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

New adventurers also have nheal, ncot, npunch, and nkick.

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.

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. get all from corpse
  5. Return to the Main Shop
  6. Sell ordinary loot
  7. Bank spare coins

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

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

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
CinderwakeCapital furnace city where noble houses, ash guilds, and refinery cults compete
The Glass DunesBlinding dunes where heat has fused sand into dangerous sheets and ridges
The Brass YardsFoundry district of engines, lifts, water pumps, armor rigs, and soot workers
The Wound WellsDeep wells where water, ash, and old magic rise together
The Soot CaravanseraiTrade fortress for engine caravans crossing the dead interior
The Old KilnsAbandoned industrial ruins where early AshPunk experiments still breathe heat
The Pressure LineOverland engine route that moves water, ore, pilgrims, and contraband

Ashad rewards preparation. 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.

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

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

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.

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.

Areas

AreaDescription
Sporelight FenGlowing wetland where spores drift like lantern smoke
The Mycelium CrownGreat fungal forest with hollow trunks, high bridges, and old rites
Blackwater VillagesSettlements raised over deep channels and hidden sinkholes
Sinkroot CausewayPilgrim road built from ancient roots, mudstone, and offerings
The Blue MarshWide luminous swamp where distance and reflection become unreliable
Glowcap WarrensLow fungal tunnels used by smugglers, hermits, and swamp cults
The Drowned BellsHalf-submerged temple district heard before it is seen

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

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
The White BarrensOpen frozen waste where navigation, warmth, and supplies matter
Frostglass CoastBlack water, blue ice cliffs, wrecked ships, and salt storms
The Sunken RoadAncient highway visible below clear ice in broken lengths
Last WatchFortress shelter that guards the last reliable pass inland
The Cathedral of RimeFrozen holy ruin where breath, bell, and prayer become visible
The Dead AuroraHaunted skyfield where color moves without sound
The Hoarfrost VaultsBuried chambers preserving relics, bodies, and unfinished vows

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.

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, balance, Luna, and advanced technology. It is the technological wonder of Blackmar's sky: clean lines, machine cities, cybernetic labs, virtual spaces, and computation that most mainland scholars can only describe as magic with better manners.

Tekal is not AshPunk. Ashad is soot, pressure, heat, and brass. Tekal is glass, signal, circuitry, precision, artificial minds, and lunar balance expressed as design.

Green moonlight belongs to knowledge, balance, Luna, and calm precision. The Techno-City, cybernetics labs, virtual environments, robot factories, quantum study, prosthetics, artificial minds, and interface craft make Tekal feel impossible by mainland standards.

Its dangers are precise rather than wild: controlled systems, simulated spaces, machine governance, prediction failures, and questions about where a body ends when technology begins.

Areas

AreaDescription
The Techno-CityMain urban domain of lights, transit, systems, and machine governance
The Robot FactoryManufacturing complex of automata, assembly lines, and emergent hazards
The Virtual Reality ArcadeSimulated adventures, training spaces, and dangerous games
The Cybernetics LabProsthetic craft, body interfaces, and experiments in selfhood
The Quantum Computing CenterDeep research site where prediction and possibility become terrain

What Players Find Here

  • Machine cities and clean artificial spaces
  • Cybernetics, prosthetics, and body-interface questions
  • Artificial minds, factories, signal systems, and predictive hazards
  • Virtual training or trial spaces
  • Strong links to Luna, Mage research, Artificer concepts, and future class play
  • Technology that feels advanced without becoming AshPunk

Travel Mood

Tekal feels precise. Doors, lights, voices, machines, and simulated spaces all behave according to rules the mainland never taught you. The danger is not mud, hunger, or wilderness. The danger is a system that understands itself better than it understands you.

Tekal makes the world suddenly vertical, electric, and strange. Its technology is not dirty, medieval, or industrial. A player on Tekal feels like the rules are written in another language and the moon expects them to learn.

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

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. They give characters a social home and a trained way to act in the world.

Guild Roster

GuildDescription
BardBards turn performance and lore into morale, misdirection, and social pressure
AcolyteAcolytes serve a patron through devotion, rites, protection, and holy battle
FighterFighters master weapons, armor, stances, and battlefield control
GarouGarou carry Gaea's werewolf burden through forms, pack duty, rage, and balance
DruidDruids serve Gaea through groves, nature rites, wild shape, moon, and storm
MageMages study the Dark Wind through spellbooks, runes, barrage, and secret formulae
MonkMonks turn breath, chi, staff work, and body discipline into precise combat
NinjaNinjas use stealth, focus, pressure points, and timing to control when violence happens
RangerRangers survive and hunt through terrain, tracking, archery, camps, and companions
SwashbucklerSwashbucklers win with nerve, footwork, light blades, charm, and risky tempo
ThiefThieves turn access, secrets, theft, traps, and contacts into leverage
BerserkerBerserkers convert wounds, rage, and bad odds into brutal momentum

How Guilds Work

  • Guilds give characters a trained discipline and shared home
  • Classes are separate remort-scale transformations
  • 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.

Reading Older Names

Some older in-game help, player habits, and area text use names from previous guild structures. This wiki uses the future-facing roster above.

Older name or themeRead as
Cleric, Paladin, PriestAcolyte patron and vocation choices
LunarDruid lunar, gravity, tide, storm, and astral paths
NecromancerSecret Mage study tied to Bodach and Arcanarton
DragonClass
MorpherClass
PsionicistClass
ArtificerClass
VampireCandidate class

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 drills, endurance practice, weapon use, ally defense, inspection, armsman service, and hard fights.

RankOpens
RecruitFeint, shieldblock, consider, punch, guild stats
ShieldbearerDefend, make shield, make torch, shield rush
Tested BladeGuts, fighter grunts, first endurance discipline
ArmsmanBalance weapon, kick, recruit armsman
VeteranWeapon inspection, armsman call
SergeantThrust, disarm, armor inspection
Banner GuardHack, behead trophies, better field presence
CaptainCharge, counter, formation work
WeaponmasterFrenzy, rage weapon, surge, cleave
BattlelordVeteran armsmen, advanced drills, command presence

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

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

Mages study the Dark Wind: the hidden force that binds matter, memory, light, distance, heat, death, and spellwork. A Mage carries that study in the spellbook, then proves it by casting under fire, burning ash into ink, and teaching old formulae to behave.

In Play

A Mage works from page to field and back again.

  • Cast spells in real situations
  • Improve Arcane through research and field use
  • Master individual spells through repeated useful casting
  • Set a mastered combat spell to barrage
  • Collect ash from spell kills and corpse burning
  • Turn ash into ink for spellbook research and rune work

Arcane

Arcane measures magical understanding. It opens thresholds and stays with the character.

Arcane rises through:

  • Level-appropriate Mage spellcasting
  • Detecting, analyzing, finding, or solving magical problems
  • Recovering fragments, grimoires, and research notes
  • Closing magical anomalies
  • Identifying strange effects for other players
  • Teaching or assisting apprentices
  • Mage quests and guild research tasks
  • Spell kills that create ash events

Practice counts when the magic matters.

ThresholdOpens
First ScriptDetect, Analyze, Illuminate, Mana Shard, Missile
Stable HandMage Mark, basic spellbook research, common ink use
Ember LensFireball, Icestorm, Insane, first rune primer
Lesser PatternArmor, Mage Eye, early barrage setup
Folded PageBolt, Mage Unlock, remembered locations
Mirror StepLevitate, Blink, Invisibility, first rare rune tasks
Crucible ScriptPhase, Gate, Inferno, ink refinement
Deep FormulaPowerup, Wrath, two-rune research
Black EquationFamiliar rites, advanced ash effects, forbidden formulae
ArchmagiTouch, rare rune mastery, major discoveries

Spell Mastery And Barrage

Every spell tracks its own mastery.

MasteryUnlocksBarrage
CopiedThe spell is written in the spellbookNone
PracticedLower fumble chance, small SP discount, first rune slotNone
FluentStronger rune effect, better casting speedEvery 5 rounds, reduced SP
InscribedSecond rune slot, larger SP discountEvery 4 rounds, very low SP
InstinctiveBest cost reduction, special ash interactionEvery 3 rounds, 0 SP for basic form

Manual casts are stronger and flexible. Barrage casts are efficient and automatic.

barrage prepares one mastered combat spell to fire automatically every few combat rounds.

Barrage rules:

  • The spell has Fluent mastery or better
  • The spell is combat-safe
  • Barrage uses a lighter version of the spell
  • Manual casts still cost SP and remain stronger
  • Silence, concentration breaks, antimagic, and some disables stop barrage

Common barrage forms include Mana Shard, Missile, emberburst Fireball, freezing-shard Icestorm, and lesser Bolt.

Runes

Runes are named modifications discovered by earlier Magi. A rune changes how a spell behaves.

