SetChaos, ambition, shadow, bargains, cursesDark pacts, leeching, fear, fragility, anti-paladin trainingWeakness, broken bargains, wasted power, betrayal of Set
GaeaStewardship, renewal, purification, sacred lawBlight cleansing, living wards, rain, stone, roots, no metalMetal armor, unnatural corruption, severance from the living cycle
LunaMoonlight, dreams, silence, hidden roadsNight protection, dream omens, quiet travel, moonlit healingProfaned sanctuary, betrayed hidden roads, abuse of the hunted

Vocations

VocationWorkTraining
MinistryHealing and serviceBest healing, best resurrection, strongest shrine and pilgrimage work
DoctrineDivine castingStronger curses, seals, judgments, combat omens, and offensive prayers
OathMartial serviceShields, weapons, armor, auras, smites, rushes, and divine weapon seals

Devotion

Devotion measures service to the patron and mastery of Acolyte rites. It opens thresholds and stays with the character.

Devotion rises through shrine prayer, tithes, offerings, pilgrimages, patron quests, healing, cleansing, resurrection, consecration, marked enemies, taboo keeping, prayer use in combat, and patron or vocation trials.

Devotion Ranks

RankTitleShared unlocks
1ListenerPatron symbol, mend, bless, ward, omen insight
2Devoteecleanse, shrine offerings, first vocation training
3Keeperconsecrate, pilgrimage bonuses, first patron rite
4Vesselguiding strike, mail training, stronger patron channel
5Seercommune, clearer portents, first resurrection training
6Oraclerebuke, improved shrine rites, second vocation training
7Exemplarsanctuary, stronger wards, patron trial rite
8HeraldResurrection mastery, advanced armor training, major vocation rite
9RadiantPlate Vow or equivalent capstone training, major patron aura
10AvatarPatron capstone, strongest omen reading, highest resurrection aftermath

Patron Rites

RankMitraSetGaeaLuna
1Spark of MercyWhispered BargainSeed-BreathMoonlit Murmur
2Lesser BlessingBlood PriceClean WaterSilver Hush
3Holy LightChaos BoltRooted SanctuaryDream Omen
4Seal of WardingDreadspikeThorn AegisQuiet Step
5TruthsenseFragilityBlight PurgeReflection Rite
6Repel UndeadLeechRain BlessingTide of Mercy
7Angelic IntercessionAnathemaLiving AegisSilver Veil
8WarhorseShadow StepEarthmeldHidden Road
9SunrayDark PactStone OathMoonlit Vigil
10Radiant AvatarDread AvatarVerdant AvatarLunar Avatar

Vocation Training

RankMinistryDoctrineOath
1Better mendBetter omensBasic shield prayer
2Better cleanseMinor judgmentWeapon blessing
3Stronger offeringsFirst curse or bindingGuarded stance
4Group healing riteStronger offensive prayerMail training
5Resurrection preparationPortent blessingShield rush
6Strong shrine prayerStronger rebukeDivine weapon seal
7Group sanctuaryMajor curse or sealFront-line aura
8Resurrection masteryMajor omen riteHeavy armor training
9Mass cleansingPatron judgmentPlate Vow
10Miracle of returnDivine sentenceAvatar's oath

Omens And Pilgrimage

PracticeAcolyte edge
OmensClearer prophetic language and patron warnings
PortentsShort tactical blessings, especially for Doctrine and Luna
PilgrimageDevotion, favor, and temporary patron rites
ShrinesPrayer refreshes minor rites or strengthens consecrated ground
TithesAligned offerings grant Devotion
Holy HourPatron prayers strengthen and taboos tighten
Marked enemiesDefeating them grants Devotion and moves the omen cycle

Sigils

SigilUse
FaithReduces Acolyte prayer costs
ConsecratedStrengthens prayers cast on consecrated ground
ProtectionReduces incoming damage
WardingImproves shield strength received
MercyImproves healing received and given
BargainedReduces immediate costs while reserving a future price
RootedReduces forced movement and knockdown
MoonlitImproves quiet recovery and omen clarity at night
PilgrimImproves shrine and pilgrimage rewards
MartyrReduces ally damage while increasing personal strain

Shared Prayers

All patrons use the same common prayer list. Patron choice changes messaging, damage type, side effects, taboos, and secondary bonuses.

PrayerUse
MendHeal over time or close wounds
BlessShort blessing
WardDefensive shield
CleanseRemove affliction
ConsecrateMark room or ground
Guiding StrikeWeapon or attack prayer
RebukePush back hostile force
CommuneAsk for guidance
SanctuaryProtect or stabilize
ResurrectReturn the fallen

Resurrection

Resurrection returns the fallen, helps recover the corpse, stabilizes the target after death, and gives a chance to restore lost level progress.

PatronAftermath
MitraProtective shield, brief courage, cleansing light
SetChance to recover some lost experience, with debt or bargain weight
GaeaRegeneration, poison or disease cleansing, temporary bond to soil or water
LunaQuiet movement, dream clarity, protection from immediate pursuit

Shrine Commands

CommandUse
acolyte, acolytes, ahistUses Acolyte communication
prayersLists available prayers and rites
patronShows patron, taboos, favor, and rites
vocationShows Ministry, Doctrine, or Oath training
devoteReviews Devotion rank, vows, debt, and thresholds
offerMakes offerings or fulfills bargains
consecratePrepares ground for stronger rites
omens, portentsReads the current divine balance
pilgrimageShows Acolyte pilgrimage guidance
pray at shrinePrays at a shrine in the room
tithe <amount> at shrineTithes at a shrine in the room

Fighter

Work in progress: Fighter is being built toward this design, and current game behavior differs in places.

Fighters are trained combatants. They own weapons, armor, shields, positioning, endurance, discipline, and the practical art of keeping a battle from falling apart.

In Play

Fighter owns the hard middle: stand, strike, guard, recover, and keep other people alive.

  • Consider the enemy
  • Choose the weapon and shield that fit the fight
  • Turn on the defensive techniques worth paying for
  • Use bash, disarm, charge, cleave, or defend at the right moment
  • Surge when endurance runs low
  • Call an armsman or guild help when the line starts to break

Endurance

Endurance is the Fighter's tactical reserve. Defensive toggles and hard maneuvers spend it when they matter. Combat bars can show endurance and active techniques.

Defensive Techniques

TechniqueUse
FeintReduces the impact of dangerous hits
GutsAbsorbs pain through endurance
ShieldblockUses a large or huge shield to block hits
CounterTurns a would-be hit back on the attacker
DefendPulls attacks off an ally
SurgeRestores endurance faster for a short time

Weapons And Armor

Fighter uses almost every weapon family. The guild rewards matching weapon to maneuver.

FamilyUse
BluntBash, stuns, shield work, hard targets
EdgedHack, cleave, sustained melee
PiercingThrust, weak-point attacks, precise openings
PolearmReach, heavy swings, battlefield control
Two-handedLarge damage swings and killing blows
ShieldDefend, shieldblock, rush, ally protection
UnarmedPunch and desperate fallback work

Weapon inspection reads balance, quality, and use. Armor inspection reads coverage, protection, warmth, and fit. Balance improves a suitable weapon.

Maneuvers

ManeuverUse
PunchBasic direct strike
KickWild strike with knockdown force
Shield RushRushes a target with shield force
BashHeavy head strike with a chance to reduce combat efficiency
HackEdged attack without mercy
ThrustPiercing attack at a weak spot
DisarmKnocks one or more weapons loose
ChargeAttempts to drive a target into another room
CleaveHeavy slashing blow with a large weapon
FrenzyFocused burst of repeated attacks
Frenzy!Dangerous room-wide attack burst
BeheadTakes a trophy from a corpse

Armsmen

FeatureUse
ArmsmanRecruited fighting companion who answers the Fighter's call
Assist callBroadcasts a call for help during a difficult fight
Lost callBroadcasts location when the Fighter is lost
MottoPublic declaration visible to other Fighters
Career statsTracks damage, kills, and session performance
TapestryGuild memory of active Fighters and past service
Trophy headsVisible proof of kills and martial bravado

Advancement

Fighters advance through battle. Every worthy NPC kill (killing blow, or at least 10% of the victim's health dealt) awards Fighter XP — more for tough prey and bosses, less for repeat farming, nothing for trivial kills. Guild levels 2 through 15 pop automatically as XP accumulates; there is no exp or gold cost and no purchase step.

Two gates hold advancement back: your guild level can never exceed your character level, and your combined guild levels across guilds can never exceed your character level. XP earned while gated is banked and the levels pop when you next advance your character. Skills unlock by guild level as listed under fs.

To levelFighter XPTo levelFighter XP
21,000916,000
32,0001020,000
43,0001124,000
55,0001228,000
67,0001332,000
710,0001436,000
813,0001540,000

Total to Battle Lord (level 15): 237,000 Fighter XP. fstats shows your progress; the battle record survives leaving the guild and is restored on rejoining.

Fighter Commands

CommandUse
fhelpOpens Fighter help
fs, fskillsShows Fighter skills
fstats, ftimersShows stats or recovery timers
fwhoLists active Fighters
fchat, efchat, fhistUses the Fighter channel
declare <text>Sets a Fighter motto
fassist, flostCalls for help or location aid
fcallCalls the Fighter's armsman
`ftoggle <onoff>`
fconsider <target>Compares the Fighter against a target
winspect <weapon>, ainspect <armor>Studies equipment
fbalance <weapon>Balances a suitable weapon
make shield, make torchCreates field gear
fdefend <ally>Defends an ally from attackers
disarm <target>, fcharge <target>Controls weapons or position
bash, fhack, thrust, cleaveUses weapon attacks
fpunch, fkick, frushUses body and shield attacks
frenzy, frenzy!, fsurgeUses burst aggression or recovery
fbehead <corpse>Takes a trophy head

Garou

Work in progress: Garou is being built toward this design, and current game behavior differs in places.

Garou are Gaea's werewolf children: protectors, predators, spirits, and warning teeth. They carry rage and duty in the same body.

In Play

Garou embodies Gaea's animal judgment.

  • Read the room through scent, instinct, and balance
  • Choose the right form for the work
  • Build Rage through danger, pain, pursuit, and threat
  • Spend Rage on decisive violence, protection, or spiritual answers
  • Calm down before the Rage owns the body

Forms

FormUse
HumanSocial presence, tools, speech, restraint
WolfScent, chase, tracking, speed, instinct
CrinosFear, raw physical dominance, open violence
Spirit-TouchedShamanic perception and balance rites

Changing form is a commitment: wolf hunts, Crinos breaks, human speaks and uses tools.

Rage

Rage rises from pain, pursuit, corruption, pack defense, denial, moon pull, howls, roars, and form shifts. It gives stronger attacks, faster pursuit, and refusal moments. Too much Rage narrows judgment.

Pack

Pack is social memory: warnings, remembered targets, territory, pursuit, carrying, defense, and shared answers to corruption.

Dedication

Every Garou leans toward a duty.

DedicationUse
WarriorDirect combat, Rage, chase, finishing work
GuardianProtection, interception, pack defense
ShamanSpirit sense, balance rites, corruption answers

Moon And Balance

Moon state matters as instinct and omen. Balance reads corruption, spiritual sickness, and broken natural order.

Abilities

AbilityUse
TransformChanges form
ScentReads trails and nearby presence
HowlWarns, rallies, challenges, or terrifies
ChasePursues a target through nearby spaces
Bite and ClawForm-based attacks with instinct behind them
CarryMoves allies or prey in wolf logic
BalanceReads corruption or spiritual imbalance
RememberMarks people, places, and pack history
EnrageBuilds Rage on purpose
FacedownForces a dominance contest

Pack Commands

CommandUse
garou, ghistSpeaks on the Garou channel or reviews history
transform, towolfChanges form
scent, sense, wsmellReads trails, nearby presence, or wolf senses
howl, roarWarns, rallies, challenges, or terrifies
rage, enrageReviews or builds Rage
chase, leap, lungePursues or closes distance
fbite, fclaw, slamUses form attacks
carryMoves a target in wolf form
pack, rememberReviews pack state or marks memory
balance, judgeReads spiritual condition

Druid

Druids

Work in progress: Druid is being built toward this design, and current game behavior differs in places.

Druids serve Gaea through grove, storm, root, beast, moon, water, stone, fire, rot, and renewal. The sea and stone, the storm and sun, the animals and plants, the patient work of decay, and the first green push after ruin all belong to their circle.

In Play

A Druid reads the ground first. Forest, swamp, desert, cave, storm, moonlight, and sacred grove all change which rites feel near at hand.

  • Read the terrain
  • Gather components and profession materials
  • Tend a sacred grove
  • Use rites that match the land, path, and form
  • Craft Druid-only Alchemy blueprints
  • Master favorite rites through real use

Natural Attunement

Natural Attunement rises through rite use, grove service, harvesting, path practice, living pilgrimages, and acts that restore natural balance.

RankOpens
SeedCalm Animal, Spirit Aura, Thorns, Produce Flame, Gust, Water of Life, grove planting, basic forage
RootCreate Water, Warp Wood, Growth, Stoneskin, Wild Speed, Wild Strength, Scry, Frighten, basic Verdant Alchemy
BloomWolf Form, Water Walk, Frost Bolt, Flame Blade, Frost Blade, Whirlwind
BranchBear Form, Hawk Form, Entangle, Purify Blood, Taint Blood, Nature Step, Befriend Animal
CanopySerpent Form, Call Ravens, Resist Poison, Wind Walk, Resist Cold, Eagle Eye
ThornResist Lightning, Locust Swarm, Resist Fire, Sunray, Mire, Call Lightning
StoneEarth Meld, Shatter, Earthquake, advanced grove communion
RainRenewal, Inferno, Drown, improved components, stronger sanctuary work
ElderwoodConjure Elemental, Reincarnate, ancient grove benefits
Verdant MythDeep path capstones, elder lunar rites, grove miracles

Rite mastery moves from Known to Practiced, Fluent, Rootbound, and Elder. Higher mastery improves cost, recovery, terrain hooks, grove hooks, form hooks, and component use.

Sacred Grove

Every Druid has a sacred grove planted in the wild. It grows through care, components, and plant or renewal magic used nearby.

Grove StageUse
SeedlingFaint recovery and a visible bond
SaplingClearer answers from the grove
Young GroveComponent storage, recovery, and personal rites
Mature GroveInner sanctum, deeper communion, reduced rite costs
Ancient GroveSafety, memory, shared respect, stronger grove pulse
Grove FocusBenefit
GardenMore herbs, rarer components, stronger plant work
CavernStone, endurance, underground routes, earth memory
Sacred PoolHealing, recovery, water rites, reflection
Archery GladeWind, sight, ravens, ranged nature magic
Primal ClayWild shape, beast memory, body change
MoonwellLunar alignment, tide, gravity, and astral rites

Terrain And Components

TerrainDruid use
Forest, jungle, swampPlant rites, animal contact, thorns, entangle, wolf, bear, serpent
Plains, hills, path, farmMovement rites, beast forms, weather signs, ravens
River, lake, sea, beachWater rites, cleansing, tidecall, drowning work, moon work
Mountain, cavern, undergroundStone rites, earthmeld, endurance, elementals
Desert, barren land, ash fieldsFire, sun, drought, endurance, difficult component work
Sky and open weatherWind, storm, lightning, hawk, ravens, moon signs

Attunement reads the current terrain. Favorable terrain strengthens forms and changes certain rites.

Harvesting And Verdant Alchemy

Druids use Professions as part of guild life. Herbalism turns wild herbs into potions, poultices, grove offerings, rite catalysts, and blueprint ingredients.

Blueprint FamilyExamplesUse
Poultices and balmsGrove Poultice, Renewal Salve, Rootmender BalmHealing, recovery, poison care
Wards and oilsBarkskin Resin, Storm Oil, Moon-Glass WashDefensive buffs and rite prep
Lures and bondsBeast Lure, Raven Feed, Elemental SaltFollower handling and summon focus
Terrain catalystsMire Spores, River-Stone Tincture, Skyseed Incense, Ashfield EmberShapes the next matching rite
Grove offeringsSeed Cakes, Root Tea, Moonwell Dew, Ancient CompostGrove growth and root-stash expansion
Rebirth preparationsLast Breath Moss, Reincarnation Seed, Green Grave OilRenewal and reincarnation

Blueprints unlock through Alchemy, Attunement, path work, and grove stage.

Paths And Spheres

PathThemeRites
NurtureHealing, growth, cleansing, safe passageWater of Life, Create Water, Purify Blood, Renewal
ErosionRot, venom, blight, breaking false permanenceTaint Blood, Mire, Shatter, Locust Swarm
HarmonyBalance, resistance, aura, sanctuarySpirit Aura, Rainbow Aura, resistances, grove pulse
ConvergenceFlesh, stone, beast, element, transformationWild Shape, Stoneskin, Enlarge Animal, Conjure Elemental
ImpulseStorm, speed, hunger, predatory motionGust, Wild Speed, Call Ravens, Call Lightning
LunarMoon, tide, gravity, mists, astral roadsMoonbeam, Moonlit Mists, Lift, Tidecall, Astral Walk

Spheres are the spell lenses: Animal for companions and forms, Plant for growth and thorns, Water for healing and drowning, Air for wind and storm, Earth for stone and endurance, Fire for heat and harsh renewal.

Wild Shape And Followers

Druid forms are spirit-forms learned through Gaea's mysteries.

FormUseFavored terrain
WolfEvasion, pursuit, fast huntingForest, jungle, swamp, plains, hills, path
BearEndurance, body strength, punishmentForest, jungle, swamp, plains, hills, path
HawkScouting, agility, sky movementSky, mountain, forest, plains, jungle, hills
SerpentVenom, strength, tight placesSwamp, jungle, forest, underground, river, lake
AllyUse
Befriended animalNatural companion won through trust and rite work
Befriended plantRooted or ambulatory plant ally shaped by Gaea's spirit
RavensShort-lived swarm for distraction and harrying
Air elementalSpeed, disruption, lightning and wind resistance
Earth elementalDurability, stone force, stability
Fire elementalAggression, heat, burning force
Water elementalRecovery, flow, cold and drowning themes

Rites

Rite FamilyRites
First ritesCalm Animal, Spirit Aura, Thorns, Produce Flame, Gust, Water of Life
Growth and bodyCreate Water, Warp Wood, Growth, Stoneskin, Endurance, Wild Speed, Wild Strength
Sight and fearScry, Frighten, Eagle Eye
Blades and coldFrost Bolt, Flame Blade, Frost Blade, Sky Blade, Ice Storm
MovementWater Walk, Nature Step, Wind Walk, Earth Meld
Binding and terrainEntangle, Mire, Shatter, Earthquake, Engulf
Blood and balancePurify Blood, Taint Blood, Rainbow Aura, Resist Poison, Resist Cold, Resist Lightning, Resist Fire
Beasts and alliesEnlarge Animal, Befriend Animal, Call Ravens, Conjure Elemental
Storm and disasterWhirlwind, Exterminate, Locust Swarm, Sunray, Call Lightning, Inferno, Drown
Restoration and cycleRenewal, Reincarnate
Wild shapeWolf Form, Bear Form, Hawk Form, Serpent Form

Lunar Rites

Lunar RiteUse
Lunar AlignmentReads the three moons and their present influence
MoonbeamCalls moonlight as direct force
Moonlit MistsUses mist, reflection, and moon-shadow for defense
Moon ReflectionTurns moonlight into scrying and omen work
LiftBends gravity around a creature or object
TidecallPulls water, blood, and weather through moon force
Moon SwarmCalls restless lunar force around enemies
ScourgeTurns harsh moonlight into punishment
MoonbladeShapes a temporary weapon from moonlight and sky force
Astral WalkTravels through moonlit spirit roads

Dailos brings disease and change. Markas brings sanctuary and healing. Tekal brings knowledge, balance, and strange gravity.

Restrictions

Druids favor leather, hide, wood, bone, stone, cloth, plant fiber, silver, and gold. Heavy plate and most forged metal armor break the covenant. Sickles, daggers, staves, spears, polearms, bows, thrown weapons, and simple blunts fit. Extreme holiness or corruption disrupts spellcasting.

Field Commands

CommandUse
dscoreShows Druid status, terrain, grove, components, and known powers
attuneReads the current terrain
dcomponentsShows carried Druid components
professions, reagentsShows profession progress or stored materials
gather herbs, forage componentsHarvests herbs or natural components
grove plant, grove statusPlants or checks a personal sacred grove
grove stashStores or retrieves components from the grove
groves, communeLists mature groves or enters a grove sanctum
study, learn, meditate, masterReviews, learns, or deepens powers
begin, quickcraft, read, manufactureUses Alchemy and blueprints
wildshape <form>, unshiftEnters or leaves spirit-form
release, dismiss, secure, allowManages followers and carried items
unleash, heel, toggleControls follower combat behavior
dchat, edchat, dhistUses the Druid channel
gaea, egaea, gaeahistUses the shared Gaean nature channel

Mage

The Magi

Peering into the Dark Wind, Magi learn to read and alter the patterns beneath the visible world. Heat has structure; distance can be folded; memory leaves a pristine copy behind the mind. Death, light, and even an interrupted moment can be written down if the Mage is patient enough. Those observations accumulate in a leather-bound spellbook, and the field is where they become more than theory.