RuneTraditionCommon effect
AshkenazyExaltationMore raw power
FalxAlacrityFaster casting and better barrage cadence
MarsellusAugmentationSecondary force and battlemage reinforcement
MezariAmityAlly magic and sympathetic spell behavior
SalomanBastionShields, protection, spellwarding
TalekBorealCold, precision, chill, slowed targets
ArcanartonEntropyDecay, blight, instability, strange costs
BodachDemiseFear, death, life siphon, grave ash
RavidelIgneousFire, burn, eruption, heat signatures

Runes open through Arcane, research, quests, discoveries, and rare inks. Practiced spells hold one rune. Inscribed spells hold two.

Rune Grammar

Runes are the Mage's customization. Two Mages can know the same spell and make it behave differently by changing the runes written beside it.

RuneWhat it adds
AshkenazyBigger result, wider reach, stronger raw casting
FalxFaster cast, cleaner barrage, shorter recovery
MarsellusSecondary force, echo hit, reinforced impact
MezariAlly-safe shaping, shared benefit, sympathetic target link
SalomanWards, resistance, safer failure, held ground
TalekCold, precision, slowed movement, clean lines
ArcanartonDecay, blight, instability, strange costs
BodachFear, death, life siphon, grave ash, spirits
RavidelFire, burn, eruption, heat signatures

Rune Binding

Runes are copied into the spellbook before they touch a spell. The Mage studies the rune, prepares the ink, binds it to a known spell, and tests the result in real casting.

Binding StepWork
CopyAdds the rune pattern to the book
PrimePrepares ink, ash, and spell notes
BindPlaces the rune into a spell slot
TestCasts the spell where the result matters
RefineImproves cost, timing, side effect, or barrage behavior

Spells

Analyze

Read the structure of an object, creature, spell, room effect, or strange piece of magic. Analyze can reveal value, origin, curses, combat odds, and the residue left by magical creation.

  • Arcane Needed: 1
  • Syntax: analyze <object|target>
  • Rune augments
    • Ashkenazy: Reads deeper structure and hidden layers
    • Falx: Shortens repeat checks
    • Marsellus: Finds force traces, impacts, and old ruptures
    • Mezari: Reads ally-linked effects and sympathetic bonds
    • Saloman: Identifies wards, shields, and protected thresholds
    • Talek: Clarifies exact weaknesses
    • Arcanarton: Finds decay, instability, and failing enchantments
    • Bodach: Finds death traces, spirits, and grave residue
    • Ravidel: Finds heat, burn history, and ash signatures

Detect

Force evil, secrets, and hidden room details to show themselves. Detect begins as a way to read danger in nearby creatures, then grows into a sharper room inspection spell.

  • Arcane Needed: 1
  • Syntax: detect
  • Rune augments
    • Ashkenazy: Widens the sweep
    • Falx: Pulses more often for a short time
    • Marsellus: Detects force and movement traces
    • Mezari: Finds allied magic and party-safe links
    • Saloman: Finds wards and sanctuaries
    • Talek: Sharpens direction
    • Arcanarton: Finds unstable or corrupted magic
    • Bodach: Finds spirits, corpses, and grave magic
    • Ravidel: Finds fire, heat, and fresh ash

Illuminate

Call controlled mage-light into the room. The light can expose hidden detail, steady frightened allies, and make magical writing easier to read.

  • Arcane Needed: 1
  • Syntax: illuminate
  • Rune augments
    • Ashkenazy: Brightens the light significantly
    • Falx: Quickens casting
    • Marsellus: Creates hard-edged light that reveals force barriers
    • Mezari: Shares a softer light with allies
    • Saloman: Creates steady ward-light
    • Talek: Creates cold, clear light that improves inspection
    • Arcanarton: Reveals rot and hidden decay
    • Bodach: Reveals spirits and grave marks
    • Ravidel: Burns away shadow and leaves a warm glow

Mana Shard

Summon a fragment of pure, raw magical energy and hurl it toward a target. As one of the most basic principles of magic, Mana Shard is elegant, direct, and reliable. As the Mage grows, the shard grows brighter, faster, and sharper.

  • Arcane Needed: 1
  • Syntax: mshard <target>
  • Barrage: yes
  • Rune augments
    • Ashkenazy: Increases damage significantly
    • Falx: Improves barrage cadence and chance to overcome resistance
    • Marsellus: Adds a second shard and a chance to sunder
    • Mezari: Restores SP if the spell is resisted
    • Saloman: Shields the Mage for part of the damage dealt
    • Talek: Adds a high chance to chill
    • Arcanarton: Adds a chance to enfeeble
    • Bodach: Increases damage with a chance to instantly kill weaker enemies
    • Ravidel: Adds a high chance to burn

Missile

Conjure several bolts of pure magical energy and hurl them with unerring accuracy. Missile sits at the front of the spellbook for a reason: simple, quick, and still useful after flashier pages open.

  • Arcane Needed: 1
  • Syntax: missile <target> or magic <target>
  • Barrage: yes
  • Rune augments
    • Ashkenazy: Increases damage
    • Falx: Increases speed and lowers recovery
    • Marsellus: Adds impact and a chance to stagger
    • Mezari: Curves around allies
    • Saloman: Weakens the target's next magical retaliation
    • Talek: Improves accuracy and critical hit chance
    • Arcanarton: Cracks defenses
    • Bodach: Rattles courage and can frighten weaker targets
    • Ravidel: Leaves sparks and a small burn chance

Mage Mark

Place a personal magical mark on a target, place, or trace. Mage Mark gives the spellbook something to remember and gives later spells a cleaner way to find their work.

  • Arcane Needed: 2
  • Syntax: mmark <target>
  • Rune augments
    • Ashkenazy: Makes the mark stronger and harder to erase
    • Falx: Marks faster
    • Marsellus: Marks force trails
    • Mezari: Shares the mark with allies
    • Saloman: Protects the mark
    • Talek: Makes the mark precise
    • Arcanarton: Corrupts the mark and weakens the target slightly
    • Bodach: Marks blood, spirit, or grave traces
    • Ravidel: Marks heat and ash

Blaze

Blaze is a spell mostly for show. The Mage chants, sketches symbols in the air, fills the room with smoke and sulfur, then launches through an exit like a shooting star. The landing is all thunder, smoke, flashing light, and the Mage straightening their clothes like nothing odd happened.

  • Arcane Needed: 1
  • Syntax: blaze <direction>
  • Rune augments
    • Ashkenazy: Makes the launch brighter, louder, and harder to interrupt
    • Falx: Shortens the chant and launch delay significantly
    • Marsellus: Adds a delayed shockwave at departure or landing
    • Mezari: Carries party members with the Mage
    • Saloman: Creates a brief elemental shield on landing
    • Talek: Replaces flame with cold sparks and white vapor
    • Arcanarton: Leaves unstable scorch-script where the Mage lands
    • Bodach: Adds a chance to fear weaker enemies
    • Ravidel: Turns the passage into a hotter, redder streak

Find

Find the room around a living target anywhere in the world. Strong targets can feel the scrying brush against them, so careless searching can announce the Mage's interest.

  • Arcane Needed: 2
  • Syntax: find <target>
  • Rune augments
    • Ashkenazy: Extends range
    • Falx: Refreshes faster
    • Marsellus: Follows force scars and violent motion
    • Mezari: Follows known allies cleanly
    • Saloman: Follows protected marks
    • Talek: Gives cleaner direction
    • Arcanarton: Follows decay and unstable traces
    • Bodach: Follows blood, spirits, or grave traces
    • Ravidel: Follows heat marks

Fireball

Find the page marked FIREBALL, meditate on consuming heat, speak the old words, and loose a bright sphere from the fingers. Fireball is simple enough to learn early and violent enough to stay useful for a long time.

  • Arcane Needed: 3
  • Syntax: fireball <target>
  • Barrage: yes
  • Rune augments
    • Ashkenazy: Increases blast damage and radius
    • Falx: Improves barrage form and recovery
    • Marsellus: Adds a shockwave
    • Mezari: Shapes the blast around allies
    • Saloman: Reduces backdraft and self-harm
    • Talek: Turns the spell into frostfire
    • Arcanarton: Leaves unstable ash and a weakening residue
    • Bodach: Leaves grave ash and a fear pulse
    • Ravidel: Increases burn chance and burn duration

Icestorm

Hurl a frozen barrage of ice shards through the area. Icestorm punishes groups, breaks pursuit, and turns the room into a brief lesson in sharp edges.

  • Arcane Needed: 4
  • Syntax: icestorm
  • Barrage: yes
  • Rune augments
    • Ashkenazy: Increases storm size
    • Falx: Improves barrage form
    • Marsellus: Adds hard impact to the ice
    • Mezari: Opens safe lanes for allies
    • Saloman: Protects the caster from cold backlash
    • Talek: Deepens chill and slow effects
    • Arcanarton: Makes targets brittle and rotted
    • Bodach: Chills spirits and frightened targets harder
    • Ravidel: Creates a steam burst on impact

Frost Lens

Shape cold into a focusing lens. Frost Lens turns sight, spell aim, and distant force into something sharper and crueler.