In the guild's older vocabulary, gramarye is the art and a spell made real is a working. Cantrips, charms, and malisons describe the temper of particular workings rather than separate advancement tracks.

Mage is intended to feel useful immediately. Mana Shard and Missile are steady first-page attacks, while Analyze, Detect, and Blaze give a new member reasons to open the spellbook outside combat. Level-appropriate fighting supplies most Mage guild XP, or GXP. Useful field casting adds smaller, rate-limited awards, so varied play advances Arcane without rewarding empty repetition. Arcane has fifteen ranks, and every rank reveals another portion of the spellbook.

Learning the spellbook

A working develops its own history alongside Arcane. Its first useful casts move it from Copied to Practiced, then onward through Fluent, Inscribed, and Instinctive. The progression is compact enough to understand at a glance, but the consequences accumulate naturally: costs fall, rune sockets open, and automatic casting becomes quicker.

MasteryUseful castsWhat changes
Copied0The working can be cast normally
Practiced50First rune socket and barrage access
Fluent150Better efficiency and a faster barrage
Inscribed250Second rune socket and further efficiency
Instinctive1,000Best ordinary cost and barrage efficiency

The first rune socket makes a familiar page personal. Ashkenazy may push it toward raw force, Talek toward cold and Chilled, or Ravidel toward fire and Burning. By the time the second socket opens, two Magi can carry the same working and use it rather differently.

Workings and combat

ArcaneWorkings
1Analyze, Blaze, Detect, Mana Shard, Missile
2Find, Illuminate
3Fireball, Recollection
4Icestorm, Insane, Investiture
5Teleport
6Armor, Echoform, Mage Eye
7Bolt
8Levitate, Stasis
9Invisibility, Mage Unlock, Necrosis
10Phase
11Gate, Glassstorm
12Inferno
13Powerup
14Wrath
15Singularity, Touch

The combat pages are meant to form sentences rather than sit as isolated buttons. Fireball and Inferno leave Burning behind. Icestorm brings Chilled, and Stasis resolves a few seconds after casting with cold damage and Freezing. Glassstorm hangs written panes in the air before breaking them across nearby enemies and applying Exposed. Once the room is carrying enough hostile conditions, Singularity consumes them and gains fifteen percent damage from each, up to seventy-five percent. A group that brings its own statuses can help write the same ending.

Echoform waits beside the Mage's thoughts and copies the next direct offensive working for a thirty-five percent echo two seconds later. Recollection is the quieter signature spell. After a vulnerable four-second weave it restores all missing SP at the cost of ten percent maximum health. Its private timer begins at ten minutes. Recollection mastery removes one minute at Practiced, two at Fluent, three at Inscribed, and four at Instinctive; wielded FOCUS and worn AURA equipment each remove another minute, with a five-minute floor.

Delayed workings require commitment. Movement by the Mage or a chosen target tears the unfinished geometry loose, and another working cannot begin until the pending one resolves. The delay is visible through the normal buff/status display, making the risk legible to both the caster and the group.

Battlemage resonance

Barrage lets Mana Shard, Missile, Fireball, Icestorm, or Bolt cast a lighter copy of itself beside ordinary combat. A Practiced working can be prepared with barrage <working> and continues to improve as its automatic casts land. Its cadence rises from every four combat rounds at Practiced to every three at Fluent and every two at Inscribed. Mastery lowers its SP cost, Falx can quicken the rhythm, and Instinctive barrage costs nothing.

Wielding a FOCUS brings that playstyle forward. Any known barrage working may be prepared while it is still Copied, its automatic casts cost no SP, and the weapon improves both cadence and damage. Worn AURA equipment completes the battlemage resonance, adding another improvement to each. A freshly Copied working therefore fires every four rounds with FOCUS alone or every three with both pieces; practice soon brings the fully resonant cadence to its floor of two rounds. The Mage still makes ordinary weapon attacks and may still choose manual workings, so the result feels like weapon-and-spell combat rather than a caster waiting between commands.

battlemage reports the current equipment resonance, prepared page, cadence, SP cost, and Recollection timer. barrage off releases the prepared working.

Investiture opens at Arcane 4 and lets a Mage borrow one missing half of the style. investiture focus writes temporary FOCUS resonance over an ordinary wielded weapon, while investiture aura draws an AURA around the caster. The working is bound to the chosen weapon and goes dormant if that weapon is no longer wielded. Because only one Investiture can be sustained, it completes a real FOCUS or AURA rather than conjuring full resonance by itself.

Runes and the old Isle

Four rune patterns belong to ordinary Arcane instruction. Five others wait for the spellbook to witness a feat or discovery.

RuneTraditionEffectHow it opens
AshkenazyExaltationStronger raw spell powerArcane 3
FalxAlacrityFaster barrage cadenceArcane 3
SalomanBastionA small SP returnArcane 4
TalekBorealCold damage and ChilledArcane 4
MarsellusAugmentationA chance of a force echoThree Fluent workings
MezariAmityLower cost and cleaner shapingOne Inscribed working
RavidelIgneousFire damage and BurningFifty useful fire casts
ArcanartonEntropyChaos, disease, and unstable forceThe broken theorem
BodachDemiseDeath magic and life siphoningThe silence beneath the Isle

The Isle of the Magi lies south of Darkwind, still scarred by the war that separated Mage and Necromancer lore. At Arcane 9, a Mage can attune to the surviving Focus Point and enter the buried portion of Arcanarton's broken tower. A fused palimpsest and a violet fracture preserve more of the old argument than the official history admits. Bodach's page waits elsewhere, beneath the disused well, after the Wyrm's breath no longer overwhelms the quieter voices there. These discoveries remain in the spellbook permanently.

Long study and useful commands

GXP continues accumulating at Arcane 15. Surplus study opens Silverline, Ember Script, Aurora Hand, and finally the Void Palimpsest. These marginalia styles change the flourish around completed workings without making the cap another compulsory power climb; marginalia lists the open styles and selects one.

Most of the guild can be navigated through a small set of commands. research or study describes Arcane progress and the next page. spellbook follows mastery, rune sockets, equipment resonance, and the prepared barrage, while spells is the working index. runes, inscribe, and unbind manage the customization pages. battlemage explains the live weapon-and-AURA setup. Guild conversation uses mage <message>—with m and ma as aliases—and magi lists visible members.

Monk

Work in progress: Monk is being built toward this design, and current game behavior differs in places.

Monks train the body until discipline becomes a weapon. Breath, chi, staff work, empty-hand forms, notches, challenges, and combos define the guild.

In Play

Monk is breath, rhythm, posture, and the body used with complete intent.

  • Choose a style for the fight
  • Build or steady Chi
  • Use staff, fist, sweep, kick, and point strikes
  • Chain moves into combos
  • Meditate, train, and earn notches from formal challenges

Chi

Chi powers burst, defense, recovery, transfer, and special techniques. It rises through meditation, clean combos, training, hard survival, and style triggers. It falls when spent on advanced techniques.

Styles

StyleUse
CraneReach, balance, defense, countering
SnakeBody points, precision, disruption
MonkeyMobility, evasion, misdirection
TigerDamage, grapples, decisive offense
DragonChi power, roar, burst, mastery

Styles change which attacks flow cleanly and which recovery options feel natural.

Combos

Combos are planned routes. Example routes:

  • Sweep into staff strike
  • Body point into open punch
  • Grapple into tiger punch
  • Chi focus into chi blast
  • Crane defense into counterstrike

Notches And Challenges

Notches record training victories, formal tests, and memorable fights. Challenges open higher training, stronger combos, and better Chi control.

Abilities

AbilityUse
MeditateCenters the Monk and restores focus
Chi FocusStores power for techniques
Staff StrikeReliable staff attack
Open PunchEmpty-hand strike
Leg SweepKnocks enemies off balance
Body PointWeakens, slows, or interrupts
ComboRuns a practiced chain
Chi BlastReleases stored Chi as force
Chi TransferSends focus to an ally
ResuscitateEmergency recovery technique

Training Commands

CommandUse
monk, monksSpeaks on the Monk channel or lists Monks
monkhistReviews recent Monk channel history
mskillsShows Monk skills
meditateCenters and restores focus
chifocusBuilds or steadies Chi
mcomboReviews or uses combo routes
rtrainReviews training
mswitchChanges style or training focus
sstrike, opunch, tpunchUses staff or punch attacks
lsweep, ppoint, grappleDisrupts footing, breath, or control
chiblast, chiburst, chitransferSpends Chi
resuscitateUses emergency recovery

Ninja

Ninja are disciplined assassins built around stealth, disabling strikes, bare-handed combat, and short technique combos.

Joining requires level 5 and at least 10 unmodified Dexterity.

Progression

Ninja have two independent progression tracks:

  • Guild level rises only when Yagyu accepts proof of a newly completed unique assassination mark. Marks do not cost experience or guild XP. There are 50 marks and guild level 50 is final.
  • Ninja rank rises every 250 guild XP (GXP). Each rank after rank 1 grants one training session. Rank does not change guild level.

Qualifying combat kills use the shared guild-kill award system; NPCs ten or more levels below the Ninja grant no battle GXP. A fully validated Ninja skill attempt awards 2 GXP, whether its reliability roll succeeds or fails, subject to per-skill pacing. Resolving a three-piece combo awards another 10 GXP.

Reliability and Training

Unlocked trainable skills start at 70% reliability. practice <skill> spends one available session to add 5%, up to 100%. Failed reliability rolls charge one fifth of the evaluated SP cost and do not consume required items, start the normal cooldown, or add a combo piece.

nskills displays guild level, marks, Ninja rank, residual GXP, available sessions, and each skill's reliability.

gscore ninja also reports whether nswitch is currently using bare hands or ordinary weapons, including the screen-reader presentation.

Marks

Ask Yagyu in the Kerei guildhouse to accept challenge. Kill the assigned target yourself, use bloody to mark the kunai with that exact target's corpse, and give the kunai back to Yagyu. Suggested target level influences assignment selection but is not an advancement gate.

Every assignment permits one free reroll challenge. The replacement is a different incomplete mark; the rejected mark remains eligible later. Use list challenge to review the active assignment and completion count.

Combos and Pummel

Successful offensive techniques add pieces to the wraps. Three recent pieces resolve during combat, producing a specialized result for recognized combinations or a general burst otherwise. Pieces expire after a short time.

Pummel applies a stacking physical vulnerability. Its duration is min(90, 30 + 2 * guild level) seconds and it can end early after its extra damage budget is exhausted.

Common Commands

CommandUse
ninhelpOpens in-game Ninja help
nskillsShows abilities and both progression tracks
practice <skill>Spends a training session for 5% reliability
ninja, ninjas, ninhistGuild channel and history
nfocus, nmed, nmark, ntrackSetup and target study
fade, nmelt, nshroud, onmitsuConcealment and escape
blind, cripple, kekomi, pummel, tsubo, tsukiCombat control
shuriken, heartstop, dimmakRanged and finishing attacks

Ranger

Work in progress: Ranger is being built toward this design, and current game behavior differs in places.

Rangers are practical wilderness specialists. They know terrain, tracks, weather, tools, camps, animal helpers, and the quiet work that happens before the first arrow lands.

In Play

Ranger studies the land, reads the trail, and survives.

  • Read the terrain
  • Track or choose quarry
  • Prepare a camp, trail mark, trap, or ambush
  • Open from range or from cover
  • Keep the fight on ground the Ranger understands

Terrain

Familiar ground gives better tracking, cleaner foraging, stronger ambushes, and safer camps.

TerrainAdvantage
ForestConcealment, foraging, animal movement
SwampSlow fields, poison, hidden routes
RoadTrail marks, pursuit, caravan knowledge
CityRooftops, alleys, contacts, urban quarry
CaveEchoes, darkness, stone routes
CoastWeather, tide, fish, wet ground
SnowTracks, cold, silence

Terrain familiarity rises by traveling, foraging, tracking, camping, and fighting on that type of ground.

Quarry

Quarry study improves tracking, ambush openings, called shots, companion behavior, trap placement, and material recovery.

Camps

Camps are temporary field positions for recovery, gear sorting, track reading, and planning. Familiar terrain and field materials make them stronger.

Companion

Ranger companions scout, track, distract, retrieve, guard, and help finish wounded quarry. Training and field use improve them.

Abilities

AbilityUse
ForageFinds food, herbs, components, and field materials
CampCreates temporary recovery and safety
TrackFollows a target through terrain
StalkPrepares an ambush
TrailmarkLeaves useful route memory
AmbushOpens combat from preparation
AimImproves a shot through patience
QuickshotFast ranged attack
HeartshotHigh-risk precision shot
TrainImproves companion behavior

Field Commands

CommandUse
ranger, rhSpeaks on the Ranger channel or reviews history
rhelpOpens Ranger help
terrainReviews terrain familiarity
forageGathers field materials
campPrepares a temporary camp
trackFollows a trail
stalkPrepares an ambush
ambushStrikes from preparation
aim, quickshot, heartshotUses ranged attacks
quarryReviews studied targets
trainWorks with a companion

Swashbuckler

Dashing rogues, gallant courtiers, outlaw kings, pirates, kensai, duelists, and dockside troublemakers all find a home in the Swashbucklers. They trust quick feet, light armor, a ready blade, a better insult, and the kind of nerve that turns a bad room into a story.

In Play

A Swashbuckler is at home in courts, taverns, alleys, ships, forts, and any place where someone important thinks they are safe. The guild fights in the open, usually with a jest on the tongue and a blade already moving.

A Swashbuckler steals the room. The guild wins by making the fight public, personal, flamboyant, and just a little haunted.

  • Choose a proper blade
  • Start one or more techniques
  • Build Flair by holding the fight, landing criticals, and wielding named weapons
  • Spend Flair on quick pressure or a decisive push
  • Challenge, charm, parley, skulk, or toss a doubloon when the room turns ugly
  • Steal attention with a flourish, insult, named blade, or ghostly echo
  • Name the weapon that survives long enough to deserve it

Blades

Many Swashbuckler powers require a blade: knives, daggers, rapiers, sabres, cutlasses, short swords, katanas, and other light or one-handed swords. A good blade is more than a damage number. It has weight, balance, edge, story, and the right sort of arrogance in the hand.

sevaluate reads a weapon without making it magical. It tells the Swashbuckler what the blade is good for, whether it suits slashing or thrusting, and whether it has oddities worth noticing.

Finesse

Finesse measures how much blade work a Swashbuckler can keep alive at once. A young Swashbuckler handles one technique. A seasoned one layers styles until the fight looks unfair.

Technique strain comes from:

  • Technique weight
  • Blade type
  • Armor weight
  • Current tempo
  • Charm and reputation
  • Multiple offensive techniques
  • Multiple defensive techniques

Too much strain makes the dance ugly. A good Swashbuckler knows when to add another flourish and when to stop before the feet get tangled.

Rank and Flow

Swashbuckler Rank is open-ended and earned through GXP from qualifying kills, active combat windows, and triggered techniques. Ability Tier is 1 + floor(2 * sqrt(rank - 1)); it synchronizes the legacy guild level so existing abilities, titles, and rooms remain compatible.

Flow rises by 5 on eligible combat heartbeats, to a maximum of 100. It holds for six seconds after combat ends, then falls by 10 per heartbeat. Flow discounts positive technique SP costs by up to 50%. At full Flow, each eligible combat round has a 5% chance to steal one guaranteed weapon hit. At Tier 15 and full Flow, Dance of Death can separately and very rarely make the next paid triggered technique free.

An effect that prevents fleeing does not disable in-room attacks such as Slip, Press, Wound, Sap, Thrust, or Flank. Physical restraint still blocks those maneuvers, while Skulk retains the fleeing/movement check because it actually changes rooms.

Flair

Flair is the visible part of Swashbuckler skill: the glove slap, the impossible bow, the lucky coin, the cutting joke, the named blade held high while someone bleeds on the floor. In combat, it is also a spendable momentum resource.

Flair starts at zero, decays outside combat, and caps at 10 + CHR/10. Each active combat round offers a chance to gain Flair. Wielding a named weapon provides an additional opportunity, and Flourish improves both chances. A critical hit grants one Flair, at most once per combat round.

Flair spenders currently include:

SkillGuild levelCostEffect
slip <foe>32 Flair, no SPMakes a quick strike with a slashing or piercing main-hand weapon; uses a micro damage timer
press <foe>88 Flair, no SPPresses a controlled current foe: own Challenge grants a full round, hard control a main-weapon sequence, and soft control one swing plus four seconds of Exposed

Techniques

Techniques are blade styles. Some trigger when the right moment appears. Others pull effort every round. They can be started and stopped with starttech and stoptech.

TechniqueWhat it does
ParryDeflects the force of incoming blows
SlashTrades refinement for direct power, scaling at each character-level bracket
DodgeLets footwork carry the Swashbuckler out of danger
Offensive SpinHides true attacks behind spinning steel
Called ShotFinds weak places in armor and guard, scaling at each character-level bracket
DisarmRelieves an enemy of a weapon
RiposteAnswers an incoming blow with a quick strike
Critical StrikesDrives the blade deeper when a clean opening appears
Weapon BreakCatches a weapon and ruins it with a sharp twist
Phantom StrikesCalls fallen brethren to lash through the enemy's defense
ImpaleFollows through with deep piercing wounds, scaling at each character-level bracket
FlurryGuarantees one extra swing when triggered; Hero and Legend levels unlock rank-heavy chances for a second and third extra swing
FlourishMesmerizes with beautiful, dangerous blade work
Thousand BladesBuries the real attack inside false ones
Dance of DeathFull Flow can steal a weapon hit; Tier 15 adds the rarer chance for one free triggered technique
Spectral SiphonDrains up to 12 SP and restores exactly what was drained

Dance of Death is passive at Tier 15; sdance remains reserved only for compatibility messaging. Spectral Siphon unlocks at Tier 18.

Phantom Brethren

The Order keeps company with its dead. Old duelists, drowned pirates, vanished kensai, and nameless bladesmen linger around the guild's flashiest work. They answer best when a Swashbuckler fights with a named weapon, holds the center of the room, or risks everything on a beautiful mistake.

The ghostly side stays concrete. phantom calls fallen brethren into the attack. Black Flag Bravado leans harder into drowned pirates and haunted boarding work. Named weapons and the Dance of Death give those echoes style and timing while phantom remains the main ghostly technique.

Tricks

Swashbucklers are duelists. Style counts. So does leaving a room before anyone notices, buying luck with coin, insulting a foe into standing still, and talking a brawl into a truce.

TrickWhat it does
ChallengeInsults a foe into staying for the fight
CharmDraws every eye in the room and sharpens presence
Kiss of True LoveRestores a little health to the Swashbuckler and another out-of-combat player
ParleyNegotiates a truce in the room
SkulkEnters or leaves a room unnoticed
DoubloonOffers coin for a lucky defensive charm
SlipSpends a little Flair for a quick weapon strike
PressSpends heavy Flair to exploit Challenge or another crowd-control opening
FlankSidesteps into extra blade work
ThrustFinishes a wounded foe with precise force
WoundOpens a cut that keeps bleeding
SapDrains dexterity through a ghostly blade cut
StaggerTurns unsteady movement into a brief reset
FlameBurns a target using intoxication, with a chance of a five-tick self-burn
Defensive SpinUses a slashing weapon to counter attackers for 60 seconds

Some of the guild's theater is practical. Some of it is simply necessary. A dramatic bow, a glove slap, a carved initial, a lucky coin, and a weapon juggled while waiting all belong to the same tradition.

Named Weapons

Naming a weapon begins as style. It becomes history when the blade survives duels, escapes, wounds, insults, impossible victories, humiliations, and recoveries. The name makes the weapon personal.

Named blades can remember:

  • Notable opponents
  • Favorite techniques
  • Public challenges
  • Parley victories
  • Broken weapons
  • Lost duels
  • Recoveries after embarrassment

Bravados

Bravado is a polished flavor of trouble. A Swashbuckler learns a Bravado from a branch, keeps one polished at a time, and can retrain when another kind of trouble calls louder.

Each Bravado gives one signature trick and nudges a small set of existing techniques. The core guild stays the same: blades, Finesse, tricks, named weapons, and nerve.

BravadoLearned fromSignature
CandlelightDarkwind OrderCharm, challenge, or skulk can open a cleaner first cut
Spirit MaskKerei KensaiPhantom and flourish can leave a short bad-luck mark
FiredanceSouvrael Desert LegionA prepared blade can catch fire for short burning work
BucklerHyperborean CaveBuckler work improves parry, riposte, and shield-side counters
Black FlagHaunted coasts and the FallowsPhantom attacks gain drowned-pirate bite during flurry or boarding-style attacks

Advancement

Swashbucklers advance through Finesse, technique mastery, duels, daring escapes, public victories, blade work, and a reputation that can survive being seen.

RankOpens
Novice FencerParry, skulk, slice, name weapon, evaluate weapon
Mischievous ScoundrelSlash, sharpen, candle, early roguish work
Merry OutlawDodge, offensive spin, slip, better Finesse
Daring DesperadoChallenge, charm, first public tricks
Courtly AdventurerCalled shot, Swashbuckler call, better teamwork
Thrillseeking ExplorerDisarm, insult, locate Swashbucklers
Infamous Soldier of FortuneRiposte, trouser-cutting humiliation
Dashing CourtierParley, press, thrust, cleaner duel control
Beguiling RogueCritical strikes, weapon break
Famed SwashbucklerPhantom strikes, impale, doubloon
Legendary DuellistFlurry, wound, chosen weapon
Paragon of SwashbucklersFlourish, thousand blades, sap, inspire
BlademasterPassive Dance of Death, blademaster line, legendary style
Tier 16Flame
Tier 17Defensive Spin
Tier 18Spectral Siphon

Deck Commands

CommandUse
sb, esb, swash, eswashSpeaks or emotes on the Swashbuckler channel
sbhistReviews recent Swashbuckler channel history
swashies, swho, sbwhoLists active Swashbucklers
sbskills, sbhelpShows skills or help
starttech <technique>Starts a blade technique
stoptech [technique]Stops one technique or all techniques
challenge <foe>Challenges a foe to stay and fight
charm, parley, skulk <direction>Uses social or escape tools
sbkiss <player>Shares a small out-of-combat heal with another player
sevaluate <weapon>Studies a weapon
sbsharpen <weapon>Improves a suitable blade
nameweapon <weapon> to <name>Names a weapon
bravadoReviews or trains the active Bravado
doubloonCreates a lucky defensive charm from coins
slip <foe>, press <foe>Spends Flair for immediate blade pressure
sbflank <foe>, sthrust <foe>Uses position or thrust attacks
wound <foe>, ssap <foe>, staggerUses dirty blade work
flame <foe>, dspin [off]Uses post-Blademaster fire and defense

Thief

Work in progress: Thief is being built toward this design, and current game behavior differs in places.

Thieves turn information, access, timing, and opportunity into power. They case rooms, scout exits, steal coins, lift objects, plant evidence, trap paths, follow marks, hide in plain sight, poison blades, and strike when the target is already compromised.

In Play

Thieves care about the thing everybody else forgot to guard: the purse, the door, the evidence, the exit, the witness, the back.

  • Case the target or room
  • Scout exits and escape routes
  • Steal, palm, pick, plant, trap, or shadow
  • Let Heat rise only as far as the job is worth
  • Enter combat with poison, marks, position, and dirty tricks
  • Leave with the money, item, secret, or body

Jobs

Jobs are the Thief's real work.

JobUse
Roll CorpseFinds hidden coins and valuables on a corpse
MoneyChecks a target's carried coin
CaseStudies inventory, value, and physical threat
ScoutLooks into nearby rooms before entering
SilentLeaves without showing the direction
ShadowFollows a target quietly
HideVanishes into shadow for a limited time
PalmPicks up items without open notice
PickSteals an object from a target
PilferAttempts broader item theft from a target
PeekLooks into a target's container
PlantPlaces an item on a target
ConcealHides an item from view
Break InForces access through a chosen direction
Trap RoomPrepares a room trap
TripwireSets an alarm watched by guild apprentices
ContactsPays local informants for player information
Fast TalkTalks a room out of combat

Heat

Heat is the cost of being sloppy. Witnessed theft, repeated targets, botched jobs, public violence, and obvious escapes raise Heat. Clean escapes, time, contacts, and quieter work lower it.

Marks

Marks are prepared advantages from casing, shadowing, scouting, planting, trapping, or studying habits.

MarkBuilt ByPayoff
Target markCase, shadow, money, contactsBetter theft, strike timing, and escape choices
Room markScout, trap, tripwire, silent movementSafer entry, better ambushes, cleaner retreats
Container markPeek, pick, concealBetter object theft
Evidence markPlant, palm, concealFrame jobs and misdirection
Blood markPoison, shadowstep, quick strikeStronger bleeds and combat setups

Dirty Fighting

Thief combat is unfair by design. The guild uses openings, bleeds, stuns, movement denial, poison, and prepared strikes.

TrickUse
Quick StrikeEarly slash that opens or worsens a wound
ShadowstepFast shadowed strike with a deeper bleed
TrickDirty fighting tactic during battle
Critical HitFocuses on a stronger critical wound
Clever StrikeUses dexterity, wit, and strength for a better cut
Sucker PunchPunishes a weakness in the target's defense
CircleMoves behind the target for a back cut
DisembowelHeavy upfront cut followed by a large bleed
Tendon StrikeAttempts to stop movement through the hamstring
Back StabHigh-end strike from hiding against an exposed back
Poison EdgeApplies a poison packet to a weapon

Advancement

Thieves advance through jobs, clean escapes, marks, contacts, traps, risky theft, and prepared violence.

Guild levels 2 through 20 are bought with gold coins carried on hand at the guild hall: cost shows the price of the next level and advance guild pays it. Your guild level must stay below your character level.

RankOpens
LookoutRoll corpse, quick strike, cant, guild communication
PickpocketSteal coins, money, basic poison access
ScoutScout, shadowstep, tripwire
QuickfingerPalm, squint, silent movement
CutpurseContacts, trick, case
BurglarCritical hit, conceal, unhide, plant
ShadowPick, trap room, shadow, hide
KnifeworkerPeek, circle, fast talk
FixerBreak in, disembowel, tendon strike
Master ThiefBack stab, tactics, succor, assassin strike

Job Commands

CommandUse
thelpOpens Thief help
tpowers, tskills, treportShows Thief powers
thievesLists active Thieves
ttell, thist, cant <message>Uses Thief communication
tnews, gtitleReads news or sets a guild title
roll corpse, money <target>, case <target>Starts basic jobs
contactsPays informants for information
scout <direction>, silent <direction>Reads or leaves rooms quietly
shadow <target>, `hide <onoff>`
palm <item>, pick <item> from <target>Lifts items
tsteal <target>, steal <target>Steals coins
peek <container> on <target>Looks inside a container
plant <item> on <target>Plants an item
conceal <item>, unhide <item>Hides or reveals an item
tripwire, trap, breakin <direction>Prepares access or alarms
fasttalkAttempts to stop combat
poison <type>Applies poison to a weapon
qstrike, shadowstep, trickStarts dirty combat
crit, cstrike, spunchUses mid-fight precision attacks
circle, disem, tstrike, stabUses high-risk finishing attacks

Berserker

Berserker is an independent combat guild built around Fury, Frenzy, Madness, Vex training, and permanent scars.

Berserkers turn pain, fear, and bad odds into weaponized fury. They feed violence until it becomes a machine: build Fury, break into Frenzy, and keep Madness from taking the wheel.

In Play

Berserker starts simple.

  • Fight and kill to build Fury
  • Fury crests into Frenzy
  • Frenzy tears through the enemy
  • Vent, crash, recover, and start again

Mastery means riding Frenzy instead of ending it. Kills and heavy hits keep Fury moving. Staying in Frenzy builds Madness. Madness makes Frenzy stronger, opens harder effects, and raises the cost of losing control. A strong Berserker keeps Madness high enough to matter and low enough to survive.

Fury

Fury is the fuel. It rises from combat and falls when the Berserker vents, crashes, waits too long, or loses the chain of violence.

It can be tracked on the monitor bar if enabled (bstatus fury on) and ranges from 0 to 100.

Fury rises from:

  • Taking damage
  • Landing heavy hits
  • Killing enemies
  • Being outnumbered
  • Suffering a status condition
  • Berserker skills

When Fury crests, Berserker Frenzy opens.

Automatic Frenzy performs five attacks, two seconds apart, and drains the entire Fury bar. Fury generation is suppressed until the barrage ends. The Berserker monitor shows the remaining Frenzy pulses and time, and reports when the Frenzy ends.

Frenzy

Frenzy is the Berserker's signature state and is available once Fury reaches its maximum. Initially, this presents as a barrage of attacks that happen automatically. This drains Fury, and prevents new Fury from being generated for a short duration.

Berserkers learn to hold onto Frenzy and release it by choice. This is Directed Frenzy.

While using Directed Frenzy mode, a Berserker who holds maximum Fury for too long gains Madness.

Directed Frenzy is unlocked through the Momentum Vex branch. Use frenzymode directed, frenzymode automatic, and frenzymode release to control it.

Madness

Madness is a measure of a Berserker that has given in to their rage. With Fury at its maximum, any additional Fury is tracked toward Madness, with each additional 100 Fury gained granting one level of Madness (up to 5).

It can be tracked on the monitor bar if enabled (bstatus madness on).

Madness falls when:

  • The Berserker uses vent
  • Frenzy ends naturally
  • The Berserker leaves combat and remains calm
  • Certain guild skills spend Madness
  • Certain supernatural or alchemical effects soothe rage

Madness rises when:

  • Fury would be gained while already at maximum Fury
  • The Berserker scores a killing blow during Directed Frenzy
  • The Berserker takes a large single hit while at maximum Fury
  • The Berserker is stunned, paralyzed, feared, poisoned, or otherwise impaired
  • The Berserker remains at maximum Fury without venting

The effects of each level are cumulative unless otherwise noted.

Madness Level 0

  • vent: At the cost of SP, the Berserker dumps all Fury and Madness
  • No passive Madness benefits or checks

Madness Level 1

  • The Berserker gains minor passive damage resistance against weapon damage
  • Berserker guild skills no longer consume Fury
  • The Berserker occasionally suffers a Concentration block
  • Dropping out of Madness gives a temporary stat penalty

Madness Level 2

  • The Berserker cannot flee while actively fighting; normal movement returns when combat ends
  • Berserker abilities remain usable while this no-flee restriction is active
  • Weapon damage resistance improves
  • Critical hit damage bonus
  • vent cost increases and reserves some SP

Madness Level 3

  • The Berserker occasionally resists stun and paralysis effects
  • Weapon damage resistance improves
  • Chance to answer a weapon hit with one targeted main-hand or unarmed attack without changing combat targets
  • vent has a real failure chance

Madness Level 4

  • Critical hit damage bonus
  • Each main-hand attack has a 15% chance to gain at least one extra swing, a 4% chance to gain at least two, a 1% chance to gain at least three, and a 0.25% chance to gain four. One roll selects the whole long-tail result
  • Momentum mastery improves every tier of that swing distribution; Madness 5 raises the baseline chances to 20%, 6%, 2%, and 0.5%
  • High chance to lash out and attack random targets

Madness Level 5

Upon reaching Madness level 5, the Berserker loses control.

At this stage:

  • Weapon damage resistance improves
  • Higher chance to resist stun and paralysis effects
  • The Berserker remains Exposed
  • Outside combat, the Berserker suffers 2% of maximum health as blunt damage every 10 seconds until Madness falls below 5. A sufficiently strong Black Scar reduces or suppresses this damage
  • Attacks can apply Exposed

Scars

When Berserkers meet certain conditions, they receive a permanent mark on their body. They record what the Berserker survived and change what the Berserker becomes.

Scar TypeEarned By
Blood ScarKilling while badly wounded
Iron ScarSurviving stuns, knockdowns, or heavy hits
Packbreaker ScarWinning while outnumbered
Frenzy ScarHolding Frenzy through multiple kills
Black ScarReaching max Madness

Scars are permanent once earned. Training Flare allows one scar at a time to be activated for 60 seconds, increasing to 75 seconds at higher rank:

The full-strength duration appears as Flared Scar in the buffs display. At sufficient Defiance mastery, its residual benefit continues quietly until the Flare cooldown ends.

  • Blood heals 8% of damage dealt at full scar strength, capped at 5% of maximum health per hit. Blood mastery 30 raises those values to 10% and 7%
  • Iron increases weapon and control resistance
  • Packbreaker improves combat performance while outnumbered
  • Frenzy adds one pulse to the barrage, or two while fully flared, without increasing total Fury drain
  • Black reduces Madness 5's out-of-combat self-damage and suppresses it at full strength

Vex Training

Berserker uses an independent, uncapped Berserker Rank. Its normal guild level remains at 1 for membership and dual-guild compatibility, so Berserker progression does not consume another guild's advancement allowance.

Rank starts at 1 and grants one Vex per Rank. XP required for the next Rank is:

250 + (3 * current Berserker Rank * current Berserker Rank)

Berserker XP is awarded automatically for meaningful NPC kills while Berserker is the active guild. The Berserker must land the killing blow or be listed among the killers after dealing at least 10% of the victim's maximum health. Pets, players, zero-XP NPCs, and enemies ten or more levels below the Berserker award none. The standard player kill tracker scales awards when too many recent kills come from the same area, encouraging varied hunting without eventually stopping combat XP altogether. Bosses are exempt from this scaling.

The Darkwind trainer also supports convert berserker <normal-xp|next> outside combat. The conversion rate begins at 1000 + (2 * Berserker Rank * Berserker Rank) normal XP per Berserker XP. bstatus shows the current rate.

The 19 core nodes each have five ranks, making a 95-Vex core journey:

BloodMomentumDefiance
EnrageBatterShrug
RendChain ViolenceThick Hide
Deep WoundsStompRepress
RuptureDemoralizing ShoutScar Attunement
Blood PriceDirected FrenzyIron Will
Primal StrikeRelentlessFlare
Roar

Nodes in each column must be learned from top to bottom. A node cannot exceed the rank of its predecessor. Use vex tree, vex info <node>, and vex train <node> to inspect and raise them.

Completing every node in a branch unlocks vex mastery <branch>. Branch mastery is uncapped:

  • Mastery 1-10 grants 1% branch strength per point
  • Mastery 11-20 grants 0.5% per point
  • Mastery 21-30 grants 0.25% per point
  • Mastery above 30 grants prestige rather than additional combat power
  • Milestone effects unlock at mastery 10, 20, and 30

Blood mastery improves Blood skills and wounds, Momentum mastery improves Momentum skills and Frenzy, and Defiance mastery improves healing, control breaks, resistance, and scar use.

Thick Hide's listed 2-10% weapon resistance is its full-health baseline before mastery while Mad. The bonus grows as health falls and reaches twice the listed value at 25% health or lower.

Use retrain vex confirm at the trainer outside combat to refund all core and mastery Vex for an escalating fee. Rank, XP, scars, and preferences remain; current rage and active scar state are cleared.

Abilities

AbilityUse
VentSpends SP to clear Fury and Madness outside combat
InciteCreates a visible timed effect that drains 2 SP and grants 4 Fury per heartbeat while fighting
WildrageGrants the main weapon a temporary chaos-damage proc for three minutes plus six seconds per level, capped at ten minutes
Heave / SheaveHeave converts weapon weight and Constitution into damage with a chance to break the weapon; Sheave uses a worn shield for slightly less damage without damaging it
EnrageSpend 8% maximum HP to gain Fury and attack; rank 3 lowers the cost to 6%, and Blood Price rank 3 makes its Fury bonus unconditional
RendSavage weapon strike that applies Bleeding; its final rank can deepen existing Bleeding
BatterQuick hit that grows stronger when chained
RuptureConsumes Bleeding strength and remaining duration for burst damage
ShrugBreaks entanglement or stun, with better odds at high Madness
StompSlams the ground to disrupt a target; at Madness 3+, it automatically spends one Madness for a Chaos DoT
Demoralizing ShoutDomain-wide battle cry that briefly weakens nearby enemies
RoarApplies Exposed to a target; rank 5 affects and engages every valid enemy in the room
Primal StrikeSpends one Madness and adds Strength to its damage; later ranks increase damage, shorten its cooldown, and can apply Exposed for fourteen seconds
FlareSpends HP to wake a scar and gain its benefit
RepressBurns Madness for quick healing and a random drawback

Fury Commands

CommandUse
berserk, ber, eberserk, eberSpeaks on the Berserker channel
berserkers, bers, berksGet a list of current Berserkers online
bhistReviews recent Berserker channel history

Armour

Berserkers may wear light, medium, or heavy armour, including shields, in any material. Individual items can still enforce their own level, race, size, or slot restrictions. Use berhelp armour in game for the concise version.

Utility Commands

CommandUse
berskills [available]Lists ability commands, costs, cooldowns, and Vex training
bstatusShows Rank/XP, Vex, Fury, Madness, Frenzy, Incite, Batter chain, conversion rate, and monitor settings
bstatus fury\|madness on\|offControls Fury or Madness monitor output
frenzymode automatic\|directed\|releaseControls Frenzy behavior
vex tree\|info\|train\|masteryReviews or trains Vex nodes and mastery
scarsLists permanent and active scars

Charlatan

The Charlatans are live on their modern command path. Their many-pocketed cloak keeps their road training and Rank notes, while their tricks cover control, volatile ash brews, poison leverage, and temporary loaded weapons.

Charlatans are Wayfarian tricksters who make lies useful. They win by creating the wrong certainty at the right moment, carrying a pocket for every bad idea, and ensuring that even their successes have suspicious fine print.

Progression

Charlatans earn guild XP from level-appropriate combat and bosses. GXP raises Charlatan Rank; ranks fund road selections rather than a second copy of classic guild level. gscore charlatan shows current rank, XP, roads, profession gates, and unspent points. Each rank after the first grants one road point through a total of thirty; use croads train <road>. Roads cap at ten, so Rank 31 provides enough points to complete all three. Later Ranks open horizontal schemes rather than additional road points. Every new Charlatan begins with confuse and suckerpunch; Misdirection improves both rather than gating the guild's first direct attack.

RoadPlay patternCandidate skills
MisdirectionControl, escape, illusion, social pressureImproves confuse and suckerpunch; distract at road 2; avoid at road 3
VolatilityDangerous mixtures and bottled weatherbrewacid and cookash at road 1; brewelement and concoct at road 2
ContrabandPoisons, weapon tricks, rigged objectsloadweapon at roads 1-4; cdip at 1; stretchpoison and pocketsand at 2

Advanced Schemes

Beginning at Rank 35, every fifth Rank through 105 opens one scheme in Drina's ledger. Learning permanently records the scheme in the Charlatan cloak and costs 1,000 gold per required Rank. A learned scheme can fill an empty active slot for free; replacing an occupied slot costs half the incoming scheme's Rank in thousands of gold, with a 25,000 minimum. Drina must be present for learning and loadout changes.

Charlatans have one active scheme slot initially, two at Rank 50, three at Rank 100, and another every fifty Ranks thereafter. All fifteen schemes can be learned by Rank 105, but only three can be active then. schemes shows the catalogue, permanent cloak notes, active loadout, effects, and prices.

Learned schemes and the active loadout remain scribbled in the cloak. Older cloaks begin with blank scheme pages, while their existing roads and road points remain intact.

RankSchemeRoadSidegrade
35Hair TriggerContrabandA successful weapon load immediately throws a carried elemental or acid flask at the current foe
40Unstable MixtureVolatilityElemental throws lose 20% direct damage and apply Burning, Chilled, or lost concentration
45Bad BatchVolatilityCookash gains two potency, loses 25% duration, and has a 25% chance to become another colour when quaffed
50Hot MerchandiseContrabandWeapon loads last 50% longer and double their fitting side effect
55Cut ProductContrabandStretch Poison leaves a second weaker owner-bound dose preserving the source poison's special nastiness
60Loaded QuestionMisdirectionConfuse trades paralysis for a concentration block lasting three seconds longer
65Second StoryMisdirectionA resisted Confuse can still create a two-second concentration opening
70Improvised ExitMisdirectionAvoid ends the current fight but its buff lasts half as long
75Fine PrintVolatilityRed salt and blue mixer halve immediate recovery and double regeneration duration
80Plausible DeniabilityVolatilityVolatile throws lose 30% direct damage and no longer splash the thrower
85Marked CardsContrabandPocket Sand used on an existing opening applies Exposed instead of Blind
90False BottomVolatilityCarry two acid and two elemental flasks, each brewed at one lower potency
95Double BluffMisdirectionDistract applies Exposed instead of attempting to end the fight
100The Long ConMisdirectionOpening-powered Sucker Punch trades half its bonus burst for eight seconds of Exposed
105Liquid AssetsContrabandcdip coats every clean dart carried or stored in the cloak instead of stopping at ten

Profession Gates

Road investment determines which kind of Charlatan the character is; profession skill determines whether they can execute the technical parts. The cloak soul's extra_gscore() output shows the three relevant profession values through gscore charlatan.

TrickProfession requirementWhat practice improves
brewacid; brewelement; grey / red-blue / mixed cookashAlchemy 25; 75; 25 / 75 / 150Stronger batches; aim for 100 ash when cooking a proper rush
Red salt and blue mixerAlchemy 75Lingering recovery, up to 30 each pulse
Cutting bittersHerbalism 50Unlock only
Dazzling / oiled weapon loadAlchemy 50 / 70Treatment strength and duration
Poisoned / flaming / frozen loadAlchemy 100Treatment strength and duration
Silvered loadAlchemy 125 and Smithing 50Uses the lower effective discipline and one Silver Bar
Shocking loadAlchemy 150Treatment strength and duration
stretchpoisonAlchemy 100Dose strength and duration
cdipAlchemy 25Coating potency; normally consumes one dose for up to ten clean darts

Guild actions do not award profession skill directly. Players advance the professions through their owning systems, preserving profession rooms, materials, recipes, and advancement loops.