  • Arcane Needed: 5
  • Syntax: frost lens <target>
  • Rune augments
    • Ashkenazy: Magnifies the lens
    • Falx: Quickens focus
    • Marsellus: Turns the lens into force focus
    • Mezari: Lets allies cast through it
    • Saloman: Stabilizes the lens
    • Talek: Sharpens the lens significantly
    • Arcanarton: Cracks the image and exposes instability
    • Bodach: Reveals ghosts through the lens
    • Ravidel: Turns the lens into heat mirage

Lightning Net

Throw a net of living lightning across the target's movement. Lightning Net is for stopping runners, breaking rhythm, and making the room feel smaller.

  • Arcane Needed: 6
  • Syntax: lightning net <target>
  • Rune augments
    • Ashkenazy: Widens the net
    • Falx: Snaps faster
    • Marsellus: Adds a force snare
    • Mezari: Leaves ally gaps
    • Saloman: Grounds backlash
    • Talek: Freezes joints
    • Arcanarton: Makes the net unstable
    • Bodach: Terrifies trapped targets
    • Ravidel: Arcs fire along the net

Stormglass

Read turbulence in the Dark Wind through a glassy storm-pattern. Stormglass is forecast, warning, and omen without prayer: less cloudwatching, more watching the spellbook sweat.

  • Arcane Needed: 6
  • Syntax: stormglass
  • Rune augments
    • Ashkenazy: Shows wider turbulence
    • Falx: Updates faster
    • Marsellus: Reads force fronts
    • Mezari: Shares readings with allies
    • Saloman: Predicts dangerous magic
    • Talek: Clarifies cold lines and force snaps
    • Arcanarton: Shows broken spellfronts
    • Bodach: Shows grave-fronts
    • Ravidel: Shows heat fronts

Insane

Strike the target's pattern until thought begins to fold. Insane is ugly magic: confusion, panic, obsession, and a brief failure to trust what the senses say.

  • Arcane Needed: 4
  • Syntax: insane <target>
  • Rune augments
    • Ashkenazy: Strengthens confusion
    • Falx: Takes hold faster
    • Marsellus: Adds a force migraine
    • Mezari: Softens the effect around allies
    • Saloman: Reduces rebound on the caster
    • Talek: Creates a precise obsession or repeated mistake
    • Arcanarton: Breaks judgment and worsens failure chance
    • Bodach: Adds dread
    • Ravidel: Adds fever and heat shimmer

Teleport

Fold distance around a remembered place. Teleport rewards preparation: a Mage who keeps careful locations in the spellbook travels farther and lands cleaner.

  • Arcane Needed: 5
  • Syntax: tport <remember|list|forget|#>
  • Rune augments
    • Ashkenazy: Extends range
    • Falx: Lowers delay
    • Marsellus: Resists shove-off and force disruption
    • Mezari: Can pull a linked ally
    • Saloman: Makes arrival safer
    • Talek: Improves exact landing
    • Arcanarton: Reaches broken or unstable places
    • Bodach: Follows grave marks
    • Ravidel: Follows heat marks

Barrage

Prepare quick spells in the book and keep them ready for combat. Barrage starts with simple attack types such as fireball, lightning, and icestorm, then grows into mastered spell patterns that repeat during battle without spending the full cost of a manual cast every round.

  • Arcane Needed: 5
  • Syntax: mbarrage <attack type|mastered spell|off>
  • Rune augments
    • Ashkenazy: Strengthens each repeat
    • Falx: Improves cadence significantly
    • Marsellus: Adds an echo hit
    • Mezari: Makes barrage safer around allies
    • Saloman: Stabilizes concentration
    • Talek: Improves target choice
    • Arcanarton: Adds unstable surges
    • Bodach: Adds fear or siphon notes
    • Ravidel: Adds burning repeats

Mage Eye

Send sight down a nearby direction. Mage Eye is scouting through spellwork: a thin thread of perception pressed through doors, roads, and danger.

  • Arcane Needed: 6
  • Syntax: meye <direction>
  • Rune augments
    • Ashkenazy: Sees farther
    • Falx: Moves faster
    • Marsellus: Sees force barriers
    • Mezari: Shares sight with allies
    • Saloman: Resists disruption
    • Talek: Sharpens detail
    • Arcanarton: Sees decay
    • Bodach: Sees dead things and spirits
    • Ravidel: Sees heat

Armor

Lace the fingers together, imagine tiny luminescent spiders spinning a prismatic web, then fold that web around the body as a protective aura. Armor adds temporary Armor Class and Magical Protection.

  • Arcane Needed: 6
  • Syntax: armor
  • Rune augments
    • Ashkenazy: Increases armor value
    • Falx: Lowers cast time
    • Marsellus: Adds force padding
    • Mezari: Spreads a smaller ward to allies
    • Saloman: Hardens the ward significantly
    • Talek: Adds cold resistance
    • Arcanarton: Punishes attackers with decay
    • Bodach: Resists fear and death effects
    • Ravidel: Adds fire resistance

Bolt

Point a finger and channel the current barrage into one direct arc. Bolt hits harder than the repeating barrage because the Mage gathers the loose pattern and drives it on purpose.

  • Arcane Needed: 7
  • Syntax: bolt <target>
  • Requires: active mbarrage
  • Rune augments
    • Ashkenazy: Increases damage
    • Falx: Lowers recovery after the focused bolt
    • Marsellus: Adds knockback and a chance to sunder
    • Mezari: Preserves the prepared barrage after the bolt
    • Saloman: Leaves a brief self-ward
    • Talek: Turns the arc cold and improves accuracy
    • Arcanarton: Destabilizes armor and resistance
    • Bodach: Adds a grave shock against weakened enemies
    • Ravidel: Turns the arc into a burning lance

Levitate

Convince gravity to loosen its hand. Levitate surrounds the Mage with weak sparks, builds them into a flickering vortex, and lifts the body from the ground.

  • Arcane Needed: 8
  • Syntax: levitate
  • Rune augments
    • Ashkenazy: Lifts heavier targets
    • Falx: Starts faster
    • Marsellus: Pushes or steadies the target
    • Mezari: Lifts allies cleanly
    • Saloman: Prevents falling backlash
    • Talek: Gives fine control
    • Arcanarton: Creates unstable floating with odd drift
    • Bodach: Gives ghostly drift
    • Ravidel: Adds heat lift

Mage Unlock

Touch a locked threshold with spellwork and convince it to stop being stubborn. Mage Unlock works on mundane locks first, then stranger doors as Arcane grows.

  • Arcane Needed: 9
  • Syntax: munlock <direction>
  • Rune augments
    • Ashkenazy: Opens stronger locks
    • Falx: Works faster
    • Marsellus: Breaks force locks
    • Mezari: Spares friendly wards
    • Saloman: Handles warded doors
    • Talek: Finds exact tumblers
    • Arcanarton: Corrodes locks
    • Bodach: Opens grave locks
    • Ravidel: Heats metal

Phase

Let the body slip partly out of agreement with the room. Phase can carry a Mage through a dangerous moment, a hostile body, or a place where matter is arguing.

  • Arcane Needed: 10
  • Syntax: phase <target>
  • Rune augments
    • Ashkenazy: Lengthens phase
    • Falx: Improves timing
    • Marsellus: Phases through force locks
    • Mezari: Pulls an ally briefly
    • Saloman: Leaves a warded return point
    • Talek: Exits more precisely
    • Arcanarton: Slips through broken spaces
    • Bodach: Phases through grave-shadow
    • Ravidel: Leaves heat shimmer

Gate

Open a passage between here and there. Gate is heavier than teleportation and more public, but it can move things that ordinary travel refuses to carry.

  • Arcane Needed: 11
  • Syntax: gate <item> to <person>
  • Rune augments
    • Ashkenazy: Holds longer
    • Falx: Opens faster
    • Marsellus: Strengthens passage
    • Mezari: Improves ally passage
    • Saloman: Protects both sides
    • Talek: Anchors precisely
    • Arcanarton: Opens through broken thresholds
    • Bodach: Opens through grave marks
    • Ravidel: Opens through heat marks

Inferno

Release fire too large to be polite. Inferno is the Mage letting the room learn what heat remembers.

  • Arcane Needed: 12
  • Syntax: inferno
  • Rune augments
    • Ashkenazy: Enlarges the firestorm
    • Falx: Lowers recovery
    • Marsellus: Adds concussive heat
    • Mezari: Preserves allies at the edge
    • Saloman: Shields the caster
    • Talek: Creates steam and cracking ice
    • Arcanarton: Leaves unstable ash
    • Bodach: Leaves death-touched ash
    • Ravidel: Makes the fire hungry

Powerup

Trade physical reserves for magical power. Powerup is the desperate page a Mage opens when the spellbook still has work to do and the body has HP left to burn.