Potions Without Replacing Professions

Alchemy owns dependable recipes, healing, stat support, work orders, and a repeatable market. Charlatan mixtures are encounter tools:

  • narrow and short-lived;
  • frequently thrown, smeared, or planted rather than consumed;
  • made from stolen, substituted, or profession-sourced ingredients;
  • guaranteed to carry a side effect, tell, delayed crash, or backfire chance;
  • poor merchandise unless the buyer enjoys waivers.

Elemental bottles return as volatile surprises. Healing and clean stat potions do not return as core Charlatan products. A Charlatan may adulterate a profession potion later, but does not replace the profession recipe.

brewacid requires guild rank 2, Volatility 1, and Alchemy 25. It makes one owner-bound base flask, which may be thrown as a modest acid surprise or used by cookash <grey|red|blue|mixed> (legacy alias ccook). Cook Ash uses every available ash of the selected colour; mixed uses every colour. A single batch needs at least 10 relevant ash, while mixed needs at least 10 of each. Grey requires Alchemy 25, red/blue 75, and mixed 150.

brewelement <fire|ice|lightning> (alias elementpotion) requires guild rank 3, Volatility 2, and Alchemy 75. It creates one owner-bound, two-hour elemental flask. throw <element> flask at <target> deals the corresponding elemental harm, consumes the flask, starts combat, and kicks some of the blast back onto the thrower. In combat the explicit target may be omitted. The usual rules for reaching, seeing, and attacking a target still apply.

Quaffing the result creates a buff-visible Cookash Rush: grey favors accuracy and defense, red favors damage, blue favors accuracy and an extra swing, and mixed blends the offensive benefits at lower strength. Aim for 100 ash for a proper batch. More still stretches the rush, but the difference soon becomes difficult to notice; no rush lasts longer than thirty minutes. Only one rush may run at once. The vial belongs to its maker, cannot be sold, and goes flat after two hours. Throwing it deals elemental harm and always splashes the thrower. The cloak needs only a few seconds before it can cook another.

Food And Drink Additives

concoct <red salt|blue mixer|cutting bitters> (alias cmix) requires guild rank 2 and Volatility 2. It creates a transferable, no-save additive that expires after thirty minutes. mix <additive> into <carried food or drink> uses one packet on the entire carried serving; each item accepts only one. An additive cannot improve fare meant for someone more experienced than its maker, and even the finest packet tops out at Epic fare.

AdditiveAshBenefitFine print
Red restorative saltAlchemy 75; 4 redBetter health recovery and a restorative aftertaste, up to 30 each pulseImmediate SP drain
Effervescent blue mixerAlchemy 75; 4 blueBetter spirit recovery and a refreshing aftertaste, up to 30 each pulseSmall acid bite
Cutting bittersHerbalism 50; 3 greyBetter recovery and a meal that is easier to stomachBrief concentration block

The additives work on profession fish, wildcrafted meals, pub food, and ordinary drinks. One packet treats every use of a meal, snack, keg, or jug; refillable containers lose the treatment when emptied. A fresh helping of the same seasoning refreshes its aftertaste rather than stacking it. Inspection and consumption messages reveal the strength and duration of the lingering recovery.

Poisons And Modifications

Charlatans should consume existing poison items or profession reagents and improve delivery: conceal a dose, stretch its duration at reduced strength, mix two weak toxins, or trigger a secondary distraction. They do not need a parallel poison catalog.

The caravan shops still sell ordinary throwing darts, whose item-owned throw <target> action remains live. cdip consumes a fresh Charlatan acid or elemental flask, or an existing prepared poison, to coat up to ten clean darts. The Rank 105 Liquid Assets scheme removes that limit. Acid darts can Sunder; fire, ice, lightning, and poison retain their own delivery effects. The pegasus-wing recipe, smoke packets, and special potion bottles remain retired.

Every loaded weapon has a drawback: noise, brittleness, self-exposure, a delayed crash, or a chance to mark the user. Unique gear remains off limits. The cloak is good at temporary, questionable improvements—not reputable craftsmanship.

loadweapon gives a carried, unwielded, non-unique weapon a temporary corrosive, razzled, oiled, silvered, flaming, frozen, poisoned, or shocking treatment. Dazzling opens at Contraband 1/Alchemy 50; corrosive, oiled, and poisoned at Contraband 2 with Alchemy 75/70/100; flaming and frozen at Contraband 3/Alchemy 100; silvered at Contraband 4, Alchemy 125, Smithing 50, and one Silver Bar; shocking at Contraband 4/Alchemy 150. Each has installer-side fine print. flash, oil, acid, and quicksilver remain parsing aliases. Corrosive consumes one fresh acid flask and lowers weapon class by one while giving strikes acid damage that can Sunder. Serration was removed.

Flaming strikes can leave a foe Burning, frozen strikes can leave one Chilled, and dazzling weapons have a very rare chance to steal a foe's train of thought. Sharpened gear can very rarely leave a foe Bleeding. Oiled weapons become markedly easier to place as soon as they are ready again.

stretchpoison opens at guild rank 3, Contraband 2, and Alchemy 100. It consumes an existing poison, smears a weaker but longer-lasting version onto a compatible weapon, preserves the poison's special nastiness, and poisons the installer. Fair is fair.

Sucker Punch

suckerpunch [foe] (alias spunch) is a baseline guild-rank-1 attack. It turns the Charlatan's weapon, physical talent, and Misdirection into one unfair melee hit. A foe already paralyzed or unable to concentrate leaves room for a much harder blow, making confuse and distract natural setup tools. At Misdirection 4, a second wielded weapon joins the pitch. This is still a close-range trick; confidence cannot punch across a room.

Distract

At guild rank 3 and Misdirection 2, distract throws the Charlatan's voice somewhere inconvenient and disrupts a foe's concentration. With deeper Misdirection, the mark may briefly forget whom they were fighting at all.

Live Commands

CommandGatePurpose
charlhelp / chelpMemberModern guild topics and live command help
chskills [available] / cskillsMemberAbility syntax, costs, cooldowns, unlock requirements, and current availability
charlatan / cchatMemberPrimary guild chat; echarlatan/ecchat manually emotes
chist [lines]MemberRecent Charlatan line history
cwho / charlatansMemberThemed visible-member roll with credentials, dominant-road calling, and status
gscore charlatanMemberRank XP plus soul-provided roads, unspent points, and profession gates
croads train <road>Rank-earned pointInvest in Misdirection, Volatility, or Contraband
schemes / consRank 35+Inspect, learn, activate, and swap cloak-recorded schemes; changes require Drina
confuseRank 1Brief charm-based daze
suckerpunch / spunchRank 1Melee payoff for a controlled opening; Misdirection improves it
brewacidRank 2, Volatility 1, Alchemy 25Makes the base flask for Cook Ash
brewelement / elementpotionRank 3, Volatility 2, Alchemy 75Bottles fire, ice, or lightning for throwing
cookashRank 2, Volatility 1, Alchemy 25+Converts all relevant ash into a timed combat rush
concoct / cmixRank 2, Volatility 2, profession 50+Expiring food/drink additive
loadweaponRank 2, Contraband 1+, profession 50+Temporary loaded treatment
cdip / cpoison / poisondartRank 2, Contraband 1, Alchemy 25Consume one liquid dose to coat up to ten clean darts; Liquid Assets removes the cap
distractRank 3, Misdirection 2Concentration control/disengage chance
stretchpoisonRank 3, Contraband 2, Alchemy 100Dilute an existing poison onto a weapon
avoidRank 4, Misdirection 3Short buff-visible defensive footwork
pocketsandRank 4, Contraband 2Attempt to blind a foe

Traits

Traits measure what a character has learned by doing. They are separate from level, stats, guild, and clade.

A trait ranges from 0 to 1,000. Using a related skill, completing related work, or finishing specific content can raise that trait. Most traits train through use up to 750. The highest ranks come from quests, discoveries, achievements, or other focused progress.

A trait can only train up to 5 times your character level.

Seeing Traits

CommandUse
traitsShow known traits and proficiency
professionsShow profession traits
reagentsShow known reagents

Some traits stay hidden until your character discovers them.

Common Trait Uses

Traits can affect:

  • Spell research
  • Gathering
  • Crafting
  • Reading signs and lore
  • Identifying materials
  • Handling difficult terrain
  • Unlocking recipes
  • Qualifying for advanced training
  • Improving guild or class features

Example Traits

TraitUse
ArcaneMagical knowledge, spell research, and Mage progression
HerbalismGathering herbs
MiningMining ore
SkinningHarvesting hides from corpses
AlchemyCreating potions and mixtures
LeatherworkingCreating leather goods
SmithingCreating metal gear
TailoringCreating cloth and padded goods
FishingCatching fish and preparing meals

See Professions for gathering, crafting, tools, and reagents.

Professions

Professions are traits used for gathering, crafting, and supplying other players. They give every character a way to participate in the economy beyond killing monsters.

DarkWind has eleven professions.

Commands

CommandUse
professionsShow profession skill levels
traitsShow all known traits
reagentsShow known reagents and saved materials
reagents woodShow saved timber, planks, and framing bundles
carpentry listShow Carpentry refinement and crafting plans

Profession tools can be bought from the profession building in town. Most transformed forms do not need profession tools.

Not every reagent drop appears in reagents.

The profession building is also where workers, refining, and several crafting stations live.

Gathering Professions

ProfessionCommandUse
Herbalismgather herbsGather herbs from terrain for alchemy and other recipes
Miningmine oreMine ore for smithing and manufacturing
Skinningskin corpseHarvest hides for leatherworking
Fishingbait hook, fishCatch food and fish-part reagents
Forestrychop treeHarvest quality timber from marked Kingswood stands

Gathering professions are tied to terrain and what you kill. Different domains provide different materials.

Gathering professions can always skill up, though the chance gets lower as the skill rises. Higher skill also improves gathering yield.

Manufacturing Professions

ProfessionUse
AlchemyCreate potions, mixtures, and other reagent-based goods
LeatherworkingCreate leather armor, bags, and hide goods
SmithingCreate metal armor and other forged goods
TailoringCreate clothing, padded armor, cloth bags, bandages, and poultices
CyberneticsSalvage cyberware and fabricate specialized hardware supplies
CarpentryMill timber and craft furniture or construction framing

Manufacturing uses gathered resources and reagents dropped by NPCs.

Manufacturing skillups depend on the tier of item being made. Crafting far below your current skill eventually stops improving the profession until the final tier.

Cybernetics currently uses the private Street Samurai fabrication table. Extracted cyberware can be dismantled into saved cybernetic components, which are displayed with reagents cyber and consumed by fabrication recipes.

Forestry

Forestry requires a forestry axe from the profession general store. Marked timber stands appear in the Kingswood. chop tree harvests weighted oak, ash, or pine timber and exhausts the visible stand until its virtual room resets. Higher Forestry skill improves yield and can produce fine, superior, or masterwork timber. Harvested wood is saved automatically in reagents wood.

Carpentry

Carpentry works in the Kingdom Commons or inside a homestead.

CommandUse
carpentry mill [quality] <species> [amount]Turn each timber into two matching planks
carpentry craft [quality] <species> <plan>Craft furniture or a Framing Bundle
homestead furnishingsList furniture placed in the current room
place <furniture>Permanently place crafted furniture in your room
remove furniture <id or type>Return placed furniture to inventory

Furniture plans include stools, chairs, tables, bookshelves, and beds. Species and quality carry into the result. A room can hold eight furnishings, and placed furniture persists with the homestead across logout and reboot.

Framing Bundles cost five matching planks. Deliver them to Brant in the Kingdom Commons with deliver framing bundles or deliver <amount> framing bundles. Every home upgrade after the hut requires delivered framing in addition to coins and the existing full-room prerequisite.

Crafting Tiers

Many crafted goods follow the same broad tier structure.

TierLevel To UseSkill To CraftSkill Cap From Crafting
100100
22060200
345100500
4652001,000

Alchemy

Alchemy creates potions. Most potions boost stats, heal, restore, or support adventuring.

Potion categories include:

  • Avatar Charge
  • Charisma
  • Constitution
  • Detox
  • Dexterity
  • Digestion
  • HP regeneration
  • Intelligence
  • SP regeneration
  • Strength
  • Wisdom

Garou are restricted from using regeneration potions.

Leatherworking

Leatherworking turns hides into leather armor and related goods.

Important rules:

  • skin corpse gathers hides
  • 5 hides convert into 1 leather
  • Hide and studded armor can be crafted
  • Boots, chests, legs, and helmets can be made
  • Cow armor starts at level 0
  • Bear armor starts at level 20
  • Reptile armor starts at level 45
  • Dragon armor starts at level 65
  • Added bindings or metal studs add extra effects

Leather and stud effects:

MaterialEffect
BearIntelligence
CowFire resistance
DeerWisdom
DragonStrength
ElephantCharisma
GoatDisease resistance
HorsePoison resistance
MammalLightning resistance
ReptileConstitution
WolfDexterity
YetiCold resistance

Smithing

Smithing turns ore into bars and bars into armor.

Important rules:

  • mine ore gathers ore
  • 5 ore convert into 1 bar
  • Bronze bars use 4 copper ore and 1 tin ore
  • Steel bars use 4 iron ore and 1 mithril ore
  • Banded, chain, plate, and scale armor can be crafted
  • Boots, chestplates, helmets, and legplates can be made
  • Bronze armor starts at level 0
  • Iron armor starts at level 20
  • Steel armor starts at level 45
  • Adamantite armor starts at level 65
  • Inlays add extra effects

Metal effects:

MetalEffect
AdamantiteStrength
BronzeFire resistance
CopperDisease resistance
GoldCharisma
IronPoison resistance
LeadCold resistance
MithrilWisdom
PlatinumIntelligence
SilverDexterity
SteelConstitution
TinLightning resistance

Tailoring

Tailoring turns cloth into bolts, then bolts into clothing and padded armor.

Tailors can craft:

  • Boots
  • Breeches
  • Cloaks
  • Doublets
  • Hoods
  • Robes

Cloth tiers:

ClothLevel
Cotton0
Silk20
Emberweave45
Lunar Cloth45
Sun Cloth45
Mage Fibre65

Shard effects:

ShardEffect
AmberPoison resistance
BloodstoneDisease resistance
BerylStrength
GarnetWisdom
JadeIntelligence
MoonstoneCold resistance
OnyxConstitution
PearlCharisma
SapphireDexterity
SunstoneFire resistance
TopazLightning resistance

Refining

Refining breaks equipment back down into base materials.

CommandUse
refineRecover base materials
refine verboseShow each item and what was recovered

Refining notes:

  • Metal equipment refines into base metals
  • Leather equipment refines into Cow Leather
  • Cloth equipment refines into Cotton Bolts
  • Some equipment cannot be refined
  • Material loss is normal
  • Identifying an item can show whether it refines into anything

Fishing

Fishing is a stand-alone profession. It gives players a quieter way to gather food for later adventures.

Fishing needs a fishing pole, bait, and a suitable fishing spot. During fishing, line tension matters. Better skill makes catches easier and improves the fish you bring in.

Workers

Workers gather profession materials while you adventure.

CommandUse
hireHire a worker in the profession building
workersList your active workers
fire <number>Fire a worker

Worker notes:

  • Workers cost 1,000 to 5,000 coins per trip
  • Higher pay improves expected results
  • Workers draw funds from your bank
  • Repeating workers go out every 15 minutes
  • Workers take a break close to reboot
  • Ghost, linkdead, or relogged characters do not receive materials from active worker trips
  • Each player starts with 1 worker per profession
  • Hero, Legend, and Epic add more worker capacity
  • Reaching 500 and 1,000 in a profession adds more worker capacity
  • Current maximum is 6 workers per profession

Economy Uses

Professions feed directly into Economy.

  • Sell raw materials to other players
  • Craft useful gear
  • Stock markets with finished goods
  • Auction rare crafted items
  • Supply guildmates and clans
  • Fill work orders when that system arrives
  • Support player-owned businesses

Guild And Class Hooks

Some guild and class designs build on professions directly. Druid uses harvesting and nature work as part of guild life. Mage research can use purchased inks, reagents, and ash-derived materials. Future class systems can treat profession mastery as a path into specialized crafting and support play.

Sigils

Sigils are passive effects granted by equipment, forms, boons, guild features, or other sources. A sigil changes how your character behaves without adding a normal command.

Some sigils are simple stat-like bonuses. Others react to combat, terrain, food, magic, alignment, or specific enemy types.

Common Sigils

SigilEffect
RuthlessDeal extra damage to badly wounded enemies
Critical StrikeIncrease critical hit chance
EvadeGain a chance to dodge incoming attacks
BufferIncrease shielding received
HardyIncrease HP
MeditationRegenerate faster while sitting
ImbiberAvoid the headache from intoxication
Burned ResistReduce burn duration or become immune at higher values
RiposteGain a chance to counter an incoming attack
SpellstealDrain some SP when attacking
GluttonIncrease the effect of food
FlightGrant flight where the area allows it
LifesaverSurvive an otherwise fatal attack
FortifiedImprove defense while facing multiple opponents
MysticGain a chance to avoid magical attacks

Alignment Sigils

SigilEffect
Good NaturedCombat actions tend to move alignment upward
Neutral NaturedCombat actions tend to move alignment toward neutral
Evil NaturedCombat actions tend to move alignment downward

Enemy Sigils

SigilEffect
DragonheartDeal extra damage to dragon enemies
Giant SlayerDeal extra damage to larger opponents

Domain Sigils

Some sigils reflect the place they came from.

SigilSource FlavorEffect
FrostbornHyperboreaResist cold and fight better in freezing places
Valkyrie's FuryHyperboreaCall a brief ally during dangerous fights
ThundersoulHyperboreaGain speed after lightning damage
Jade StrikeKereiAdd poison to attacks
Mystic MeditationKereiImprove regeneration in hidden meditation places
Forest SpiritKereiReceive occasional healing from a summoned spirit
Spore BurstLerquirdRelease poisonous spores when struck
Fungal GrowthLerquirdRegenerate faster around fungal terrain
Swamp StalkerLerquirdMove and hide better in swamp terrain
Rotting TouchLerquirdInfect enemies with weakening rot
Fiery FocusIglantuImprove fire damage
Magma WalkerIglantuCross volcanic terrain more safely
Infernal RejuvenationIglantuRegenerate near flame or heat
Molten ArmorIglantuGain temporary armor that burns attackers

Reading Sigils

Sigils are easiest to understand by looking at the item, form, or effect that grants them. A weapon sigil usually changes attacks. Armor sigils usually change defense, resistance, survival, or regeneration. Domain sigils often become stronger in matching terrain.

Future guild and class designs can build on sigils directly. A protective guild buff can add or improve Buffer, a fire stance can interact with Fiery Focus, and a travel feature can grant Flight or Magma Walker.

Leveling

Levels unlock stat growth, titles, account perks, and late-game systems.

The Adventurers' Guild shows how much experience is needed for your next level.

A non-remort character may enable automatic leveling with autolevel on and disable it with autolevel off. The setting persists across sessions. Remort characters always level automatically.

Level Ranks

RankLevelWho DisplayUnlocks
New1-5Normal levelNew-adventurer protection and commands
Champion50[CHMP]ltitle and first multichar slot
Hero100[HERO]Reduced cinis cooldown
Legend150[LGND]Legend status and advanced recognition
Epic200[EPIC]Remote market buying
Mythic250[MYTH]Highest normal rank and access to some late-game systems

Most guilds allow membership at level 5.

Stats And Levels

Levels do not automatically make a character powerful. They let you raise stats further.

Useful early habit:

  • Spend experience on stats until the trainer says you need another level
  • Level when stat training hits the level limit
  • Keep some banked coins for the next restart after death

See Stats.

Mythic And Remort

At level 250, players may optionally remort: return to level 1, keep their wealth and belongings, and earn a permanent boon point for every rebirth. Boon points buy permanent bonuses that persist through every future life. Shrines of Creation are planned future flavor for this system.

Newbification

Newbification resets a character back toward the beginning without creating a brand-new character.

Newbification can:

  • Return the character to level 1
  • Reduce stats back to starting values
  • Reset selected learned progress
  • Preserve the identity of the character

This is a deliberate restart tool, not a death shortcut. Repeated self-killing to force a similar result is against the spirit of the game.

Real Life Talk

If you are in immediate danger, call local emergency services now.

If you are in the United States and need suicide, mental health, or substance-use crisis support, call or text 988, or use chat at 988lifeline.org. The 988 Lifeline is free, confidential, and available 24/7.

You can also send a tell, shout, gossip, or other message to someone online. You do not have to handle a bad moment alone.

Classes

Work in progress: the class roster is being built toward this design, and current game behavior differs in places.

Classes are things a character innately is. A guild teaches a skill or discipline; a class changes the character's body, mind, nature, or relationship with the world.

See Remort for the larger progression system.