  • Arcane Needed: 13
  • Syntax: powerup <hp>
  • Rune augments
    • Ashkenazy: Improves spell power
    • Falx: Improves casting rhythm
    • Marsellus: Improves force spells
    • Mezari: Shares a lesser boost
    • Saloman: Reduces risk
    • Talek: Improves accuracy
    • Arcanarton: Trades safety for a higher peak
    • Bodach: Powers death formulae
    • Ravidel: Powers fire formulae

Wrath

Shape anger into spellwork and let it answer the target. Wrath is punishment, force, and a little bit of old Mage arrogance.

  • Arcane Needed: 14
  • Syntax: wrath <target>
  • Rune augments
    • Ashkenazy: Widens punishment
    • Falx: Shortens recovery
    • Marsellus: Adds force shock
    • Mezari: Shields allies from splash
    • Saloman: Punishes hostile magic
    • Talek: Freezes openings
    • Arcanarton: Rots defenses
    • Bodach: Adds fear
    • Ravidel: Adds eruption

Touch

Use the body as a lightning conduit, burn through the pain, and discharge the whole attack through one hand. Touch is harsh magic for drastic situations: it can tear through resistance, but the Mage pays for it in blood as well as SP.

  • Arcane Needed: 15
  • Syntax: touch <target>
  • Rune augments
    • Ashkenazy: Makes the discharge devastating
    • Falx: Reduces the channel time and self-burn
    • Marsellus: Adds a thunderclap impact
    • Mezari: Returns SP when the target resists
    • Saloman: Shields the Mage from part of the feedback
    • Talek: Turns the lightning white-cold and precise
    • Arcanarton: Makes the conduit unstable and enfeebling
    • Bodach: Adds a death-surge against weaker enemies
    • Ravidel: Turns the arc into heat lightning and ash

Spellward

Raise a ward against hostile spellwork. Spellward is the formal answer to the question every Mage eventually asks: what happens when the other caster is faster?

  • Arcane Needed: 4
  • Syntax: spellward
  • Rune augments
    • Ashkenazy: Strengthens the ward
    • Falx: Refreshes faster
    • Marsellus: Catches force spells
    • Mezari: Links warded allies
    • Saloman: Improves spell blocking significantly
    • Talek: Blocks cold and precision magic
    • Arcanarton: Catches unstable magic
    • Bodach: Catches death magic
    • Ravidel: Catches fire magic

Negate

Unmake an active magical effect. Negate is less dramatic than a fireball and far more satisfying when the target was relying on the effect to survive.

  • Arcane Needed: 5
  • Syntax: negate <target>
  • Rune augments
    • Ashkenazy: Strips stronger effects
    • Falx: Casts faster
    • Marsellus: Breaks force effects
    • Mezari: Spares allied effects
    • Saloman: Strips wards cleanly
    • Talek: Targets exact effects
    • Arcanarton: Unravels unstable effects
    • Bodach: Breaks fear and death effects
    • Ravidel: Burns away fire effects

Move through a short fold in space. Blink is quick, rude, and useful for Magi who prefer a different spot than the one the weapon just landed in.

  • Arcane Needed: 6
  • Syntax: blink
  • Rune augments
    • Ashkenazy: Increases distance
    • Falx: Improves recovery
    • Marsellus: Adds force displacement
    • Mezari: Avoids ally collision
    • Saloman: Leaves a warded afterimage
    • Talek: Lands cleaner
    • Arcanarton: Blinks unpredictably farther
    • Bodach: Leaves a fear-shadow
    • Ravidel: Leaves heat shimmer

Invisibility

Gather the light around a target, fold it thin, and hide the body behind a wavering veil. Invisibility is strongest outside combat, when the Mage has time to settle the pattern cleanly.

  • Arcane Needed: 9
  • Syntax: invis <target>
  • Rune augments
    • Ashkenazy: Lasts longer
    • Falx: Fades faster
    • Marsellus: Hides motion and force traces
    • Mezari: Softens ally notice
    • Saloman: Resists reveal magic
    • Talek: Sharpens quiet edges
    • Arcanarton: Flickers unpredictably
    • Bodach: Looks ghostly under spirit sight
    • Ravidel: Leaves heat haze

Cloak

Wrap the Mage or an ally in a quieter pattern. Cloak is less perfect than invisibility but easier to use while moving, preparing, or helping another.

  • Arcane Needed: 6
  • Syntax: cloak <target>
  • Rune augments
    • Ashkenazy: Strengthens concealment
    • Falx: Slips on faster
    • Marsellus: Hides force traces
    • Mezari: Cloaks an ally more cleanly
    • Saloman: Protects against detection
    • Talek: Cleans outlines
    • Arcanarton: Blurs with static
    • Bodach: Blurs with grave-shadow
    • Ravidel: Blurs with shimmer

Portable Hole

Open a small impossible pocket and put things where they have no business fitting. Portable Hole is convenience, storage, and a minor insult to geometry.

  • Arcane Needed: 7
  • Syntax: portable hole
  • Rune augments
    • Ashkenazy: Holds more
    • Falx: Opens faster
    • Marsellus: Stabilizes weight
    • Mezari: Shares access with allies
    • Saloman: Protects contents
    • Talek: Organizes contents cleanly
    • Arcanarton: Stores unstable scraps
    • Bodach: Stores grave goods safely
    • Ravidel: Stores hot ash safely

Enhance

Rewrite a small part of the body for a short time. Enhance turns thought, strength, speed, or endurance into a cleaner pattern.

  • Arcane Needed: 7
  • Syntax: enhance <target>
  • Rune augments
    • Ashkenazy: Raises the bonus
    • Falx: Starts faster
    • Marsellus: Favors strength and force
    • Mezari: Shares a lesser version
    • Saloman: Makes the spell safer
    • Talek: Favors dexterity and accuracy
    • Arcanarton: Trades stability for a higher peak
    • Bodach: Favors endurance through dread
    • Ravidel: Favors heat and aggression

Sever Pattern

Cut a magical thread. Sever Pattern handles bindings, links, conjurations, and spells that survive because no one has found the string yet.

  • Arcane Needed: 8
  • Syntax: sever pattern <target>
  • Rune augments
    • Ashkenazy: Cuts deeper
    • Falx: Cuts faster
    • Marsellus: Severs force links
    • Mezari: Spares allies
    • Saloman: Cuts hostile magic cleanly
    • Talek: Cuts exact threads
    • Arcanarton: Unravels unstable patterns
    • Bodach: Severs spirit threads
    • Ravidel: Cauterizes the cut

Rune Primer

Study a rune until the spellbook begins to understand its handwriting. Rune Primer is how a Mage turns a found mark into usable work.

  • Arcane Needed: 3
  • Syntax: rune primer <rune>
  • Rune augments
    • Ashkenazy: Teaches power runes faster
    • Falx: Teaches cadence runes faster
    • Marsellus: Teaches force runes faster
    • Mezari: Teaches sympathetic runes faster
    • Saloman: Teaches ward runes faster
    • Talek: Teaches precision runes faster
    • Arcanarton: Teaches entropy runes faster
    • Bodach: Teaches demise runes faster
    • Ravidel: Teaches fire runes faster

Rune Transfer

Move a rune from one prepared spell to another. Rune Transfer saves good ink from bad decisions and lets a Mage reshape the book before a different hunt.

  • Arcane Needed: 6
  • Syntax: rune transfer <rune> from <spell> to <spell>
  • Rune augments
    • Ashkenazy: Preserves power
    • Falx: Preserves cadence
    • Marsellus: Preserves force echoes
    • Mezari: Preserves ally links
    • Saloman: Preserves wards
    • Talek: Preserves precision
    • Arcanarton: Risks useful mutation
    • Bodach: Risks grave tint
    • Ravidel: Risks burn tint

Summon Familiar

Call a small helper from the Mage's own pattern. A familiar is a living note in the margin of the spellbook.

  • Arcane Needed: 9
  • Syntax: summon familiar
  • Rune augments
    • Ashkenazy: Makes the familiar sturdier
    • Falx: Makes the familiar quicker
    • Marsellus: Gives force bite
    • Mezari: Improves ally errands
    • Saloman: Improves guarding
    • Talek: Improves scouting
    • Arcanarton: Makes it strange and unstable
    • Bodach: Makes it grave-touched
    • Ravidel: Gives ember temper

Transfer Familiar

Move a prepared charge, mark, or small spell through the familiar. Transfer Familiar lets the Mage work at a distance through a trusted living note.