Class Roster

DeveloperClassStatusDescription
CalesArtificerComingSchematics, devices, salvage, and crafted tools
AcerDragonOpenAge, lineage, breath, lair, and hoard
AcerMorpherClosedFlesh shaped into weapons, defenses, movement, and regeneration
CalesPsionicistOpenPerception, force, telepathy, and control
AcerVampireClosedHunger, blood, night, charm, fear, and predatory restraint

How Classes Work

  • Classes alter a character's body, mind, craft, or existence
  • Classes sit above guild membership rather than replacing it automatically
  • Class power brings class-shaped costs
  • Remort choices create new play patterns, not just larger numbers
  • Closed and coming classes remain unavailable until their play patterns are ready

Artificer

The Artificer implementation is in development but is not player-selectable. The Brass Crucible is deliberately inaccessible from the Esper shrine and its attunement rite has a second internal release latch. The class registry remains live for wizard testing. Once released, class membership, GXP, disciplines, essence, invention history, and prepared prototypes persist through leveling, logout, death, and future remorts.

Artificers solve problems by finding the hidden seam between body and soul and hammering it into useful shapes. Their power is transformation, not ownership of ordinary crafting: Smiths make excellent equipment; Artificers make an ordinary thing become impossible for a little while.

In Play

An Artificer enters danger with a plan, a kit, and a bag full of parts.

  • Strike with blacksmith force and furnace heat
  • Harvest cinder or cyan ichor from elite and boss enemies
  • Temporarily elevate non-unique equipment with those essences
  • Prepare persistent one-use inventions rather than mass-producing gear
  • Sustain a portable wall and animate a real weapon as an ash construct
  • Fabricate a class-gated shoulder projector that consumes SP and blue ash
  • Temporarily fold two same-slot unique armours into one chimera working
  • Eventually fold a named boss property into one treasured object

Unique equipment is excluded from ordinary tempering. Mature Artificers can instead perform a costly, reversible chimera artifice: the primary remains worn while a matching donor unique is reserved inside the temporary working. This is intentionally stranger and narrower than a conventional item upgrade.

Body, Soul, And Confluence

DisciplineMaterialIdentity
BodyCinder, slag, bone, shellFire, impact, armor, endurance, Bellows Blow
SoulCyan ichor, memory, resonanceLightning, strange light, intent, spectral properties
ConfluenceBothRisky hybrid inventions and permanent signature work

Bosses biased toward strength and constitution yield cinder. Bosses biased toward intellect and wisdom yield ichor. This is deterministic enough to hunt for while still making different enemies matter.

Use artificer study body or artificer study soul to spend five matching essence on a discipline rank. Once both have a rank, artificer study confluence spends three of each. Discipline ranks currently strengthen Bellows Blow and matching tempers, and are capped at five.

The disciplines are the finite build. Permanent mastery is the long tail.

Permanent GXP And Mastery

Artificer GXP belongs to the class soul, not the current body or guild. The legacy miInsight save field remains the storage location so existing class saves migrate without losing progress. A remort resets level, stats, and guilds but leaves Artificer progress intact. Every successful mutation saves immediately, and login repairs a missing class soul from its canonical path.

The mastery curve is:

mastery = GXP / (GXP + 3,500)

Mastery is displayed to one decimal place. It approaches 100% but never uses a hard rank cap as its power model.

GXPMasteryStanding
00.0%Crucible-marked
1,00022.2%Tinker
5,00058.8%Maker
15,00081.0%Animator
30,00089.5%Aetherist
60,00094.4%Heretic
150,00097.7%Master Artificer
350,00099.0%Grand Artificer

The class is therefore practically built after dozens of hours, while a player with hundreds of hours still gets measurable—very small—improvements. Mastery scales bounded bonuses such as temper duration, prototype output, and a percentage of Bellows Blow. It never adds an uncapped flat combat statistic.

GXP sources are intentionally tied to class play:

  • Boss harvest: 100 * boss tier, plus 25 for the killing blow, adjusted by the shared kill tracker's repetition percentage
  • Build a prototype: 20
  • Deploy a prototype: 10
  • Single essence temper: 8
  • Confluence temper: 15
  • Chimera armour: 75
  • Portable bulwark: 30
  • Awakened weapon: 100
  • Aether mount fabrication: 75

Bosses remain the main source. Repeated ordinary attacks do not award GXP, and repeatedly farming one boss loses GXP through the canonical kill tracker rather than a new Artificer-only history. Essence still drops so a player cannot be locked out of their class materials.

Progression

Artificers advance through boss harvests, prototypes, discipline choices, and Crucible milestones. This class progression is separate from character level, guild level, guild XP, and profession skill.

ThresholdOpens
Crucible-markedResonance, Bellows Blow, boss harvest, basic tempering
Body 1Cinder ward prototypes and stronger physical/fire work
Soul 1Ichor coil prototypes and stronger cyan/lightning work
Confluence 1Dual tempers and starburst prototypes
Confluence 2 and 50% masteryChimera armour using two matching uniques
Confluence 3Chimera resistance echo and one additional prototype slot
Permanent GXP ranksIncreasing Load for concurrent sustained workings
GXP rank 3 and Body 2Portable Bulwark
GXP rank 4, Body 2, Soul 2Awaken Weapon
GXP rank 5 and Soul 3Aether Mount fabrication and installation

Live Abilities

AbilityUse
artificer / crucibleGXP, rank, mastery, Load, ash, essence, disciplines, prototypes, workings, and history
artificer study ...Spend essence on Body, Soul, or Confluence ranks
resonateInspect equipment seams or predict a boss's essence affinity
Boss extractionQualified boss participation automatically harvests essence and GXP
bellowsblowHeavy blunt/fire strike; level handles the new body, mastery adds bounded scaling
temperTemporarily elevate ordinary weapons or armour with one or both essences
bulwarkSustain a folding wall using grey ash, reserves, and one Load
awakenPut a real non-unique weapon inside a temporary combat follower
fabricate aether mountBuild a persistent class-gated shoulder implant
artificeTemporarily echo part of one unique armour through another
prototypePrepare a persistent invention outside combat
deployConsume a prepared invention; preparation replaces an SP cost
unmakeList or safely collapse sustained workings, returning reserves and donors

Sustained Ashpunk Workings

bulwark opens at GXP rank 3 and Body 2. Eight grey ash sustains an armour bonus for ten to twenty minutes, reserves 4% maximum HP and SP, and consumes one Load. unmake collapses it early.

awaken <weapon> opens at rank 4 with Body 2 and Soul 2. Five cinder and five ichor bind a carried, unwielded, non-unique weapon into a follower for ten to twenty minutes. The construct physically wields the original weapon, follows and assists the Artificer, reserves 8% HP and 10% SP, and consumes two Load. The actual weapon is returned on expiry, dismissal, construct death, logout, soul teardown, or unmake. Unique weapons remain excluded to preserve their authored identities and Morpher's weapon niche.

At rank 5 and Soul 3, fabricate aether mount spends 15 blue ash and five ichor to create a persistent prototype implant. The standard cyberware system owns shoulder-slot conflicts, installation, extraction, strain, persistence, and combat proc dispatch. When installed, the projector has a 25% chance on a qualifying combat hit, with a six-second proc cooldown, to spend 12 SP and one blue ash on a bounded magic/lightning shot. It does not fire when the Engine lacks fuel.

Temper Results

TargetCinderIchorConfluence
WeaponFlamingShockingFlaming and shocking
ArmourReinforcedEnchantedReinforced and enchanted

Unique equipment and equipment that rejects the existing modifier contract are excluded. Tempering uses the established modifier duration and compatibility rules; it does not rewrite item quality or manufacture a replacement item.

Chimera Armour

artifice <primary unique> with <carried unique> opens at Confluence 2 and 50% mastery. It costs 10 cinder, 10 ichor, 75 immediate SP, 2 Load, and reserves 5% maximum HP plus 8% maximum SP. Both pieces must be unique armour with exactly the same slot mask. Rings, amulets, shields, auras, and all weapons are excluded.

The primary may be worn or carried during creation and remains a real usable item. The donor is physically reserved by a no-save temporary effect, continues to count its full carried weight, and is returned when the effect expires or the player quits. Benefits apply only while the primary is worn; removing it suspends rather than destroys the seam. Higher permanent GXP provides enough Load for multiple seams, with a hard cap of three. Duration scales toward a bounded twenty-five-minute maximum through Confluence and mastery.

The first-generation seam echoes 20–34% of the donor's armour class across its actual unlock-to-cap progression. Confluence 3 also echoes the donor's single strongest positive resistance, capped at 15. It does not clone, consume, rename, rewrite, or manufacture either unique, and it never invokes the donor's arbitrary wear hooks, combat callbacks, set bonuses, spells, or bespoke scripts. That limitation is the point: generic numbers are safe to echo; authored identity is not.

A later extension can let individual unique armours opt into a reviewed query_artificer_echo() mapping. There should be no reflective copying of callbacks. This gives builders explicit control over unusual synergies and keeps Morpher's weapon/body identity distinct from Artificer's armour work.

Prepared Prototypes

PrototypeRequirement and costDeployment
CoilSoul 1, two ichorFocused magic/lightning attack
WardBody 1, two cinderGeneral shield scaled to the current body
StarburstConfluence 1, two of eachBounded eight-target fire/lightning burst

An Artificer begins with two prototype slots. Permanent mastery gradually opens three more; Confluence 3 opens a sixth. Prepared counts are primitive persisted state, so they survive remort without keeping unsafe object references alive.

Why This Is A Class, Not Another Guild

A guild supplies a combat culture, social identity, restrictions, channels, and a progression loop for the current life. Artificer sits across those choices:

  • It survives when remort removes all guilds.
  • It has no guild level, guild XP, channel, guild hall, or equipment doctrine.
  • Its primary rewards come from reading bosses and changing equipment, not repeating a guild rotation.
  • Prepared inventions work as a loadout. The player decides what future problems to pack for instead of receiving another bar of cooldowns.
  • Its combat values scale from the current body and then receive bounded permanent mastery. A level-1 remort keeps expertise without carrying level-250 damage into the new life.
  • It makes every guild notice different loot. A Fighter may value a cinder hammer, a Mage an ichor focus, and a Thief a compact coil, but none requires a guild-specific Artificer branch.

System Integration

SystemArtificer relationship
RemortMembership and class-soul state persist; body stats and guilds reset normally
BossesExisting query_boss_tier() determines harvest strength; no area-specific table
EquipmentExisting weapon/armour modifier contracts own compatibility and duration
Unique itemsOrdinary tempering excludes them; constrained same-slot armour fusion reserves both originals
ProfessionsOwn repeatable crafting, quality, repairs, recipes, work orders, and material economy
GuildsContinue to own combat identity; Artificer uses the current body's stats and equipment
GMCPExisting class name remains in Char.Status; detailed class state is currently textual
PersistencePrimitive class-soul fields plus a nosave runtime working ledger; no persisted object references or callbacks

Professions can later supply housings, catalysts, lenses, and blanks, but profession mastery will not gate the class. That creates trade without turning Artificer into “Smithing, but mandatory.”

Ability Buildout

The next abilities should deepen transformations rather than add a conventional spell list.

DisciplineCandidate abilityIntended niche
BodyQuenchConvert part of an active cinder temper into immediate defense
BodyMagma RamMovement/impact strike whose output follows weapon weight
BodyAdamant MomentBriefly keep ordinary armour functional through a breaking hit
SoulGhostlight LensRead concealed magical structure without replacing identify magic
SoulPhase RivetPin a target's position with cyan light rather than a generic stun
SoulResonant RecallRecover part of a failed prototype pattern, not its full materials
ConfluenceRefoldMove a weakened temper between two eligible ordinary items
ConfluenceImpossible GeometryBroaden reviewed chimera echoes or prototype slot composition
ConfluenceImpossible GeometryExpand only explicitly reviewed unique echoes

The Cinis Engine replaces the proposed signature ring. It is a class-soul facade and corpse-burner replacement rather than equipped gear.

Workbenches And Field Kits

The Cinis Engine is the field kit, ash store, persistent prototype store, and class soul. It shares the ordinary corpse burner's implementation, retains burn, check burner, and cinis, and absorbs an existing standard burner without duplicating its ash or logout event. The Brass Crucible currently handles class entry; Ashad becomes the canonical class home when available.

Dragon

Work in progress: Dragon is being built toward this design, and current game behavior differs in places.

Dragon is a mythic body path. The character becomes a dragon and accepts the consequences.

In Play

Dragon changes the character's physical relationship with the world. Ordinary equipment, doors, shops, rooms, and social expectations all feel different in a dragon body.

  • Grow through age and form mastery
  • Choose a lineage and live with its instincts
  • Use breath, claws, scales, fear, and flight
  • Claim a lair and build a hoard
  • Deal with the cost of being too large, too obvious, and too mythic

Progression

Dragons advance through age, lineage, lair work, hoard memory, and form mastery.

ThresholdOpens
WyrmlingClaws, scales, first breath
Young DragonFlight, fear, stronger body
Adult DragonLair, hoard benefits, lineage expression
Ancient DragonTerritory, legendary breath
Great WyrmMythic presence and rare dragon rites

Dragon Powers

PowerUse
TransformEnter or leave dragon form
BreatheElemental cone or focused breath
ClawsNatural weapon attacks
ScalesNatural armor and resistance
FlightTravel and aerial positioning
FearPresence attack against weaker resolve
StompGround force and disruption
AirdropMovement and battlefield entry
LairReturn, rest, and hoard work

Tradeoffs

Dragon power has visible costs:

  • Dragon form changes equipment use
  • Large bodies struggle with ordinary spaces
  • Settlements and factions react to mythic presence
  • Hoard and lair obligations create story hooks
  • Breath and fear draw attention

Lineage

Lineage sets the breath, elemental nature, resistance pattern, and instincts that shape the Dragon's growth. Age increases scale; lineage gives that scale a name.

Morpher

Work in progress: Morpher is being built toward this design, and current game behavior differs in places.

Morphers make the body into the tool. Skin, bone, hands, blood, movement, and pain all become mutable material.

In Play

Morphers alter the body on purpose: useful, strange, costly, and personal.

  • Change hands, skin, limbs, and movement
  • Grow grafts as weapons or tools
  • Regenerate through altered flesh
  • Adapt to incoming damage and hostile terrain
  • Watch instability before the body turns against itself

Progression

Morphers advance through adaptation thresholds, graft mastery, regeneration, and controlled instability.

ThresholdOpens
MutableHands, skin, minor regeneration
GraftedBody weapons and graft management
AdaptiveResistance shifts and movement changes
MonstrousTitan forms, envelop, rupture effects
PerfectedSignature body pattern and deep regeneration

Morph Tools

ToolUse
Morph HandsChanges unarmed attacks and utility
Morph SkinAlters defenses and resistances
GraftCreates a body weapon
End GraftSafely releases a graft
RegenerateConverts resources into healing
Absorb EnergyTurns incoming force into adaptation
ViscositySlows or traps through altered flesh
EnvelopControls a target at close range
SqueezeMovement through tight spaces
TitanLarge dangerous combat state

Tradeoffs

Morpher changes equipment expectations:

  • Body weapons compete with held weapons
  • Some morphs need free hands
  • Torso and limb armor interfere with major changes
  • Regeneration and adaptation create visible tells
  • Instability punishes constant over-morphing

Instability

Instability rises when the Morpher keeps too many changes active, forces a large graft, or uses regeneration too aggressively. High instability makes the body powerful and unreliable at the same time.

Psionicist

Work in progress: Psionicist is being built toward this design, and current game behavior differs in places.

Psionicists turn disciplined mind into force. They reshape perception, push bodies, touch thoughts, and bend the timing of a fight.

In Play

Psionicists carry their power in thought, memory, and trained perception.

  • Read rooms and targets through awakened senses
  • Build Focus before difficult psychic work
  • Spend Strain carefully
  • Project awareness beyond ordinary sight
  • Use telepathy, force, displacement, and body control

Progression

Psionicists advance through discipline thresholds, strain mastery, awakened senses, and difficult psychic work.

ThresholdOpens
AwakenedTelepathy, simple force, perception flashes
FocusedBarriers, projection, pain control
DisciplinedDisplacement, density, mental attacks
UnboundTime shift, banishment, deep perception
OvermindUltra-force, broad telepathy, rare psychic states

Disciplines

DisciplineDescription
TelepathyCommunication, influence, mental contact
ClairsenseClairaudience, clairvoyance, danger reading
ForceBlasts, barriers, pushes, psychic strikes
Body ControlRejuvenation, density, pain, self-shaping
DisplacementTeleportation, banish, timing tricks

Core Powers

PowerUse
ProjectSends awareness outward
ClairvoyanceReads distant sight
ClairaudienceReads distant sound
BarrierCreates psychic defense
Psychic LashBasic mental attack
Pain SpikePunishes a target's nerves
DisplaceMoves self or a chosen point in space
Time ShiftAlters tempo briefly
RejuvenateRestores self through mental control
Ultra BlastHigh-end psychic burst

Strain

Strain is the cost of pushing the mind too hard. Focus steadies difficult powers, but repeated force, deep projection, and aggressive mental contact raise the chance of backlash.

Vampire

Work in progress: Vampire is being built toward this design, and current game behavior differs in places.

Vampire is a transformation of appetite, body, social presence, and weakness.

In Play

Vampire is a curse, an appetite, and a social mask.

  • Feed to keep blood strong
  • Hunt better at night
  • Use charm, dread, claws, mist, and blood healing
  • Keep hunger from exposing the curse
  • Respect sunlight, sanctified ground, invitation, and public suspicion

Progression

Vampires advance through blood mastery, night rites, predatory restraint, and surviving the cost of hunger.

ThresholdOpens
Newly TurnedFeeding, night sight, minor charm
BloodedClaws, mist movement, stronger healing
CourtlySocial dominance, fear, invitation tricks
AncientDeep resilience, blood rites, territory
Master VampireLegendary night power and terrible hunger

Core Powers

PowerUse
FeedRestores blood and creates risk
Night SightReads darkness and living heat
CharmBends living attention socially
DreadFear and hesitation
Mist StepShort predatory movement
Blood MendHealing through stored blood
ClawsNatural close-range attack
Coffin RestRecovery through chosen refuge

Costs

Vampire power has strong constraints:

  • Hunger strains long sessions
  • Sunlight and sanctified spaces matter
  • Feeding creates social and moral exposure
  • Public predation raises danger
  • Some guild rites and holy effects punish undeath

Exposure

Exposure rises through careless feeding, public predation, holy trespass, sunlit mistakes, and hunger left too long. Night hides the curse. Bad habits teach the world what to hunt.

Mechanics

The following are an overview of some mechanics in the world of DarkWind.

  • DarkWind is text-based, meaning that environments, characters, and actions are described in text. Players interact with the game and each other through typed commands.
  • The combat system is "turn-based", with turns lasting about one second.
  • Players can undertake quests or missions, which often involve exploring dungeons, solving puzzles, or completing specific tasks.
  • DarkWind is a social game. Players are encouraged to role-play, though there are no strict requirements to do so.
  • Players can form groups called clans, trade items, and collaborate or compete with each other.

Reboot

The game world typically persists over time, with a game "reboot" happening roughly every 2 weeks. This allows for server maintenance, new global code updates, resets of once-per-boot areas, etc. When the MUD reboots, all equipment stored in guilds, shops, boats, ... will disappear, as will ponies and similar helpers. Boats will not disappear, nor will money on your character or in the bank.

The uptime command shows how long DarkWind has been up since the last reboot and an estimate of the next scheduled reboot. Unfortunately, sometimes unscheduled reboots are necessary for a variety of reasons.

Other Mechanics

Divine Patronage

DarkWind's divine system tracks the influence of Mitra, Gaea, and Set across the world. Player actions can push the omen cycle toward one god, and personal patronage lets a character pledge to one of them.

The Gods

GodTheme
MitraFellowship, service, protection, mercy, light, and holy order
GaeaEndurance, nature, restoration, balance, and living cycles
SetShadow, pressure, ambition, fear, secrets, and domination

Commands

CommandUse
omensRead the current world omen
portentsAlias for omens
patronRead your patronage
patron godsLearn about the gods
`patron pledge <mitragaea
patron renounceBreak your current pledge
patron favorRead your broad favor standing
patron pilgrimage startBegin a pilgrimage
patron pilgrimage statusCheck pilgrimage progress
tithe <amount> to <god>Offer coins toward a god
tithe <amount> at shrineTithe at the shrine in your room
pray at shrinePray at the shrine in your room
meterCheck Wrathful Avatar charge
scoreCheck Wrathful Avatar charge

Omens

Omens describe the public divine state of the world. They do not show raw pressure numbers.

StateMeaning
AscendantOne god has enough pressure to lead the others
GodlessNo god has enough pressure to rule the cycle
EclipseSet has dragged a temporary shadow across the cycle
Holy HourA god's hour is active and patron blessings strengthen

Shrines, tithes, pilgrimages, marked enemies, rare events, and reputation-bearing deeds all feed the cycle.

Patronage

A patron pledge affects Wrathful Avatar charge for heroes and above. Patron rank rises as you earn favor.

See Wrathful Avatar for the combat power itself.