  • Arcane Needed: 9
  • Syntax: transfer familiar <effect>
  • Rune augments
    • Ashkenazy: Transfers more
    • Falx: Transfers faster
    • Marsellus: Transfers force charge
    • Mezari: Transfers through allies
    • Saloman: Transfers safely
    • Talek: Transfers precisely
    • Arcanarton: Mutates the transfer
    • Bodach: Transfers grave charge
    • Ravidel: Transfers heat

Unleash Familiar

Send the familiar into a brief, direct action. A familiar can bite, distract, carry a rune, echo a spell, or do the small impossible thing a Mage cannot reach in time.

  • Arcane Needed: 9
  • Syntax: unleash familiar <target>
  • Rune augments
    • Ashkenazy: Strengthens the action
    • Falx: Speeds the action
    • Marsellus: Adds a force strike
    • Mezari: Protects allies
    • Saloman: Makes the familiar defensive
    • Talek: Makes the action precise
    • Arcanarton: Makes the action erratic and stronger
    • Bodach: Adds fear
    • Ravidel: Adds burn

Recall Familiar

Pull the familiar back into reach. Recall Familiar is part safety line, part apology, and part reminder that a Mage's notes belong in the book.

  • Arcane Needed: 9
  • Syntax: recall familiar
  • Rune augments
    • Ashkenazy: Recalls from farther away
    • Falx: Recalls faster
    • Marsellus: Recalls through force interference
    • Mezari: Recalls through ally links
    • Saloman: Recalls safely
    • Talek: Recalls exactly
    • Arcanarton: Recalls from broken places
    • Bodach: Recalls from graves
    • Ravidel: Recalls through heat marks

Bind Dead Familiar

Keep a familiar moving after death. This is forbidden work, useful and unsettling, and the spellbook writes the page in a different hand afterward.

  • Arcane Needed: 10
  • Syntax: bind dead familiar
  • Rune augments
    • Ashkenazy: Strengthens the binding
    • Falx: Makes it responsive
    • Marsellus: Gives bone force
    • Mezari: Keeps loyalty
    • Saloman: Contains backlash
    • Talek: Sharpens commands
    • Arcanarton: Blights the body
    • Bodach: Anchors undeath
    • Ravidel: Leaves ember eyes

Prepare Ink

Turn ash, reagent, and patience into spellbook ink. Prepare Ink is where the Mage decides what kind of research the next page deserves.

  • Arcane Needed: 4
  • Syntax: prepare ink <ash>
  • Rune augments
    • Ashkenazy: Improves yield
    • Falx: Speeds preparation
    • Marsellus: Makes force ink
    • Mezari: Makes sympathetic ink
    • Saloman: Makes ward ink
    • Talek: Makes precise ink
    • Arcanarton: Makes blight ink
    • Bodach: Makes graveblack ink
    • Ravidel: Makes vermilion ink

Transcribe Spell

Copy a spell into the book by hand, ink, and memory. Transcription is where the spell becomes the Mage's spell rather than borrowed noise.

  • Arcane Needed: 2
  • Syntax: transcribe <spell>
  • Rune augments
    • Ashkenazy: Improves raw notes
    • Falx: Makes cleaner shorthand
    • Marsellus: Preserves force diagrams
    • Mezari: Preserves ally clauses
    • Saloman: Preserves safeguards
    • Talek: Preserves exact measures
    • Arcanarton: Preserves unstable variants
    • Bodach: Preserves grave clauses
    • Ravidel: Preserves fire clauses

Bind Rune

Place a copied rune into a spell socket. Binding is the moment where research stops being theory and starts changing the spell in the hand.

  • Arcane Needed: 3
  • Syntax: bind <rune> to <spell>
  • Rune augments
    • Ashkenazy: Strengthens binding
    • Falx: Reduces binding time
    • Marsellus: Reinforces the socket
    • Mezari: Links the socket
    • Saloman: Protects the socket
    • Talek: Aligns the socket
    • Arcanarton: Warps the socket
    • Bodach: Darkens the socket
    • Ravidel: Heats the socket

Unbind Rune

Remove a rune from a spell without wasting everything that made it valuable. Unbinding is delicate work, especially with forbidden marks.

  • Arcane Needed: 3
  • Syntax: unbind <rune> from <spell>
  • Rune augments
    • Ashkenazy: Keeps residue useful
    • Falx: Unbinds faster
    • Marsellus: Prevents force snap
    • Mezari: Preserves friendly links
    • Saloman: Prevents backlash
    • Talek: Removes cleanly
    • Arcanarton: Extracts unstable residue
    • Bodach: Extracts grave residue
    • Ravidel: Extracts ember residue

Copy Formula

Copy a found formula into the spellbook. Formulae are stranger than spells: half instruction, half argument with the Dark Wind.

  • Arcane Needed: 5
  • Syntax: copy formula <formula>
  • Rune augments
    • Ashkenazy: Copies stronger formulae
    • Falx: Copies faster
    • Marsellus: Copies force diagrams
    • Mezari: Copies sympathetic clauses
    • Saloman: Copies safeguards
    • Talek: Copies exact values
    • Arcanarton: Copies entropy formulae
    • Bodach: Copies demise formulae
    • Ravidel: Copies igneous formulae

Awaken Page

Wake a prepared spellbook page. An awakened page remembers, complains, answers simple research questions, and helps familiars behave like part of the book.

  • Arcane Needed: 9
  • Syntax: awaken page <spell>
  • Rune augments
    • Ashkenazy: Wakes a louder page
    • Falx: Wakes a faster page
    • Marsellus: Wakes a forceful page
    • Mezari: Wakes a helpful page
    • Saloman: Wakes a cautious page
    • Talek: Wakes a precise page
    • Arcanarton: Wakes a strange page
    • Bodach: Wakes a grave page
    • Ravidel: Wakes a hot-tempered page

Rebind Barrage

Rewrite the automatic casting pattern for a mastered spell. Rebind Barrage lets the Mage change what repeats, how often it repeats, and what rune rides along.

  • Arcane Needed: 6
  • Syntax: rebind barrage <spell>
  • Rune augments
    • Ashkenazy: Strengthens barrage
    • Falx: Improves cadence
    • Marsellus: Adds force echo
    • Mezari: Makes it safer near allies
    • Saloman: Stabilizes concentration
    • Talek: Improves target choice
    • Arcanarton: Adds unstable surges
    • Bodach: Adds fear or siphon
    • Ravidel: Adds burning repeats

Necrosis

Put death into living tissue and let the body remember the grave. Necrosis is one of the first forbidden formulae most Magi regret understanding.

  • Arcane Needed: 9
  • Syntax: necrosis <target>
  • Rune augments
    • Ashkenazy: Deepens rot
    • Falx: Spreads faster
    • Marsellus: Ruptures tissue
    • Mezari: Avoids allies
    • Saloman: Contains backlash
    • Talek: Targets a weak point
    • Arcanarton: Empowers decay
    • Bodach: Adds death weight
    • Ravidel: Cauterizes into black ash

Wrack

Twist pain through the target's nerves and joints. Wrack is cruel, precise, and very much the kind of spell the guild pretends only the careful study.

  • Arcane Needed: 9
  • Syntax: wrack <target>
  • Rune augments
    • Ashkenazy: Increases pain
    • Falx: Strikes nerves faster
    • Marsellus: Adds force spasm
    • Mezari: Spares linked allies
    • Saloman: Guards the caster
    • Talek: Targets joints
    • Arcanarton: Breaks coordination
    • Bodach: Adds dread
    • Ravidel: Adds fever

Pox

Write sickness into the body. Pox is smaller than plague, easier to hide, and worse than it looks.

  • Arcane Needed: 9
  • Syntax: pox <target>
  • Rune augments
    • Ashkenazy: Strengthens disease
    • Falx: Accelerates onset
    • Marsellus: Adds weakness
    • Mezari: Shapes contagion away from allies
    • Saloman: Contains spread
    • Talek: Targets exact symptoms
    • Arcanarton: Mutates the pox
    • Bodach: Makes it grave-cold
    • Ravidel: Makes it burning

Plague

Write sickness into the room as a spreading formula. Plague is forbidden because it stops being a single target problem and starts becoming an event.

  • Arcane Needed: 10
  • Syntax: plague
  • Rune augments
    • Ashkenazy: Widens sickness
    • Falx: Speeds spread
    • Marsellus: Adds body shock
    • Mezari: Creates ally gaps
    • Saloman: Contains the room
    • Talek: Makes symptoms precise
    • Arcanarton: Empowers blight
    • Bodach: Empowers death
    • Ravidel: Burns into ash fever

Bone Shield

Raise a defensive shell from prepared remains. Bone Shield is crude in material and elegant in geometry.

  • Arcane Needed: 10
  • Syntax: bone shield
  • Rune augments
    • Ashkenazy: Thickens bone
    • Falx: Raises it faster
    • Marsellus: Adds force ribs
    • Mezari: Guards an ally
    • Saloman: Stabilizes the shield
    • Talek: Shapes clean plates
    • Arcanarton: Uses rotten bone
    • Bodach: Uses grave bone
    • Ravidel: Uses charred bone

Death Shroud

Wrap the Mage in grave-shadow. Death Shroud conceals, frightens, and makes the living hesitate before touching what looks halfway gone already.