Favor comes from:

  • Tithes
  • Shrine prayer
  • Pilgrimages
  • Marked enemies
  • Deeds that match your patron
  • Reputation shifts with clear divine meaning

The exact numbers are hidden. patron favor describes the broad standing.

Patron Differences

PatronBlessing Pattern
MitraRewards fellowship and gains extra charge near other Mitra followers
GaeaRewards endurance and grows stronger as HP drops
SetRewards shadow and pressure; ascendant Set can penalize good non-Set followers

Renouncing a patron creates a temporary debt that slows Wrathful Avatar charge.

Shrines

Shrines make patronage visible in the world.

Known shrines:

GodShrine
MitraTemple of Mitra in DarkWind City
GaeaRose garden near the chapel
SetBlack altar in the temple of Qazaash

At a shrine, use pray at shrine, tithe <amount> at shrine, or look shrine.

Pilgrimage

After pledging to a patron, use patron pilgrimage start to begin a pilgrimage. Visit divine shrines before the omen-thread grows cold.

Completing a pilgrimage earns patron favor and ties the character more closely to the divine cycle.

Tithes

Tithes offer coins to a god and push divine pressure.

Valid forms:

  • tithe <amount> to <mitra|gaea|set>
  • tithe <mitra|gaea|set> <amount>
  • tithe <amount> at shrine

Tithes also tug alignment and ethics toward the god honored.

Wrathful Avatar

Wrathful Avatar is a high-level combat power that builds charge while a character is alive and active.

Requirements

Wrathful Avatar begins for players level 45 and above.

Charge normally fills over 30 minutes. Potions, patronage, omens, and other influences can speed or slow that charge.

Commands

CommandUse
avatarActivate Wrathful Avatar at full charge
avatar endEnd Wrathful Avatar early
scoreCheck charge and charge rate
meterCheck charge and charge rate

Effect

Activating Wrathful Avatar spends the full charge and grants 30 minutes of heightened combat power.

While active, Wrathful Avatar grants:

  • +10 Strength
  • +10 Dexterity
  • +10 Constitution
  • Better accuracy
  • Better critical hits
  • Harder hits
  • Faster attacks
  • Sharper dodges
  • A chance to absorb incoming blows in avatar fire
  • All weapon-specialization permissions
  • Weapon, armor, and dual-wield permissions

Wrathful Avatar does not stack with itself or another Wrathful Avatar.

Ending Avatar

Use avatar end to end the effect early. This clears the avatar normally and leaves charge at 0%.

Divine Patronage affects avatar charge rate.

Mitra, Gaea, and Set each change charge in different ways through patron rank, ascendance, Holy Hour, debt, and omens.

Remort

Remort is late-game rebirth. A level 250 (Mythic) character may give up their level and begin again at level 1, keeping a permanent remort level that grows by one with every rebirth. Each remort level earns a boon point, spent on permanent bonuses that persist through every future life.

Remort is always optional. A character can stay at level 250 forever.

Core Loop

  1. Reach level 250 (Mythic)
  2. Type remort to review exactly what resets and what carries forward
  3. Type remort confirm to be reborn at level 1
  4. Spend the new boon point with remort choose <boon>
  5. Climb again — remort players level automatically as they earn experience
  6. Repeat, growing permanently stronger each cycle

What Resets

Character PieceRemort Result
LevelReset to 1
XP on handLost
Base statsReset to 1, rebuilt with stat raises
Guild membershipBecome guildless, like a normal level 1 player
Intoxication and hungerCleared

What Carries Forward

  • Name and history
  • Gold and banked money
  • Inventory, boats, and major ownership
  • Remort level and lifetime remort count
  • Boon points and every chosen boon
  • Account progress, achievements, quest history

The Remort Climb

Remort players advance differently from first-life characters:

  • Automatic leveling. No advancement costs at guild halls. The moment a remort player has enough experience, they gain the level.
  • Stat raises. 6 spendable raises per level, spent with advance at any guild hall. Each stat is capped at 3 x current level (hard cap 300).
  • No death penalty to stats. Remort players do not lose stats when they die.
  • The remort tax. Remort climbs use a variation of the same base experience curve as a first-life character. Each remort level adds 10% to that cost, so a soul on its tenth remort needs double the base experience per level. This is the pacing counterweight to permanently stacking boons.

Boon Points And Boons

Every remort level earns one boon point. Points are spent through remort boons / remort choose <boon> on permanent, rank-based bonuses:

BoonEffect Per RankMax RanksCostRequires
Boon of Vitality+2% maximum HP101Remort 1
Boon of Spirit+2% maximum SP101Remort 1
Boon of Might+2 Strength101Remort 1
Boon of Grace+2 Dexterity101Remort 1
Boon of Endurance+2 Constitution101Remort 1
Boon of Intellect+2 Intelligence101Remort 1
Boon of Insight+2 Wisdom101Remort 1
Boon of Presence+2 Charisma101Remort 1
Soul Memory+5% experience gained51Remort 1
Mythic Vitality+5% maximum HP32Remort 5
Mythic Spirit+5% maximum SP32Remort 5

Design principles behind the catalog:

  • Bounded power. Every boon has a maximum rank, so total remort power is capped (+35% HP/SP, +20 per stat, +25% XP) no matter how many lives a soul has lived. Veterans are clearly stronger, never unkillable.
  • Boons stack outside normal caps. Stat boons add on top of trained stats, like meta bonuses, and are not limited by the level-based stat cap.
  • Fair effort-to-power. One climb to 250 buys one point: roughly +2% HP or +2 to one stat. Meaningful, visible, and worth the climb without invalidating first-life characters.
  • Milestone gating. Higher remort levels unlock stronger picks (the Mythic boons at remort 5). This is the same gating hook used for future remort-locked guilds, skills, and commands.
  • Choices are permanent. No respec. Implementors can refund a soul in exceptional cases (remortadmin refund).

Remort Gating For Content

The remort level is a first-class progression axis. Builders can gate content on it via REMORT_D->query_remort_level(player):

  • Guilds that require a minimum remort level to join
  • Skills, commands, or equipment that only serve souls of a certain depth
  • Areas, quests, or NPC dialogue that respond to lifetime remorts

Player Commands

CommandUse
remortShows remort status, boon points, and eligibility
remort boonsLists all boons with ranks, costs, and requirements
remort boon <name>Shows the details of one boon
remort choose <name>Spends a boon point on a rank
remort confirmExecutes the remort at level 250
marksShows the boons marked on your soul
scoreIncludes remort level and available boon points

In-game help: help remort and help boons.

Admin Commands

remortadmin (implementor only): show, boons, setlevel, setremort, grantpoints, refund, clear, history. All mutations are logged to /log/REMORT.

Guardrails

  • Remort never deletes the character
  • Remort never erases money, inventory, or major ownership
  • Only the player themselves can confirm their remort or spend their points
  • Immortals, ghosts, and characters in combat cannot remort
  • The full consequences are shown before the final confirmation

Future Directions

The remort level opens design space that later releases can build on:

  • Shrines of Creation as flavorful remort sites with trials, offerings, and shrine-specific boons
  • Classes unlocked through class shrines. Artificer is implemented for wizard testing, but the Brass Crucible approach and rite remain disabled until release; other classes remain design targets.
  • Exotic clades available only to reborn souls
  • Remort-gated guilds, skills, and commands
  • New boons, including drawback-for-power burdens

These remain design targets and do not match current game behavior.

Shrines Of Creation

Most Shrines of Creation remain planned content. The Esper shrine still documents the direct remort loop. Its Brass Crucible approach and Artificer attunement rite are both disabled until the class is released.

Shrines of Creation are hidden places where Blackmar can rewrite a Mythic soul. They are not ordinary prayer shrines. They are older, stranger, and far less generous.

A shrine can offer rebirth, class access, exotic clades, permanent marks, domain affinities, rare memories, and burdens that follow the character into the next life.

Finding Shrines

Most shrines are hidden behind exploration, rumors, omens, portents, pilgrimages, quests, or domain stories.

Shrine leads can come from:

  • Mythic quests
  • Strange dreams
  • Omens and portents
  • World events
  • Pilgrimage routes
  • Rare books or inscriptions
  • Domain relics
  • Guild or class discoveries
  • Hidden rooms in old areas
  • NPCs who speak only after a character has the right history

The Esper shrine is the public example: a Darkwind City shrine resembling the diadem worn by members of the Psionic Order.

Shrine Flow

  1. Discover the shrine
  2. Read or sense what the shrine wants
  3. Attune to the shrine
  4. Bring offerings or complete its trial
  5. Review available boons and burdens
  6. Confirm the remort
  7. Wake in a new life with the shrine's Creation Mark

Offerings

Offerings give shrines a reason to answer. A shrine can ask for one offering or a chain of offerings.

OfferingExamples
Mythic lifeThe level reset itself
Domain relicAshad engine part, Dramasa ice lens, Kerei temple token
Craft workMasterwork device, rare ink, purified metal, living seed
PilgrimageVisits to linked shrines, moons, ruins, or holy places
MemoryA preserved language, old title, quest memory, or learned route
ServiceKilling a marked enemy, healing a place, freeing a bound spirit
SacrificeXP weight, guild access, future shrine debt, bodily drawback
WitnessAnother player present for the rite

Shrine Types

Shrine TypeBoons
Class shrineOpens a class path
Clade shrineOpens an exotic clade
Domain shrineGrants regional affinity or domain mark
Moon shrineGrants lunar mark, vision, omen, mind, disease, or craft effects
Memory shrinePreserves a narrow unlock through rebirth
Burden shrineGrants a stronger boon with a permanent drawback
Forgotten shrineOpens hidden or forbidden progression

Shrine States

StateMeaning
DormantThe shrine exists but ignores the character
StirringThe shrine reacts to a mark, rumor, relic, or omen
AttunedThe character can read its choices
HungryThe shrine waits for an offering
OpenThe shrine can perform remort
SpentThe shrine has completed the rite and waits for another cycle

Known Shrine Targets

These are design targets for major shrines.

ShrineLocation ThemeUnlocks
EsperDarkwind City, psionic diademPsionicist
WyrmseedDragon ruin, hoard, or volcanic lairDragon
Brass CruciblePlanned Ashad home; dormant Darkwind prototypeArtificer
Thousand MasksMorpher flesh-lab, changeling grove, or old blood shrineMorpher
Crimson CupHidden night court or cursed noble chapelVampire candidate
Ash CrownAshad desert and corpse-burner ritesAshborn clade
Clockwound GateTekal moonGearborn clade
Sanctuary MirrorMarkas moonMarkasi clade
Fever BellDailos moonDailosi clade
Rime DoorDramasa ice wasteRimebound clade
Cinder ThroneIglantu lava riverCinderkin clade
Mycelial FontLerquird fungal swampSporekin clade
Shadow CairnBodachian FallowsFallowsworn clade
ReeflightVirodian coastTideborn clade
Lotus GateKerei hidden templeLotuskin clade
Serpent SunSouvraeli snake templeSerpentblood clade
Thunder StoneHyperborean storm roadStormtouched clade

Class Shrines

Class shrines alter the character's future more deeply than ordinary boons.

ClassShrine Pattern
ArtificerImplemented for wizard testing; player route and rite disabled
DragonBring hoard, blood, breath, and a vow to grow beyond mortal scale
MorpherSurvive controlled bodily change and return with the pattern intact
PsionicistStill the mind until the shrine answers without words
VampireAccept hunger, night law, and a social cost that never fully leaves

Clade Shrines

Clade shrines open bodies outside ordinary reincarnation halls. A character who earns one can choose that clade in a later life.

CladeShrine Demand
AshbornBurn, ash, engine heat, and corpse-burner study
GearbornTekal craft, exact timing, and machine surgery
MarkasiSanctuary vows and moonlit pilgrimage
DailosiDisease trial, fever survival, and plague mercy
RimeboundDramasa endurance and a frozen memory
CinderkinIglantu heat, lava oath, and flame survival
SporekinLerquird spores, fungal pact, and rot-tending
FallowswornGhost witness, grave offering, and shadow trial
TidebornVirodian sea rite and reef offering
LotuskinKerei temple trial and faerie-touched token
SerpentbloodSouvraeli venom rite and snake temple vow
StormtouchedHyperborean storm vigil and thunder mark

Shrine Sigils

Shrines can leave persistent sigils. These are smaller than a class or clade, but they make future shrine work easier.

SigilEffect
AttunedImproves shrine reading and hidden shrine hints
PilgrimImproves shrine pilgrimage rewards
WitnessedRecords that another player stood at the rite
OfferedMarks a completed shrine offering
DebtboundMarks a shrine debt that remains after remort
CreatedMarks a completed remort
MoonmarkedImproves lunar shrine and omen interactions
Domain-markedImproves shrine work in one region

Failure

Shrine failure is meant to be recoverable. A failed attempt can consume offerings, delay attunement, add a temporary mark, or awaken enemies, but it does not delete the character.

Common failure causes:

  • Wrong offering
  • Missing Creation Mark
  • Broken pilgrimage chain
  • Incomplete trial
  • Conflicting class or clade state
  • Shrine debt from a previous life
  • Attempting the rite below Mythic

Shrine Etiquette

Shrines are story places as much as mechanics.

  • Read the room before offering
  • Expect the shrine to ask for something specific
  • Bring the object, memory, witness, or vow the shrine names
  • Treat shrine choices as permanent
  • Read boon costs before confirming remort

Status Effects

Status effects are temporary conditions that change combat, movement, or ability recovery. Use buffs to see visible effects and their remaining time. Hostile effects appear under Debuffs and cannot be removed with clearbuff.

Damage And Combat Effects

EffectWhat It Does
Burning XDeals X fire damage each heartbeat, then halves X. Burning ends after its 1-stack tick and cannot exceed the affected living's level.
Bleeding XAdds X damage to incoming melee hits before defenses. Moving has a 25% chance to tear the wound open for X slash damage. Bleeding cannot exceed one-fifth of the affected living's level, with a minimum cap of 5.
ChilledReduces swings by 10% and adds 1 second to newly incurred standard ability cooldowns. A second application promotes Chilled to Freezing.
FreezingReduces swings by 20% and adds 2 seconds to newly incurred standard ability cooldowns.
ExposedAdds 5 percentage points to incoming critical-hit chance.
Sundered XLowers armour class by X. Sundered stacks to 3; a new application refreshes the remaining duration.

Burning, Bleeding, and Sundered show their current X value in buffs. Durations for Bleeding, Chilled, Freezing, Exposed, and Sundered depend on the ability or creature that applied them. Reapplying a timed effect never shortens its remaining duration.

Burning and cold effects can exist together. Fire does not automatically remove Chilled or Freezing, and cold does not automatically extinguish Burning.

Standard Control Effects

These older effects use Darkwind's standard action-block system. Their exact duration and which commands they prevent depend on their source.

EffectWhat It Does
BlindnessReduces melee accuracy and dodging. Many sight-dependent commands also fail.
DistractedReduces melee accuracy, dodging, absorption, and swing rate. Many spells and abilities require concentration.
ParalyzedPrevents attacks and treats both arms and legs as disabled.
Entangled ArmsPrevents normal attacks.
Entangled LegsReduces melee accuracy and dodging.
SilencedPrevents commands that require speech.
Impaired MovementPrevents normal room exits.
DeafenedPrevents or limits commands that require hearing.

Poison, disease, curses, guild effects, and named monster abilities may also appear under Debuffs. Their behavior is defined by the effect that applied them rather than by one universal poison or disease rule.

Lifecycle And Recovery

Status durations use Darkwind's two-second heartbeat. They continue while a linkdead body remains in the world, pause when the player object is absent, and resume when that saved character is restored. Death clears these status effects.

The Chilled and Freezing words shown by Hyperborea's warmth meter describe environmental temperature. That meter is separate from the combat debuffs documented here.

To recover from a hostile status:

  • Use a cure, guild ability, consumable, or service that names the effect
  • Leave combat when movement is available
  • Check buffs to confirm the effect ended
  • Remember that clearbuff removes friendly buffs, not debuffs

See Buffs And Curses for the related commands.

Buffs And Curses

Buffs, debuffs, curses, and lingering conditions change your character temporarily.

Buff Commands

CommandUse
buffsList active buffs and visible debuffs
clearbuffRemove one current buff
clearbuff allRemove all removable buffs

Not every buff is visible to the system.

Debuffs

Debuffs include curses, hexes, poisons, diseases, and other hostile effects.

Debuffs appear under their own header in buffs. They cannot be removed with clearbuff.

Debuffs end through:

  • Time
  • Cures
  • Dispels
  • Guild abilities
  • Potions or other consumables
  • Special room or NPC services

See Status Effects for common debuffs.

Cursed Items

Cursed items cannot be removed by normal methods.

To remove a cursed item:

  1. Go to Plum in the church
  2. Use uncurse <object>
  3. Pay 5,000 coins per item

Some Acolyte-style or Cleric-style abilities can also remove curses.

Reading Buffs

Good habits:

  • Check buffs after a hard fight
  • Check buffs before assuming a command is broken
  • Clear old friendly buffs before testing new ones
  • Treat hidden or repeated debuffs as part of the enemy's danger
  • Carry cures before exploring disease, poison, curse, or hex-heavy areas

Shielding

Shields are a form of damage mitigation. They act like simple forms of temporary health. A generic shield will block all forms of damage, but there are specific types of shields that will only block that type of incoming damage. Current shields are viewable through hp or ..

Example of a generic shield

[ SHIELD> Generic(200)         ]
  • If you took 50 points of fire damage, the shield would absorb that and be reduced to 150
  • If you then took 100 points of water damage, the shield would absorb that and be reduced to 50
  • If you then took 100 points of lightning damage, the shield would absorb 50 (total of 200 absorbed), then you would receive 50 points of damage

Example of a specific shield

[ SHIELD> Fire(500)            ]
  • If you took 50 points of fire damage, the shield would absorb that and be reduced to 450
  • If you then took 100 points of water damage, the damage would bypass the shield. You would take all 100 points of damage.
  • If you then took 100 points of lightning damage, the damage would bypass the shield. You would take all 100 points of damage.
  • At the end of this, you would have 450 shield against fire damage remaining, and 200 HP damage taken.

Example of multiple specific shields

[ SHIELD> Fire(500)            Water(500)           Earth(500)         ]
  • If you took 50 points of fire damage, the fire shield would absorb that and be reduced to 450
  • If you then took 100 points of water damage, the water shield would absorb that and be reduced to 400
  • If you then took 100 points of lightning damage, the damage would bypass the shield. You would take all 100 points of damage.
  • At the end of this, you would have 450 fire shield, 400 water shield, 500 earth shield, and 100 HP damage taken

Equipment

Equipment covers weapons, armor, carried tools, and temporary gear picked up during play.

Saved Gear

Many carried, worn, and wielded items save when you leave the game. When you return, saved worn and wielded equipment is restored to use.

Some items do not save:

  • Donated gear
  • Broken gear
  • Food and drinks
  • Unique items
  • Items directly restricted by the game
  • Items you cannot normally drop
  • Items inside containers

Equipment modifications such as hardening, lightening, and flaming effects are stripped when the item is restored.

Guild storage, shop storage, boats, ponies, and similar helpers do not preserve equipment through reboot. Money on your character and in the bank does.

Weapons

See Specialization for weapon and armor specialization.

Damage Types

Weapons have a damage type or combination of damage types that they apply. These are:

  • blunt: damage dealt with forceful impacts, ideal for crushing armor and bone
  • cleave: powerful, sweeping strikes
  • pierce: precise, pointed attacks, including bows
  • slash: quick cuts relying on sharp edges movements
  • magical: damage from arcane, elemental, or mystical energies

Extra Weapon Properties

In addition to the type of damage a weapon can do, armaments are also distinguished in their size (small, medium, large, and huge) and other properties. These can include:

  • Polearm: Weapons with long handles and designed for reach or leverage
  • Missile: Projectiles or weapons designed for long-range attacks; typically bows, slingshots, or similar launching devices
  • Martial: Denotes weapons that require specialized training to use effectively, often associated with skilled combatants and warriors
  • Finesse: Weapons that rely more on precision and agility rather than brute force, allowing the user to leverage some of their dexterity for attacks
  • Focus: Used to channel magical energies and essential for spellcasters to enhance their spells

Common Weapons

Here are some common weapons and descriptions of their properties:

WeaponSizeDamageExtra Properties
HatchetSmallCleave
AxeMediumCleave
BattleaxeMediumCleaveMartial
GreataxeLargeCleaveMartial
GiantaxeHugeCleaveMartial
Short HalberdLargeCleave And PiercePolearm, Martial
BardicheHugeCleavePolearm, Martial
HalberdHugeCleave And PiercePolearm, Martial
ShortbowMediumPierceRanged, Finesse
LongbowLargePierceRanged, Finesse
CrossbowMediumPierceRanged
Large CrossbowLargePierceRanged
GreatbowHugePierceRanged, Finesse
Huge CrossbowHugePierceRanged
BlowgunSmallPierceRanged
SlingSmallBluntRanged
WandSmallMagicalRanged, Focus
SpellbookMediumMagicalRanged, Focus
FangSmallPierce
DirkSmallPierceMartial, Finesse
KrisSmallPierceFinesse, Focus
PickaxeMediumPierce
Morning StarMediumPierceMartial
RapierMediumPierceMartial, Finesse
Short SpearMediumPiercePolearm
Large PickaxeLargePierce
SpearLargePiercePolearm
JavelinLargePiercePolearm, Martial, Finesse
TridentLargePiercePolearm, Martial
PikeHugePierce And SlashPolearm, Martial
LanceHugePiercePolearm, Martial
ClubSmallBlunt
KnucklesSmallBluntFinesse
HammerMediumBlunt
FlailMediumBluntMartial
Large ClubLargeBlunt
Heavy MaceLargeBlunt And Pierce
WarhammerLargeBluntMartial
MaulHugeBluntMartial
ShortstaffMediumBluntPolearm, Focus
StaffLargeBluntPolearm, Focus
CudgelLargeBluntPolearm
QuarterstaffLargeBluntPolearm, Martial
GreatstaffHugeBluntPolearm, Focus
ShovelLargeBlunt And SlashPolearm
SickleSmallSlash
ClawsSmallSlashFinesse
BroadswordMediumSlashMartial
ScimitarMediumSlashMartial, Finesse
WhipMediumSlashFinesse
Large ClawsLargeSlashFinesse
Bastard SwordLargeSlashMartial
GreatswordHugeSlashMartial
GlaiveLargeSlashPolearm, Martial
ScytheHugeSlashPolearm
NaginataHugeSlashPolearm, Martial
DaggerSmallPierce And SlashFinesse
KnifeSmallPierce And Slash
ShortswordMediumPierce And SlashMartial
SaiMediumPierce And SlashMartial, Finesse
LongswordLargePierce And SlashMartial
FaunchardLargePierce And SlashPolearm, Martial

Specialization

Specialization lets a character become better with a chosen set of weapons or armor at the cost of flexibility.

Specialization is optional. It rewards consistent equipment choices and punishes frequent switching outside the chosen type.

Where To Train

Weapon and armor specialization are trained in the Weapons Training Hall in DarkWind City.

Weapon Specialization

Weapons are described by size, damage type, and special properties.

Weapon sizes:

  • Small
  • Medium
  • Large
  • Huge

Damage types:

  • Slash
  • Pierce
  • Blunt
  • Cleave

Special properties:

  • Missile
  • Polearm

When specializing, you pick a size. The next larger size is included automatically. You can also pick one or two damage types and a special property.

More precise specialization gives a larger bonus, but it also creates a larger penalty when using weapons outside the specialization.

Examples:

  • Large weapons
  • Large cleaving weapons
  • Large cleaving polearms
  • Large cleaving and piercing polearms

Armor Specialization

Armor specialization uses broader categories.

TypeExamples
ClothesClothing, padded armor, small shields
LightLeather, studded leather, medium shields
MediumChain mail, scale mail, large shields
HeavyPlate mail, splint mail, banded mail, large or huge shields

Light armor specialization gives a more pronounced benefit. Heavy armor gives steadier protection even when awkward.

Improving Specialization

Specialization improves through use in real fights.

To progress:

  • Use your specialized weapon as your main weapon
  • Wear armor from your specialized armor type
  • Fight enemies that are reasonably challenging
  • Return to the trainer when ready to advance

Wisdom and intelligence influence how quickly you learn.

Changing Specialization

You can change specialization at the training hall. Changing to a very different specialization can reduce your specialization level.

See Equipment for weapon sizes, damage types, and common weapon examples.

Interface

DarkWind has several commands that change how information appears while you play.

Display

CommandUse
set term ansiEnable ANSI color
set term noneDisable terminal color handling
set brief onShorten room descriptions
set brief offShow full room descriptions
set autoexits onShow detailed exits
set autoexits offHide detailed exits
set timestamps onAdd timestamps to channel histories
set timestamps offHide timestamps

Prompt And Monitor

CommandUse
set prompt <string>Change your command prompt
set monitor onShow HP/SP changes
set monitor offStop HP/SP monitoring
set monitor barShow HP/SP as bars
monitor or monToggle monitor
.Show a quick HP/SP report

Monitor is one of the most useful early settings. It shows your HP and SP as they change during combat, healing, and other events.

Combat Text

combatbrief changes how combat messages appear.

CommandUse
combatbriefShow current combatbrief settings
combatbrief shortUse shorter combat messages
combatbrief selfShow only your attacks
combatbrief hitHide misses and dodges
combatbrief damageShow damage numbers

Personal Settings

CommandUse
set mail <address>Set an email address
set forwarding onForward mudmail to email
set forwarding offStop email forwarding
set vismail onLet other players see your email
set vismail offHide your email
set web <url>Add a web page to finger info
set anonymous onIncrease public anonymity
set anonymous offUse normal public visibility
set showmulties onShow registered multichars in finger info
set showmulties mainShow only your main character
set showmulties offHide multichar links

Language

DarkWind has a language system. If people do not understand what you say, use:

set language common

See Communication for speaking, tells, channels, language, and mail.

Combat

Combat is how most adventurers earn experience, coins, equipment, and reputation. It is dangerous by design, especially when exploring a new area.

Starting A Fight

CommandUse
kill <target>Attack a target
assist <player>Join another player's fight
consider <target>Estimate danger where available
assess <target>Compare the target's experience to yours
scry <target>Newbie tool for judging some enemies
stopStop hunting a fleeing player

Some enemies are aggressive and attack when you enter. Watch room text and leave quickly if the area feels too strong.

Strength and Dexterity increase attack speed with diminishing returns at high values. Heavy armour trades avoidance for absorb class. Absorb class provides both reliable physical damage reduction and a chance to negate a landed blow; armour-piercing attacks halve the reliable reduction.

Watching Your Health

CommandUse
.Quick HP/SP display
monitor or monToggle HP/SP monitoring
set monitor barShow HP/SP as bars
combatbriefAdjust combat text

Use monitoring before you need it. It is much easier to leave a bad fight when you see your health falling.

Wimpy

Wimpy makes your character run when HP drops below a percent you choose.

CommandUse
wimpy <percent>Set the HP percent for fleeing
wimpycmd <direction>Set the direction to flee

Use a full direction for wimpycmd, such as south, not s. The direction has to be a valid exit from the room. If it is wrong, wimpy still fires, but you may flee into something worse.

New Adventurer Combat Commands

New adventurers have a few extra commands.

CommandUse
nhealRestore a small amount of HP
ncotReturn to Center of Town
npunchMake a simple attack
nkickMake a simple attack
ahealLevel 6–49 version of nheal
apunchLevel 6–49 version of npunch
akickLevel 6–49 version of nkick

The n* forms serve levels 1–5. Their a* adventurer forms remain available from levels 6 through 49, giving players time to learn guild mechanics before the introductory powers fall away.

During combat, characters through level 20 may occasionally feel the Dark Wind restore some SP. The chance and amount both taper as level increases.

Healing

Common recovery methods:

  • Sit after a fight
  • Eat food for a one-time heal
  • Drink alcohol for healing and faster regeneration while intoxicated
  • Use potions
  • Ask a healer or guildmate
  • Visit player-owned pubs and inns

Food and drink have level requirements and fullness limits. See Economy for pubs, inns, and corpse ash.

At level 45 and above, Wrathful Avatar becomes an important burst-combat tool.

Loot

After a kill:

  • get all from corpse
  • Check useful gear before selling
  • Burn the corpse with a corpse burner if you are collecting ash
  • Donate unwanted gear that helps new players
  • Sell ordinary loot at shops

Avoid taking loot or kills from another active player. See Rules.

Death And Recovery

Death is part of DarkWind, but it is forgiving. It costs a little, never a lot.

What Happens

When you die, you become a ghost and your spirit is whisked to the church of the continent or planet you died on. Your corpse - holding all of your belongings and gold - travels with you, tucked into your inventory. There is no corpse run, and nobody can loot you.

At level 5 and under:

  • Death has no penalty at all

Above level 5:

  • You lose 10% of your experience on hand
  • Nothing else is lost: no stats, no levels, no gear

Returning To Life

At the church you have two choices:

  1. pray - resurrect yourself; the experience loss stands
  2. Have another player resurrect you with a guild ability - this restores the lost experience

Once alive, take your equipment back out of your corpse (get all from corpse, get coins from corpse). The emptied corpse rots away on its own.

If you log out before unpacking your corpse, it is stored safely and can be recovered with claim corpse at the temple.

Ghosts can use gocot if trapped or unable to reach a church.

Death Avengement

Avenging a death pays a bounty and makes the victim whole.

CommandUse
askavenge <player>Ask a player in the room to avenge you
avengeinfoShow avengement status

The avenger earns a bounty of experience and coins scaled by the toughness of the killer - mightier killers pay far better. On success the victim's 10% experience loss is also restored (unless a resurrection already refunded it).

Avengement rules:

  • You have 30 real-time minutes from death
  • The avenger must kill the enemy that killed you
  • Neither player can log off during the attempt
  • Only one avenger can be assigned per death
  • One avenger can only avenge one player at a time
  • If the killer dies before the avenger succeeds, the avengement ends

Avoiding Death

  • Use monitor
  • Set wimpy
  • Carry food and drink
  • Keep coins in the bank
  • Learn nearby exits
  • Use areas <domain> to choose level-appropriate places
  • Leave when enemies hit too hard
  • Ask the newbie channel or guildmates before pushing deeper

Parties

Parties let players hunt, explore, and recover together. They are especially useful for new adventurers.

Party Basics

Parties hold 2 to 6 players.

While in a party:

  • Members can use a private party channel
  • Experience is shared from kills
  • Gold can be split
  • Members can follow the leader
  • Players can coordinate healing, assists, and retreats

At levels 1 through 5, new adventurers can party with other new adventurers. After level 6, parties are for level 6 and up.

Starting A Party

To invite someone:

poffer <player>

An unpartied player can use poffer to start a new party. The inviting player becomes the party leader.

Party Commands

CommandUse
pstatusShow party members and status
poffer <player>Invite a player
pboot <player>Remove a member
pleaveLeave the party
pleader <player>Change party leader
pname <name>Set party name
pfollow onFollow the leader
pfollow offStop following
psay <message>Speak to the party
epsay <message>Emote to the party
partyhistShow party channel history
psplit <amount>Split coins
pautosplit onSplit coins automatically
pautosplit offStop automatic splitting

Experience And Gold

Party experience is shared based on level and presence. Members in the room where experience is awarded receive their share. Higher-level members receive a larger share.

Gold can be split manually with psplit or automatically with pautosplit.

Good Party Habits

  • Agree on where the party is going
  • Keep monitor on
  • Use assist <player> instead of starting separate fights
  • Share food, drink, and retreat information
  • Wait for disconnected members when danger is high
  • Keep quest spoilers out of public channels

Quests

Quests give structured objectives, experience, coins, quest points, and occasional item rewards. They range from simple hunts to multi-step rescues and escorts.

Getting Started

CommandUse
engage waystewardReview, accept, report on, or turn in local quests
myquestsShow accepted and completed quests
qstatusShow accepted quest progress
escortStart an escort objective

Quest-bearing areas have a waysteward beside their wayshard or entrance. A yellow [?] marks available work and [!] marks work ready to turn in. Quest descriptions, suggested levels, objectives, and rewards are presented through the engage dialogue before acceptance.

Difficulty Colors

ColorMeaning
GreenEasier than your level
Bright greenNear your level
YellowAbove your level
RedFar above your level

Difficulty and suggested levels are guides, not requirements. Area layout, enemy abilities, and your guild tools matter.

Objectives

ObjectiveWhat To Do
KillDefeat a target or number of targets
RetrieveFind items and bring them to the right NPC
RescueLocate and free an NPC
EscortGuide and protect an NPC while they move

All accepted quests track progress automatically. Rewards are held until every objective is complete and you return to the quest area's waysteward.

Rewards

Quest rewards can include:

  • Experience
  • Coins
  • Quest points
  • Items
  • Reputation changes
  • Deity or faction progress

Quest spoilers stay off public channels. Ask a friend directly when stuck.

Clans

Clans are player organizations outside the guild system. They provide social identity, shared space, clan channels, shared coffers, and optional warfare.

What Clans Provide

  • Clan channel
  • Clan headquarters
  • Shared item and equipment storage
  • Shared coin coffers
  • Custom clan emote
  • Clan rankings and reputation
  • Optional clan warfare

Clans are social first. A clan can remain peaceful if its leader never agrees to war.

Creating A Clan

Creating a clan costs 1,000,000 coins. Clan dues cost 200,000 coins every 28 days and are deducted from the leader's bank account.

Clans are formed at the Clan Registrar office. The registrar gives the final in-game instructions.

Ranks

Clans have two ranks:

  • Leader
  • Member

There is one leader. Everyone else is a member.

Public Clan Commands

CommandUse
clansList clans
claninfo <clan>Show information about a clan
who <clan>Show online members of a clan
wclanShow online clan members by reputation
wclan leaderShow online clan leaders
cwar <#>Show a finished war
cwar listList saved war records

Member Commands

CommandUse
cl <message>Speak on clan channel
ecl <message>Emote on clan channel
clhistShow clan channel history
clwhoShow online clanmates
cstatShow clan statistics
clleaveLeave the clan
clemoteUse the clan emote
cvoteVote on a clan issue
checkclanCheck for unread clan board messages

Headquarters Commands

CommandUse
cdeposit <coins>Deposit coins into clan coffers
cwithdraw <coins>Withdraw coins from clan coffers
cbalanceShow clan coffers

Leader Commands

CommandUse
leadercmdsShow leader commands
cinitiateAdd a player
cdismissRemove a player
cdeclareAsk another clan leader to start a war
changedescChange a headquarters room description
cdescribeChange clan info
caddissueAdd a vote issue
cdelissueRemove a vote issue
ctitheSet automatic clan tithe

Clan War

Clan wars begin only when both leaders agree. Wars last a set duration, with a minimum of 3 days.

During war:

  • Members cannot join or leave the clans involved
  • Kills against the enemy clan award points
  • Normal PK status is ignored
  • Non-PK members can kill and be killed by the enemy clan
  • cstat shows ongoing war status
  • cwar shows saved war records after the war

Low-risk clan wars do not use normal death penalties. High-risk clan wars treat deaths like PK.

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
ncot / acotLevel 1–5 / level 6–49 return to Center of Town
ndomain / adomainReturn to an Adventurers' Guild through level 49
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
  • Levels 1–5 use ncot; levels 6–49 use acot
  • 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.

Events And Challenges

DarkWind has world events and repeatable challenge systems that sit outside ordinary hunting.

Invasions

Invasions are dangerous attacks on Darkwind City and other important places. A siren announces them, and the world broadcasts updates while they unfold.

During an invasion:

  • Invaders can attack players
  • Shops, banks, inns, pubs, and citizens can be targeted
  • Destroyed services take time to recover
  • Invaders may block routes or rush objectives
  • Only one invasion runs at a time

Low-level players are safest outside the city until the all-clear sounds.

Arena

The arena allows structured player duels.

Arena basics:

  • challenge <player> starts a challenge
  • accept accepts a challenge within the time limit
  • The challenger pays an entry fee based on both player levels
  • The loser does not suffer a normal death
  • Both players lose SP spent during the fight
  • forfeit leaves a battle from the arena floor
  • arenabattle tunes into arena battles from elsewhere

Arena safety removes many common battle problems, but the arena is still used at the player's risk. Do not bring gear you are unwilling to risk.

Eternal Dungeon

The Eternal Dungeon is an instanced endless dungeon for solo players or small groups.

CommandUse
eternal enter [floor]Enter the dungeon
eternal statusShow run and checkpoint status
eternal shopList shard purchases, including crafting supplies
eternal buy <item>Buy an item with Eternal Shards
eternal leaveLeave the run
eternal rejoinRejoin a run
eternal leaderboardShow rankings

How a run works:

  1. Enter the dungeon
  2. Clear the floor
  3. Defeat the floor leader
  4. Use the portal to advance
  5. Continue until the run wipes

Deaths inside the Eternal Dungeon are not normal deaths. Failed runs return players safely and award based on progress.

Checkpoints unlock every 5 floors. Solo checkpoints belong to the player. Group checkpoints belong to the exact party composition.

Leader and boss kills leave personal reward chests. Premium treasure dims from gilded to plain and then shard-cache rewards as a tier is repeated in one day. Crafting supply is separate: gilded and plain chests guarantee ember materials, caches retain a smaller material chance, and recipe cards use tier-specific pools with protection against long dry streaks. Materials and cards can also be purchased from eternal shop at fixed shard prices.

Bosses

Boss encounters are larger fights with stronger enemies, special mechanics, and better rewards.

Many bosses use visible tiers: T1, T2, T3, T4, and T5. Higher tiers generally mean more health, more pressure, more mechanics, and better reward expectations.

Useful habits:

  • Read room and enemy text
  • Bring a party when the fight looks built for one
  • Carry food, drink, and recovery items
  • Use assist cleanly
  • Watch for special attacks
  • Retreat before the party collapses

Boss kills often announce on the Events channel. A few bosses may explicitly opt into mocking much higher-level killers, but ordinary boss announcements do not shame players for being overlevel.

Daily Rewards

Daily rewards are claimed with daily. See Achievements for reward timing.

Achievements

Achievements track long-term progress across DarkWind. They reward steady play across combat, quests, economy, exploration, social activity, and guild milestones.

Commands

CommandUse
achievementsOpen your achievement journal
achievements titlesShow unlocked achievement titles
atitleShow title command help
atitle <title-id>Equip an unlocked achievement title
atitle clearClear your achievement title
leaderboardShow the top 50 achievement rankings

Tiers

Each achievement line has five tiers.

Tier
Bronze
Silver
Gold
Platinum
Mythic

Progress is driven by tracked game stats. Most progress is permanent once earned.

Achievement Titles

Achievement titles are public titles earned from achievement tiers. They are separate from your normal player title.

Use achievements titles before equipping one. That command shows the exact title ids available to you.

Examples:

  • atitle slayer:bronze
  • atitle resurrectionist:gold
  • atitle clear

Leaderboard

leaderboard shows the top 50 players by achievement tiers unlocked. It also shows completed achievement lines and each player's equipped achievement title.

For Eternal Dungeon rankings, use eternal leaderboard.

Daily Rewards

Daily rewards are claimed with:

daily

Daily rewards can include experience, coins, and items.

Daily reward rules:

  • You must be active for 30 minutes before claiming
  • Claiming starts a 24-hour lockout
  • After the lockout, there is a 24-hour claim window
  • Missing the claim window resets the chain
  • The timer is based on when you claim, not the calendar day

Reputation

Reputation is shaped by what you do in the world. At higher levels it affects whether you are known as a Hero, Adventurer, or Villain.

Guild membership alone does not decide reputation. A holy character can fall, a thief can do useful work, and a mage can become feared or admired based on their deeds.

Public Labels

LabelMeaning
HeroPositive heroism reputation
AdventurerNeutral heroism reputation
VillainNegative heroism reputation

What Changes Reputation

Reputation comes from actions.

  • Quests
  • Divine offerings
  • Public praise
  • Slander
  • Resurrection
  • Theft
  • Desecration
  • Mercy
  • Terror
  • Service
  • Crime
  • Public notoriety
  • Other notable deeds

Some deeds also leave hidden marks that help the world understand why you are known the way you are.

Divine Meaning

Deeds with clear divine meaning can tug the omen cycle.

PatternDivine Pull
Mercy, fellowship, serviceMitra
Nature, restoration, enduranceGaea
Fear, secrecy, shadowed ambitionSet

During a god's Holy Hour, matching deeds carry farther.

Future Uses

Reputation can grow into many world responses.

  • Rumors
  • NPC reactions
  • Guild rites
  • Shop treatment
  • Services
  • Bounty pressure
  • Safehouses
  • Quest branches
  • Divine omens

See Divine Patronage and Quests.

Rules

The following are not allowed on DarkWind. Failure to observe these rules will result in punishment. Lack of knowledge of these rules is not an excuse for not following them.

There are rules that apply to players and wizards. Everyone will know what is illegal for all to do. Players are expected not to ask wizards to break wizard rules, and wizards are expected not to break rules that bind players.

Players

Players must obey requests from wizards. If a player feels that a request is out of line, the player can notify a higher level wizard AFTER complying with the request.

Players may not abuse (or use once it's been determined as a bug) any bug. Failing to report a known bug is illegal. If something is "too good to be true", report it. Always report it. If found to be intended, then great!

Personal attacks, racial and ethnic slurs, sexual harassment, and other forms of attack will not be tolerated. Threatening other players or wizards with violence will not be tolerated. If someone is ignoring you, do not try to get around it; they're ignoring you for a reason, respect that. The Golden Rule applies here.

No bulletin board (including the PK board and private clan boards) may be used to flame, ridicule or otherwise denigrate other players or wizards. Using them to accuse others of cheating, bug abuse, or threats is also prohibited.

PK issues may only be discussed on the PK board, clan boards, and guild boards (where appropriate to the guild).

See Player Killing for PK registration, non-PK interference, clan war overlap, and PK-specific expectations.

Any DarkWind forums are considered an extension of the bulletin boards on the MUD.