  • Arcane Needed: 10
  • Syntax: death shroud
  • Rune augments
    • Ashkenazy: Deepens concealment
    • Falx: Wraps faster
    • Marsellus: Muffles force traces
    • Mezari: Hides allies lightly
    • Saloman: Contains the shroud
    • Talek: Gives clean edges
    • Arcanarton: Makes it flicker
    • Bodach: Empowers fear
    • Ravidel: Smokes at the edge

Grave Eye

Look through death. Grave Eye can watch through remains, marked corpses, and places where the dead left enough of themselves to notice.

  • Arcane Needed: 10
  • Syntax: grave eye <target>
  • Rune augments
    • Ashkenazy: Sees farther
    • Falx: Scans faster
    • Marsellus: Sees force around remains
    • Mezari: Shares the view
    • Saloman: Protects the eye
    • Talek: Sharpens detail
    • Arcanarton: Sees rot
    • Bodach: Sees spirits
    • Ravidel: Sees heat in corpses

Blood Locate

Follow blood through distance, violence, and old wounds. Blood Locate is ugly tracking, but it works when cleaner magic loses the trail.

  • Arcane Needed: 10
  • Syntax: blood locate <target>
  • Rune augments
    • Ashkenazy: Extends range
    • Falx: Updates faster
    • Marsellus: Follows violent motion
    • Mezari: Follows known ally blood safely
    • Saloman: Protects the reading
    • Talek: Sharpens direction
    • Arcanarton: Follows sick blood
    • Bodach: Follows dead blood
    • Ravidel: Follows hot blood

Grave Lock

Seal a door, container, or corpse-bound threshold with grave logic. Grave Lock opens for what it knows and punishes strangers.

  • Arcane Needed: 10
  • Syntax: grave lock <target>
  • Rune augments
    • Ashkenazy: Strengthens the lock
    • Falx: Sets it faster
    • Marsellus: Adds force bars
    • Mezari: Allows allies through
    • Saloman: Wards the lock
    • Talek: Keys exact names
    • Arcanarton: Makes the lock unstable
    • Bodach: Keys it to the dead
    • Ravidel: Burns intruders

Magic Mouth

Leave a spell to speak later. Magic Mouth is message, trap, warning, insult, and haunted punchline, depending on the Mage.

  • Arcane Needed: 10
  • Syntax: magic mouth <message>
  • Rune augments
    • Ashkenazy: Speaks louder
    • Falx: Triggers faster
    • Marsellus: Carries force in the voice
    • Mezari: Keys to allies
    • Saloman: Protects the message
    • Talek: Makes wording exact
    • Arcanarton: Garbles enemies
    • Bodach: Whispers like the dead
    • Ravidel: Speaks in heat-hiss

Reclaim

Pull value back from a failed corpse rite. Reclaim is how careful Magi admit a grave experiment went poorly without wasting the whole mistake.

  • Arcane Needed: 10
  • Syntax: reclaim <corpse|rite>
  • Rune augments
    • Ashkenazy: Recovers more
    • Falx: Recovers faster
    • Marsellus: Recovers force residue
    • Mezari: Preserves loyal bindings
    • Saloman: Prevents backlash
    • Talek: Recovers cleanly
    • Arcanarton: Recovers blight
    • Bodach: Recovers grave ash
    • Ravidel: Recovers ember ash

Raise Servant

Bind the dead into a useful servant. The servant can fight, carry, scout, or stand where the Mage wants a body between danger and the spellbook.

  • Arcane Needed: 10
  • Syntax: raise servant <corpse>
  • Rune augments
    • Ashkenazy: Strengthens the servant
    • Falx: Makes it quicker
    • Marsellus: Adds force bones
    • Mezari: Improves obedience
    • Saloman: Contains rebellion
    • Talek: Sharpens commands
    • Arcanarton: Makes a blighted servant
    • Bodach: Anchors the dead
    • Ravidel: Makes a charred servant

March Of The Damned

Raise several dead things into motion and point them at a problem. March of the Damned is never quiet and never mistaken for respectable magic.

  • Arcane Needed: 10
  • Syntax: march of the damned
  • Rune augments
    • Ashkenazy: Raises stronger dead
    • Falx: Makes them move faster
    • Marsellus: Adds crushing force
    • Mezari: Protects allies
    • Saloman: Holds formation
    • Talek: Improves command
    • Arcanarton: Blights the march
    • Bodach: Empowers the dead
    • Ravidel: Leaves burning footprints

Doom

Write an ending onto the target and wait for the page to catch up. Doom is forbidden because it treats the future like a corpse.

  • Arcane Needed: 10
  • Syntax: doom <target>
  • Rune augments
    • Ashkenazy: Increases final harm
    • Falx: Hastens doom
    • Marsellus: Adds force collapse
    • Mezari: Spares allies
    • Saloman: Protects the caster
    • Talek: Keys the doom precisely
    • Arcanarton: Makes failure spread
    • Bodach: Adds death sentence
    • Ravidel: Ends in ash

Soulbond

Bind a soul, servant, familiar, or marked ally to a formula. Soulbond is useful, dangerous, and hard to explain to anyone who asks sensible questions.

  • Arcane Needed: 10
  • Syntax: soulbond <target>
  • Rune augments
    • Ashkenazy: Strengthens bond
    • Falx: Quickens response
    • Marsellus: Adds force tether
    • Mezari: Improves loyalty
    • Saloman: Protects both sides
    • Talek: Defines terms
    • Arcanarton: Makes the bond volatile
    • Bodach: Binds through death
    • Ravidel: Binds through ember oath

Raise Dead

Attempt the most dangerous grave formula: returning the fallen. Raise Dead is never casual magic. The page remembers every name written into it.

  • Arcane Needed: 10
  • Syntax: raise dead <target>
  • Rune augments
    • Ashkenazy: Improves return strength
    • Falx: Shortens rite time
    • Marsellus: Steadies the body
    • Mezari: Protects the restored ally
    • Saloman: Reduces backlash
    • Talek: Restores cleaner memory
    • Arcanarton: Returns with instability
    • Bodach: Improves grave return
    • Ravidel: Returns with ember warmth

Ash And Ink

Spell kills can leave ash directly. Corpse burners still turn bodies into ash. Mages buy ink in the guild or provide ash to change cost, color, and formula access.

AshSource patternMage use
GreyDarkwind and common corpsesStable ink, common spell pages, barrage research
RedFire deaths, Souvrael, Underworld, Talamh DaragFire, volatile runes
BlueFrost deaths, Kerei, HyperboreaFrost, clarity, distance, travel magic

Spell deaths interact with ash:

  • Mage spell damage can create an ash burst on death
  • Ash bursts leave a collectible pile in the room
  • Fire, frost, force, and rune-modified spells influence ash color
  • Burning a corpse killed by Mage spellwork can create bonus ash
  • Protected corpses keep their normal protections
InkBuilt fromResearch use
Sable InkGrey ashCommon transcription and spellbook pages
Vermilion InkRed ashFire, Ravidel, volatile spells
Cerulean InkBlue ashFrost, travel, Talek, precision spells
Fulminant InkForce or lightning ashBolt, Wrath, barrage, Marsellus work
Graveblack InkDeath-touched ashBodach, Arcanarton, high-risk formulae

Research Work

Mage research is practical guild work: field casting, ash turning, rune copying, anomaly notes, and pages tested under danger.

WorkOpens
Field castingSpell mastery, ash events, barrage familiarity
Guild studySpell pages, formulae, ink recipes, copied runes
Anomaly workArcane, rare notes, strange spell behavior
TeachingApprentice progress, cleaner spell notes, guild standing
Ash turningInk, rune binding, forbidden formulae

Forbidden Studies

The old Necromancer arts become a locked door inside the Mage guild. Bodach and Arcanarton formulae, graveblack ink, and forbidden discoveries open it.

BranchRoot runeUse
BodachDemiseDeath, fear, spirits, grave ash, soul weight
ArcanartonEntropyBlight, rot, failure, decay, unstable formulae

Forbidden study brings corpse rites, grave wards, bone shields, death shrouds, curses, blight, grave scouting, blood locating, bound dead servants, and rare raise-dead work.

Grave Work

Forbidden study keeps its own tools.

ToolUse
Grave RuneHolds Bodach or Arcanarton charge for a short extra effect
Bound ServantRaises a dead helper for combat, carrying, or scouting
Grave EyeWatches through a dead thing or marked remains
Bone WardTurns remains into a defensive shell
Blight FormulaLets decay change a living spell
ReclaimPulls value back from a failed corpse rite

Spellbook

The spellbook tracks known spells, mastery, rune sockets, barrage, inks, research, familiar bond, remembered locations, ash notes, and forbidden pages.