Having multiple (second, third, etc.) non-registered main characters will not be tolerated. DarkWind does allow for the registration of secondary characters. This is provided as a perk for leveling. See multichars for more info.

Botting is not allowed. This is defined as creating client or server-side scripts that perform an unlimited number of actions without requiring a live person to be sitting at the keyboard. Use of robots will result in removal of the character. See triggers for information regarding their usage and further clarification. The DarkWind-provided script command is excluded from this rule. However, using a client to string together multiple script commands is still illegal as is using a trigger to activate the script. Do not use anything that keeps your character from idling, e.g., triggers, events, scripts. Automating killing without a live person at the keyboard is also illegal.

"Kill stealing" is not allowed. If someone is actively killing a mob, the mob is 'theirs' as is the equipment/money in the room. If the player leaves the room, it's fair game, though common courtesy would suggest you leave the mob alone. This does also apply to transformed players who are fighting in a room. The items and gold on the ground they are in are not open, just because they can't pick them up. If the player is IDLE, then the items/mobs are fair game.

Wizards

Wizards may not provide access to their character to any other person.

Wizards may not erase or otherwise edit other wizards' files. The same applies to system files. Access to these files is generally protected, but it's conceivable that some things may be overlooked. If the wizard discovers that they have greater access than intended, it must be reported to an IMP+.

Wizards may not copy another wizard's work without prior consent.

Wizards may not interfere with players in any way. This includes: healing players; providing additional stats, XP, money, levels, alignment, etc. through patching; giving players objects. This is not a comprehensive list by any means. In general: if the character isn't your test character, don't mess with them. The occasional boon or similar global blessing given by an IMP+ is not considered interference.

Wizards may not abuse wizard powers.

Wizards may not disobey higher-up wizards.

Player Killing

Player killing, or PK, is opt-in combat between registered player killers. Registering is a serious choice.

Registration

PK registration and unregistration are handled in the PK Registration room, two west and two south of Center of Town.

Registration notes:

  • Registering before level 30 has no registration penalty
  • Registering after level 29 carries harsh level and stat penalties
  • Returning to non-PK status is possible after enough play time without PK activity
  • Registered PK players can kill other registered PK players

Balance And Bugs

Guild balance is not tuned around PK. Abilities balanced for the wider game can feel harsh in PK.

Only actual bugs in skills are handled as PK issues. Report bugs instead of abusing them.

Non-PK Interference

Non-PK players cannot interfere in PK combat.

Do not provide:

  • Healing
  • Locates
  • Clearminds
  • Food
  • Drink
  • Supplies
  • Direct support during or immediately after PK combat

After a clear amount of time has passed and the PK interaction is over, ordinary help can resume.

Public Discussion

PK disputes do not belong on public channels or public boards. Send logs and facts to the administration through mudmail.

Use the newbie channel only to explain the nature of PK to new players.

Repeat Killing

Do not deliberately resurrect a player in order to immediately PK that same player again.

Stacking Aggressive Enemies

Leaving stacked aggressive enemies for other players to stumble into is treated as unsanctioned PK. This can carry severe penalties.

Clan War

Clan war ignores normal PK status. Non-PK clan members can kill and be killed during a clan war. See Clans.

Multichars

Multichars are additional characters registered through the game. They are the only allowed form of multiple characters. Registered multichars can be reached through the switch command. See Account And Session for switching, saving, quitting, password, and reboot basics.

Core Rules

  • Only one of your characters can be logged in at a time
  • Extra characters must be registered through the game
  • Unregistered extra main characters violate the rules
  • Warnings and punishments apply across all registered characters
  • If one registered character is banished, that slot cannot be replaced above the limit

Unlocks

You gain a multichar slot once your main character reaches Champion.

Additional multichar slots can be purchased. The cost increases as more slots are added.

Account Use

Your registered multichars use your main account login. Keep that login secure.

Useful commands:

CommandUse
multirepShow an overview of your multichars
multicopyCopy your main character's alias list
transferAccess shared bank funds at the bank
storeStore an item in shared bank storage
retrieveRetrieve an item from shared bank storage
listList shared bank storage

Social Visibility

The set showmulties option controls how other players see your registered character links in finger information.

CommandUse
set showmulties onShow main and registered multichars
set showmulties mainShow only your main
set showmulties offHide multichar links

Triggers

A trigger is a client-side rule that watches incoming text and sends a command when that text appears.

Triggers are allowed only when your character remains attended and the trigger does not automate movement, killing, or unattended play.

Allowed Examples

  • A party member says heal me, and your attended trigger casts a heal
  • A party assist trigger fires while you are actively playing
  • A corpse trigger burns only corpses from your own kills
  • A carefully limited combat trigger acts only after you personally choose the fight

Not Allowed

  • Triggers that move your character
  • Triggers that start killing when you enter a room
  • Triggers that attack newly spawned enemies
  • Triggers that keep you active while away
  • Triggers that let another player control your character while you are away
  • Triggers that burn, eat, skin, or otherwise harvest corpses you did not kill
  • Client automation that chains scripts into unattended play

Movement

In-game movement scripts are allowed for travel. Triggering those scripts automatically is not.

Do not automate movement.

Killing

Automated killing is botting. This includes unattended combat, room-entry attacks, spawn attacks, and scripts that clear an area without live input.

Do not automate killing.

Safe Use

  • Stay at the keyboard
  • Keep triggers narrow
  • Turn triggers off when you step away
  • Avoid open variables that other players can abuse
  • Make corpse triggers match your own kills only
  • Ask staff before using a setup that feels uncertain

Trigger violations can cost levels, stats, gold, mythic access, or the character itself.

Communication

DarkWind is a social game. Most help, trading, parties, guild support, and rescue work begins by talking to someone.

Basic Speech

CommandUse
say <message>Speak to people in the same room
' <message>Short form of say
tell <player> <message>Send a private message
reply <message>Reply to the last tell
replyto <player>Set who reply targets
whisper <player> <message>Whisper in the same room
shout <message>Speak over a public line
converseEnter a conversation mode

Newbie Channel

New players can use the newbie channel to ask questions.

CommandUse
newbie <message>Speak on the newbie channel
enewbie <message>Emote on the newbie channel
tune newbie offStop listening to newbie
tune newbie onListen to newbie again

The newbie channel is for new-player help. Levels 6 through 20 appear with a (Newer) tag; more experienced players appear as (Helper). Broader gameplay discussion belongs on game; off-topic social chat belongs on gossip.

Channels

Channels connect players across the world. Guilds, clans, parties, and special groups have their own lines.

CommandUse
game <message>Discuss Darkwind gameplay, builds, areas, mechanics, and events
egame <message>Emote on the game channel
game :<emote>Use a channel soul emote on game
gamehist [lines]Read recent game-channel history
gossip <message>Off-topic social chat
egossip <message>Emote on gossip
gossiphist [lines]Read recent gossip history

Common channel patterns:

  • <channel> <message> to speak
  • e<channel> <message> to emote
  • <channel>hist to read recent history where available
  • tune <channel> off to stop hearing a channel
  • tune <channel> on to hear it again

Conversation Mode

converse keeps you in conversation mode until you type **.

This is useful for longer room conversations where repeatedly typing say gets annoying.

Mail

Mudmail is useful when the other player is offline.

CommandUse
mailOpen your mail reader
checkmailCheck for new mail
readmailEnter the mail system
closemailClose your mail reader
mail <player>Send mail when your reader is loaded

Inside the mail prompt, ? shows available mail commands.

Language

Some characters speak languages other than yours. If your speech is not understood, use:

set language common

Useful language and social commands:

CommandUse
set language <language>Change spoken language
say in <language> <message>Speak in a known language
rsay <message>Speak in your racial language
csay <message>Speak in common
ignore <player>Ignore a player
ignore listShow ignored players
unignore <player>Stop ignoring a player
virginearsToggle profanity filtering
away <message>Mark yourself away where available

Emotes And Feelings

Emotes are nonspoken social actions.

CommandUse
feelingsList standard feelings
feelings <prefix>List feelings beginning with a prefix
feelings guild [<guild>] [<prefix>]List accessible guild feelings
semote <feeling>Preview an emote
emotelistList emotes where available
emoteapropos <text>Search emotes where available
emoteapropos guild [<guild>] <text>Search accessible guild emotes
random [<player>]Invoke a random available global or guild emote

Guild emotes use the normal targeting and perspective system but can only be invoked by active members of their guild. Guild channel commands that support colon emotes can use them directly, such as samchat :<emote>. Leaving a guild or deactivating its abilities immediately removes access to its emotes.

Away Messages

Use away <message> to mark yourself AFK. The message is sent automatically to players who send you tells.

Type away with no message to return.

Newspaper

The DarkWind Times is the official newspaper. It prints player gossip and world notes, and is sold at the editor's office on the east side of town.

Freelance articles can be posted on the journalism board at the editor's office.

Good Habits

  • Ask questions early
  • Use tells for direct help
  • Keep quest spoilers off public channels
  • Use party, clan, and guild channels for group coordination
  • Report bugs instead of arguing about them on public lines
  • Respect ignore; do not work around it with another channel or character

Economy

Work in progress: this page documents live economy systems first, then planned economy ideas. Planned items are not live unless they appear in-game.

DarkWind's economy is built from coins, banks, player markets, auctions, professions, corpse ash, and player-owned businesses. Most players interact with it by banking money, buying from shops, selling useful gear, gathering profession materials, burning corpses into ash, and visiting player-run pubs and inns.

Quick Start

  • Keep spare coins in the bank
  • Use the market for player-priced goods
  • Use auctions for valuable one-off items
  • Use professions to gather, craft, and supply other players
  • Visit pubs and inns for healing food and drink
  • Burn corpses into ash and process that ash for coin
  • Check business listings before bidding on a pub or inn

See DarkWind City Services for the beginner bank, shop, donation, and inn loop.

Money And Banks

Coins carried on your character are convenient, but banks keep money safer and power several economy systems.

Banked money is used for item auctions, business bids, and multichar account sharing. Auction bids place a temporary lien on banked coins until the auction ends or another player outbids you.

Money on your character and in the bank persists through reboot. Bank storage and multichar banking are covered in Multichars.

Markets

The world market is a player-driven listing system. Sellers set their own prices, and buyers browse the available goods.

Items are listed from city markets, usually near a main shop. Buyers can purchase from market rooms, and high-level players gain remote market buying through leveling.

Useful market commands:

CommandUse
marketcmdsShow available market commands
marketsell item for <cost>List an item for sale
marketlistShow items for sale
marketshow #Inspect a listed item
marketbuy #Buy a listed item
marketmylistShow your active listings this boot
marketmysalesShow your market sales this boot

Item Auctions

Item auctions are global, system-managed auctions for valuable items. Only one item auction runs at a time.

Useful auction commands:

CommandUse
auction <what> <starting bid> [extra info]Start an item auction
auctioninfoInspect the active auction
bid <amount>Bid a specific amount
bid upBid the next valid amount
auctionhelpShow auction rules
stopauctionStop your auction before any bids are placed

Auction rules:

  • Starting bid begins at 1,000 coins or more
  • Later bids increase by at least 250 coins
  • The auctioneer keeps 10% of the starting bid
  • Your bid is secured by a bank lien
  • Cash on hand is not counted for item auction bids
  • Worn, wielded, kept, temporary, living, and no-drop items are not valid auction goods
  • Auctions with no bids expire after a short time

Business Auctions

Pubs, inns, and similar establishments are handled through business auctions. These auctions use Bid with a capital B, which is separate from the normal item auction command.

Useful business commands:

CommandUse
buslistShow known businesses and their codes
binfo <code>Show ownership info for a business
Bid <code> <amount>Place a bid on a business
RegisterHear new business bid announcements
UnregisterStop hearing business bid announcements

Business auction notes:

  • Bids are made with your primary character
  • Bids are backed by banked coins and coins carried on you
  • The current bid must be raised by about 100,000 coins
  • A bank lien secures the bid until the auction ends or another player outbids you
  • Business listings are worth reading before placing a bid

Lottery

The DarkWind lottery is a raffle-style coin sink with a shared prize pot. Players buy tickets for the active drawing, and each ticket adds another chance to win.

Useful lottery commands:

CommandUse
buy ticketBuy one ticket
buy <number> ticketsBuy several tickets
viewdetailsShow the current pot, ticket count, and time remaining
viewhistory [#]Show past lottery winners

Lottery notes:

  • Tickets cost 1,000 coins each
  • Each player can buy up to 75 tickets per drawing
  • Tickets are bought with coins carried on you
  • The prize pot grows as players buy tickets
  • Drawings run every 12 hours, with warnings before a winner is chosen
  • Drawings without a winner roll their prize forward

Player-Owned Pubs And Inns

Player-owned pubs and inns are part shop, part healing stop, and part long-term business project. Owners set the name, description, menu, pricing, staff, and operating status.

Pubs sell drinks, jugs, and kegs. Inns sell servings, snacks, and meals. Menu items restore HP, SP, or both, with higher healing values costing more.

Customer commands:

CommandUse
menuView the menu
menu usableShow items you can use
buy <number>Buy from the menu
order <number>Order from the menu
refill <container> with <number>Refill a container at a pub
suggest <level> <hp> <sp>Send a menu suggestion to the owner
topashShow ash-related standings where available

Owner commands:

CommandUse
ownersShow owner commands inside the business
balanceShow the business account
deposit <amount>Add coins to the business account
withdraw <amount>Remove coins from the business account
openOpen the business
closeClose the business
setbusname <name>Rename the business
setdescEdit the business description
add, delete, insert, moveitemManage menu items
setname, setmessage, sethp, setsp, setstrength, setmarginTune menu items
hireChange the server
associate <player>Give another player associate access
associatesList associates
salesShow sales reports
expensesShow expense reports
automail <days>Mail expense reports on a schedule
topsalesShow top customers
checkashCheck ash stock where available

Owning a business means keeping the account funded, keeping the menu useful, watching sales, and adjusting prices. Rent, staff, and menu choices all affect profit.

Standard pub and inn menus support fare through Epic (level 200). Strength is three halves of the intended consumer level, up to 300, and each use may heal up to ten times its strength: 3,000 HP and 3,000 SP at the ceiling. Drinks, servings, kegs, jugs, meals, and snacks use the same scale.

Business owners also receive a ceremonial owner key with owner-channel commands:

CommandUse
ownchat <message>Speak to other business owners
eownchat <message>Emote on the owner channel
ownhistRead owner channel history
ownerlistList business owners
ownhelpShow owner help

Corpse Ash

Corpse ash is a small economy of its own. A corpse burner stores ash from burned corpses, and ash processors pay coin for the ash you bring in.

Getting started:

  • Find an ash processor
  • press button or push button to receive a corpse burner
  • Carry the burner while adventuring
  • Use set autosell on if you want it to transmit ordinary weapons and armour from NPC corpses directly to Taylor
  • Or use set autorefine on to convert ordinary refinery-eligible NPC equipment directly into saved profession materials without carrying it back to town
  • Use burn corpse or burn all corpse after fights
  • Use set autoburn on to run burn corpse after your other automatic corpse processing finishes. Anything still inside the corpse will be destroyed.
  • Use check burner to see stored ash
  • Return to an ash processor and use process all ash

Ash commands:

CommandUse
burn corpseBurn one corpse into ash
burn all corpseBurn all valid corpses in the room
check burnerShow stored grey, red, and blue ash
set autoburn onBurn a corpse after other automatic corpse processing
set autoburn offStop automatically burning corpses
set autosell onAutomatically sell ordinary equipment from your kills
set autosell offStop automatically selling equipment
set autorefine onAutomatically convert eligible NPC equipment into profession materials
set autorefine offStop automatically refining equipment
process all ashSell all stored ash
process <amount> <color> ashSell a specific amount
process all <color> ashSell all ash of one color
cinisReturn to a nearby Adventurers' Guild after a cooldown

Ash color comes from where the corpse was made. Grey ash is common around Darkwind. Red and blue ash come from other parts of the world and pay according to the current ash rates.

Autosell uses Taylor's normal appraisal, including your Charisma and your reputation in his lawful market, then deducts a 10% handling charge. The transmitted equipment enters Taylor's normal shop stock. Magical, unique, limited, customized, scripted, cursed, kept, unsellable, and container items are left behind for you to inspect or loot normally.

Autosell and autorefine are mutually exclusive; enabling either option turns the other off. Autorefine uses the same yields as the Refinery, requires no corpse burner, and permanently consumes every ordinary refinery-eligible equipment drop before autoloot runs. It leaves behind the same magical, unique, limited, customized, scripted, cursed, kept, unsellable, and container items that autosell protects. Leave autorefine off if you want to inspect drops.

Professions And Crafted Goods

Professions are a major part of the player economy. Gathering professions bring in raw resources, manufacturing professions turn those resources into usable goods, and fishing creates meals for later use.

Economy uses for professions:

  • Gather herbs, ore, hides, cloth, fish, and reagents
  • Craft armor, potions, bags, food, and utility goods
  • Sell materials to other crafters
  • List finished goods on the market
  • Auction rare or high-value crafted items
  • Supply guildmates, clans, and player businesses

Everyday Spending

Not every economy interaction is a major trade. Small spending adds up over a character's life.

Common money uses:

  • Shop purchases
  • Repairs and replacement gear
  • Food, drink, and healing goods
  • Profession tools and materials
  • Market purchases
  • Auction bids
  • Business bids
  • Travel services
  • Storage and bank use
  • Donations, tips, and player-to-player trades

New And Upcoming

These are planned economy directions for future development.

Player Housing

Player housing gives characters a long-term place in the world.

Housing features:

  • Purchasable rooms, homes, apartments, ships, towers, crypts, or domain-themed retreats
  • Guest lists and access controls
  • Decoration and furniture
  • Storage with limits and upkeep
  • Display spaces for trophies, rare gear, books, and crafted objects
  • Neighborhoods tied to cities, guilds, islands, or remote domains

Player Shops And Stalls

Player shops expand the market into more personal storefronts.

Shop features:

  • Stocked shelves and price tags
  • Consignment sales
  • Crafted goods displays
  • Limited stock specials
  • Owner-written shop descriptions
  • Domain markets with local flavor

Work Orders

Work orders let players ask for specific goods or services.

Examples:

  • A smith requests rare ore
  • An alchemist requests herbs and reagent drops
  • A ranger requests hides
  • A clan requests food and potions before a raid
  • A business owner requests ash or menu supplies
  • A player posts a reward for a specific crafted item

Shipping And Caravan Jobs

Regional economies work better when goods move across the world.

Future shipping jobs:

  • Carry trade goods between cities
  • Escort caravans
  • Deliver supplies to remote domains
  • Move ash, ore, herbs, and crafted goods
  • Take higher-risk routes for better pay
  • Tie rewards to distance, danger, and cargo value

Business Upgrades

Owned pubs and inns can grow beyond menus and margins.

Upgrade ideas:

  • Better servers
  • More menu slots
  • Local advertising
  • Specialty house items
  • Ash processor improvements
  • Owner rooms
  • Private event spaces
  • Decorations that change the room
  • Loyalty rewards for regular customers

Contracts And Commissions

Contracts create player-to-player jobs without requiring both players to be online at the same time.

Contract ideas:

  • Crafting commissions
  • Resource bounties
  • Escort jobs
  • Delivery jobs
  • Rare item finder's fees
  • Guild supply requests
  • Clan treasury jobs

Regional Trade

Each domain has its own materials, dangers, and travel costs. Regional trade gives those differences economic weight.

Regional trade ideas:

  • Local commodities with changing demand
  • Better prices for goods far from their source
  • Domain-specific crafting ingredients
  • Festival markets and temporary trade fairs
  • Smuggling and customs hooks where they fit the area
  • Merchant reputation by city or domain

Feedback And Reports

DarkWind depends on player reports. Bugs, typos, client problems, and ideas all have dedicated report paths.

What To Report

Report:

  • Broken commands
  • Room exits that do not work
  • Typos in room, item, NPC, or help text
  • Quest issues
  • Item behavior that looks wrong
  • Client display or web-client issues
  • Bugs that produce money, experience, items, or unsafe advantages
  • Ideas for improving the game

Bug abuse is against the rules. If something feels too good to be true, report it.

Report Commands

CommandUse
bug <description>Report a gameplay bug
typo <description>Report a typo
idea <description>Suggest an improvement
clientbug <description>Report a client-side issue
issuesView issue information where available
issueWork with a specific issue where available
appendissueAdd information to an existing report

Use the most specific command. Gameplay bugs go to bug; web client or connected interface problems go to clientbug.

Good Reports

Good reports include:

  • What you typed
  • What happened
  • What you expected
  • Room, item, NPC, or quest names
  • Whether it repeats
  • Any message shown by the game

Examples:

  • typo sign says "recieve" in the market room
  • bug qstatus does not update after I rescue the lost guard
  • clientbug map: minimap stops updating after I change floors

Sensitive Bugs

For bugs involving duplication, currency, player safety, or rule problems:

  • Stop using the bug
  • Report it clearly
  • Avoid sharing the exploit on public channels
  • Ask staff directly if you are uncertain