Spellbooks can also wake.

Page StateUse
QuietNormal spell storage
AnnotatedBetter spell mastery notes
RunedHolds a copied rune pattern
InkedReduces a matching research cost
AwakenedAnswers simple research questions and improves familiar work
BlackleafHolds forbidden Bodach or Arcanarton formulae

Familiars And Pages

Familiars are living notes from the spellbook: small, strange helpers that carry a piece of the Mage's pattern. They scout, hold minor runes, carry messages, echo simple spellwork, and warn when the Dark Wind bends wrong.

Awakened pages and familiars answer one another. A page holds the formula. The familiar tests it in the world.

BondUse
ScoutSends the familiar through a nearby space
EchoRepeats a minor prepared spell effect
Hold RuneCarries a copied rune for a short task
WarnReacts to anomalies, hostile magic, or grave work
Bind Dead FamiliarUses forbidden formulae to keep a dead familiar moving

Mage Sigils

SigilUse
ArcaneReduces Mage spell costs and improves spell mastery gain
RunedStrengthens rune effects
ResonantReduces cost of repeating related spells
AshenImproves ash-burst chance and bonus ash from burns
InkedReduces ink costs for spellbook work
GraveboundOpens Bodach formulae and bound dead familiar work
BlightboundOpens Arcanarton formulae and rot effects
FocusedReduces channel interruption and fumble chance
SpellwardReduces incoming magical damage
BarragingMarks an active automatic barrage stance
BookboundImproves familiar, spellbook, and awakened page work
BlackleafMarks a forbidden page or grave formula

Guild Commands

CommandUse
mage, magi, mhistUses Mage communication
spellsLists known spells
spellbookShows mastery, runes, barrage, and research notes
researchShows Arcane thresholds and available research
runesShows known rune patterns
inscribePlaces a rune into a spell
barrageConfigures automatic barrage casting
studyConducts guild research with inks and fragments
ashShows carried ash and guild ink requirements
inkPurchases or prepares ink in the Mage guild
formulaShows discovered secret formulae
blackConducts forbidden research after discovery
analyze, detectInspects magical structure or nearby magic
bind, unbind, primeHandles rune binding
awaken pageWakes a prepared spellbook page
familiarReviews familiar bond and active familiar work

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

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

Ninja is disciplined stealth and controlled violence. A Ninja wins by choosing when the fight starts, what the target loses first, and when to vanish.

In Play

Ninja is patience, silence, precision, and sudden violence.

  • Observe the room, exits, and target
  • Build Focus
  • Mark or track the target
  • Open with a disable, blind, shuriken, or point strike
  • Control the fight briefly
  • Fade before the fight turns honest

Focus

Focus steadies technique, improves the first strike, and fuels escape. It rises through concealment, tracking, marking, meditation, and clean setup. It falls when spent on attack, escape, failed setup, or long open fighting.

Marks

Marks make a target easier to read, disable, track, or finish. They come from tracking, hidden observation, shuriken setup, focused study, and body-point contact.

Stealth

Stealth is a rhythm: hidden approach, sudden violence, disappearance.

StepUse
ObserveRead room, target, exits, and risk
MarkPrepare the target through focus or tracking
StrikeDeliver a disabling or lethal opening
ControlKeep the target off-balance
VanishLeave before the fight becomes fair

Body Points

Body-point work attacks function instead of raw health.

TargetResult
EyesBlindness or opening denial
LegsSlower movement and weaker escape
ArmsWeaker grip, offense, or defense
BreathSilence, stagger, or focus break
HeartHigh-end assassination finish

Abilities

AbilityUse
FocusBuilds readiness and steadies technique
HideConceals presence
FadeSlips from attention
TrackFollows a target's trail
MarkPrepares a target
ShurikenRanged setup and interruption
BlindDenies vision or opening response
CrippleDamages movement, grip, or defense
TsuboBody-point strike
HeartstopHigh-end assassination technique
Dim MakLegendary body control and finishing work

Shadow Commands

CommandUse
ninja, ninjasSpeaks on the Ninja channel or lists Ninjas
ninhistReviews recent Ninja channel history
ninhelp, skillsOpens help or shows skills
nfocus, nmedBuilds Focus
nmarkMarks a target
ntrackFollows a target
fade, nmelt, nshroudEscapes or hides presence
shurikenThrows a setup weapon
blind, cripple, tsuboUses disabling strikes
heartstop, dimmakUses high-end finishing techniques
practice, masterReviews or improves mastery
ntimersShows technique recovery

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

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

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 tempo through parries, dodges, spins, and openings
  • Spend Finesse on the flashier work
  • 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.

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.

Flair is the guild's public nerve. Tricks and techniques gain extra bite when the Swashbuckler is seen, challenged, cheered, mocked, or surrounded by enemies who hate being impressed.

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
DodgeLets footwork carry the Swashbuckler out of danger
Offensive SpinHides true attacks behind spinning steel
Called ShotFinds weak places in armor and guard
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
FlurryUses speed to steal extra swings from small openings
FlourishMesmerizes with beautiful, dangerous blade work
Thousand BladesBuries the real attack inside false ones
Dance of DeathTurns mind, body, blade, charm, and speed into one motion

The Dance of Death is the guild's legendary end point. The Swashbuckler becomes one with the blade in the heat of the fight until the motion looks almost effortless.

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
ParleyNegotiates a truce in the room
SkulkEnters or leaves a room unnoticed
DoubloonOffers coin for a lucky defensive charm
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

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, 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, 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
BlademasterDance of Death, Bravado mastery, blademaster line, legendary style

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
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
sbflank <foe>, sthrust <foe>Uses position or thrust attacks
wound <foe>, ssap <foe>, staggerUses dirty blade work

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.

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

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

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
  • Bard incitement

When Fury crests, Berserker Frenzy opens.

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.

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 priestly, bardic, 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 can no longer flee from battle
  • 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 lash out and counterattack
  • vent has a real failure chance

Madness Level 4

  • Critical hit damage bonus
  • Chance to increase the number of swings per attack
  • 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 suffers damage outside combat
  • The Berserker suffers the Exposed status
  • 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

Abilities

AbilityUse
EnrageSpend HP to gain Fury and make a small attack in combat
RendSavage weapon strike with a chance to open a bleeding wound
BatterQuick hit that grows stronger when chained
RuptureTears existing wounds and punishes stacked conditions
ShrugBreaks entanglement or stun, with better odds at high Madness
StompSlams the ground to disrupt a target
RoarRips away positive effects from a target
Primal StrikeReleases a Madness-powered strike
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, berksGet a list of current Berserkers online
bhistReviews recent Berserker channel history

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 eight professions.

Commands

CommandUse
professionsShow profession skill levels
traitsShow all known traits
reagentsShow known reagents

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

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

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.

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 and gold are needed for your next level.

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

Mythic players can seek out a Shrine of Creation. These shrines are part of the planned Remort 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 remort-scale transformations. A guild teaches what a character does. A class changes what a character is.

See Remort for the larger progression system.

Class Roster

ClassDescription
ArtificerArtificers solve problems with schematics, devices, salvage, and crafted tools
DragonDragons become mythic bodies defined by age, lineage, breath, lair, and hoard
MorpherMorphers reshape flesh into weapons, defenses, movement, and regeneration
PsionicistPsionicists turn disciplined mind into perception, force, telepathy, and control

Candidate Class

ClassDescription
VampireVampires live through hunger, 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
  • Candidate classes stay out of the confirmed roster until the play pattern is stable

Artificer

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

Artificers solve problems by making, modifying, deploying, and maintaining objects. Their power lives in preparation, clever materials, field devices, and equipment that remembers its maker.

In Play

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

  • Learn schematics
  • Salvage useful material from equipment, constructs, and ruins
  • Prepare devices in a workshop
  • Carry field kits for quick work
  • Repair, reinforce, modify, and deploy devices during travel

Progression

Artificers advance through schematics, prototypes, mastery, salvage work, and workshop milestones.

ThresholdOpens
TinkerRepair, salvage, simple devices
MakerWeapon and armor modifications
EngineerField kits, traps, turrets, charged tools
SavantExperimental prototypes and unstable devices
Master ArtificerSignature inventions and rare schematics

Core Devices

DeviceUse
Field RepairRestores damaged equipment
ReinforceTemporarily strengthens armor or shields
EdgeworkImproves a weapon's cutting or piercing behavior
Spark CoilSmall lightning device
Smoke AmpuleEscape, concealment, or room cover
Clockwork SnarePrepared control tool
Deployable WardTemporary protective station
Salvage LensReads material value and hidden structure

Workbenches And Field Kits

Workshop work handles serious modification, rare schematics, and dangerous prototypes. Field kits handle quick repairs, simple devices, and emergency salvage when the Artificer is away from safety.

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

Work in progress: Remort is a planned system and does not match current game behavior.

Remort is late-game rebirth. A Mythic character gives up their current level and begins again at level 1 with a permanent change carried into the next life.

Remort is not a prestige badge. It is a choice to make the next version of the character stranger, deeper, and more specialized.

Core Loop

  1. Reach Mythic
  2. Discover a Shrine of Creation
  3. Meet the shrine's offering or trial
  4. Choose a boon
  5. Remort into a new level 1 life
  6. Level again with the new boon active

What Resets

Character PieceRemort Result
LevelReset to 1
XP on handLost
Temporary buffsRemoved
Active short-term effectsRemoved
Normal level-based powerRebuilt through leveling
Shrine trial progressConsumed when the boon is taken
Guild membershipBecome guildless, like a normal level 1 player

What Carries Forward

The following are kept unless the remort boon says otherwise:

  • Name and history
  • Gold and banked money
  • Boats and major ownership
  • Trait progress
  • Profession progress
  • Learned long-term unlocks
  • Creation Marks
  • Chosen remort boons
  • Classes

Creation Marks

Every remort leaves a Creation Mark on the character. Creation Marks record which shrine changed the soul and what the character carried back from it.

Creation Marks matter for:

  • Unlocking later shrine choices
  • Qualifying for classes
  • Opening exotic clades
  • Strengthening shrine-related traits
  • Changing future remort costs
  • Giving omens and portents more personal weight

Examples:

Creation MarkSource
EsperPsionicist shrine
WyrmseedDragon shrine
ClockwoundTekal shrine
Grave-touchedBodachian Fallows shrine
Ash-crownedAshad shrine
MoonlitMarkas or Luna shrine

Remort Weight

Remort makes the next climb harder. Each boon adds Remort Weight, which raises the XP needed to level.

Boon ScaleXP Cost Increase
Minor boon+25% to +50%
Standard boon+50%
Major boon+75%
Class unlock+75% to +100%
Mythic body or rare clade+75% to +100%

Remort Weight is part cost, part pacing. A character with several powerful marks levels more slowly, but carries more permanent options through each life.

Boon Types

Boon TypeWhat It Changes
ClassOpens a remort-scale path such as Artificer, Dragon, Morpher, or Psionicist
CladeOpens an exotic body or ancestry
Meta traitImproves a long-term trait that persists across lives
Shrine sigilAdds a persistent shrine-linked effect
Domain affinityTies the character to a region, moon, element, or story
MemoryPreserves a narrow piece of progress through rebirth
BurdenAdds a drawback in exchange for a stronger boon

These might be combined based on the shrine

Classes

Classes are the largest remort choices. A guild teaches what a character does. A class changes what a character is.

Confirmed class targets:

Candidate class:

A character can unlock many class options over multiple lives. Multiple classes can be active at a time, though they may have skills and abilities that clash.

Exotic Clades

Some shrines open clades outside the normal Halls of Races. These choices are larger than a normal reincarnation because they change the kind of body the character can return with.

Examples include:

  • Ashborn from Ashad
  • Gearborn from Tekal
  • Markasi from Markas
  • Dailosi from Dailos
  • Rimebound from Dramasa
  • Cinderkin from Iglantu
  • Sporekin from Lerquird
  • Fallowsworn from the Bodachian Fallows
  • Tideborn from Virodia
  • Lotuskin from Kerei
  • Serpentblood from Souvrael
  • Stormtouched from Hyperborea

See Clades for the larger clade roster.

Player Commands

These commands are planned for the system.

CommandUse
remortShows current remort status, marks, weight, and available choices
remort choose <boon>Selects a shrine boon after meeting requirements
marksShows Creation Marks
shrineReads the current shrine
offer <thing> to shrineGives an offering to the shrine
attune shrineBegins shrine attunement

Guardrails

  • Remort never deletes the character
  • Remort never erases money or major ownership
  • Remort rewards new play patterns more than raw stat inflation
  • Remort choices are visible before the final confirmation
  • Powerful boons carry clear costs

Shrines Of Creation

Work in progress: Shrines of Creation are planned content and do not match current game behavior.

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 CrucibleAshad workshop or Tekal machine chapelArtificer
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
ArtificerBuild, repair, and sacrifice a working device the shrine accepts
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, healing, casting, or awareness.

Use buffs to see many active buffs and visible debuffs. See Buffs And Curses.

Common Effects

EffectWhat It Does
BlindnessReduces accuracy and dodging
DistractedReduces accuracy, dodging, damage absorption, and most spellcasting
ParalyzedPrevents attacking, dodging, and most physical actions
SilencedPrevents spells and abilities that require speech
Impaired MovementPrevents leaving the room
EntangledRoots limbs in place and can approach paralysis when severe
DeafenedReduces awareness and can cause missed spoken cues
PoisonedDeals periodic damage
BurningDeals fire damage and reduces healing
BleedingDeals damage over time and can burst when moving
ConfusedCauses random failed or mistaken actions
TerrifiedReduces combat effectiveness and can cause fleeing or freezing
ChilledReduces speed and reaction time
SunderedReduces physical defense
DiseasedReduces overall effectiveness and healing received
ExposedIncreases vulnerability to critical hits
EnfeebledReduces critical hit chance
HexedReduces magical effectiveness and can cause spells to fail or backfire

Reserved HP And SP

Some effects reserve part of max HP or SP. Reserved HP or SP cannot be used until the effect is removed or expires.

Handling Status Effects

  • Leave combat when movement is available
  • Sit and recover after the danger passes
  • Use potions, food, drink, or guild cures
  • Ask healers or party members
  • Watch for enemies that apply the same effect repeatedly
  • Carry supplies before exploring unknown areas

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.

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

These are starter tools. Guild abilities replace them as your character grows.

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. It hurts, but it is not the end of a character.

What Happens

When you die, you become a ghost and lose many living abilities.

At level 5 and under:

  • You can pray at the church to return to life
  • Death has no stat, level, or experience penalty

Above level 5:

  • You lose your experience on hand
  • You lose one level
  • You lose one point from each stat
  • Guild resurrection can save some stat loss
  • The level and experience loss still happen

Returning To Life

Common recovery steps:

  1. Go to the church
  2. pray
  3. Return to your corpse if it is safe
  4. Ask for help if the corpse is in a dangerous area
  5. Re-bank coins and replace lost supplies

Ghosts can use gocot if trapped or unable to reach Center of Town.

Death Avengement

Death avengement lets another player avenge your last death and recover part of the lost experience.

CommandUse
askavenge <player>Ask a player in the room to avenge you
avengeinfoShow avengement status

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

Do not use avengement for deaths at level 5 and under. Prayer restores new adventurers without penalty.

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
qlistShow available quests
qlist <filter>Filter the quest list
qinfo <number>Show quest details
qaccept <number>Accept a quest
qactive <number>Set an accepted quest active
myquestsShow accepted and completed quests
qstatusShow active quest progress
escortStart an escort objective

Quest numbers come from your most recent qlist. If you filter the list, qinfo and qaccept use that filtered numbering.

Filters

Useful qlist examples:

  • qlist darkwind
  • qlist level 1-10
  • qlist deity set
  • qlist rep villain
  • qlist type kill
  • qlist available

Difficulty Colors

ColorMeaning
GreenEasier than your level
Bright greenNear your level
YellowAbove your level
RedFar above your level

Difficulty is a guide, not a promise. 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

Only your active quest tracks progress. Use qactive before hunting or collecting for a quest.

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

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

Recall notes:

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

Ferries

Ferries connect major domains. Ferry tickets are free for level 5 and under and cost 85 coins for everyone else.

Known ferry routes:

FerryRoute
M.S.S FairweatherDarkWind to Souvrael and back
PequodHyperborea to DarkWind and back
Oshimara MaruSouvrael to Odako province in Kerei and back
Island SkipperDarkWind to Isle of Dwork, Volcano Isle, and back

Buy a ticket near the docks, board when the ferry arrives, and keep the ticket until it is collected.

Ships

Players can own ships. Ship types include cogs, galleys, catamarans, and carracks.

Common ship commands:

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

Ships persist through reboot. Equipment stored on ships does not.

Environmental Hazards

Different domains demand different preparation.

  • Souvrael is a desert; carry water
  • Hyperborea is freezing; bring warm protection
  • Kerei has disease-bearing jungle hazards
  • Underworld routes are dangerous and easy to overcommit to
  • Ocean swimming is deadly away from protected bays

Ask locals, use areas, and turn back early when an area starts hitting too hard.

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 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.

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. Crushing a low-tier boss far beneath your level can earn mockery instead of a normal celebration.

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. General chatter belongs on other channels.

Channels

Channels connect players across the world. Guilds, clans, parties, and special groups have their own lines.

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
semote <feeling>Preview an emote
emotelistList emotes where available
emoteapropos <text>Search emotes where available

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 on the boot cycle, 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.

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 burn corpse or burn all corpse after fights
  • 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
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.

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