Walk — hold to keep walking, tap for a single step
Q E Z C
Walk diagonally
Shift+direction
Turn to face that way without stepping
Numpad
Walk in all eight directions
Click monster
Attack — it becomes your preferred target, outlined in red, and you chase it from that first click. Click it again to let it go. Moving yourself cancels the chase but keeps the target, fought from where you stand; click it again to chase again. The Statuses line says whether you are chasing
Click player
Follow — you walk after them wherever they go, into the temple included, until you stop. Unless they are outlined red when clicked: with PvP on, or once they have attacked you, they are attacked like a monster instead, chased from that first click
PvP
Toggle whether clicking a player attacks them. Off, you follow players instead. Either way, anyone who attacks you is fair game to hit back at for a minute after their last swing, and you swing at an attacker in reach by reflex, as at a monster
Tab / Next target
Target the next monster — or player you may fight — nearest first. Landing on the one you already have counts as picking it again. The button is there for touch screens, which have no Tab
Esc / Stop
Drop the target and stop attacking, chasing, following, and any walk in progress. Any move of your own also cancels a chase at once: a chased monster stays targeted and is fought from where you stand, a followed player is dropped
Click ground
Walk there; click an adjacent item, or one you are standing on, to pick it up
Right-click
Pick up what lies on an adjacent tile, or under you; anywhere else, look at the tile
Shift+click
Look at a tile, whatever is on it
Long-press
On a touch screen, holding a finger down is the right-click: pick up, look, drop, store
Click minimap
Walk to that spot. Red dots are everyone else on your level — monsters and players, map-wide; the white one is you
Inventory
Click to use, right-click to drop. Clicking a weapon wields it
Enter
Chat — Enter again to send, Esc to cancel. Everyone online hears you; the words also hang over the spot you said them from
F1 / ?
Show this help
Highscores
The top ten characters by level and by each skill, everyone ever made, online or not. Your own row is picked out
Log out
Leave the game. Only from a protection zone, or with nothing chasing you and no monster on screen
How things work
Food
You heal over time only while fed, in quicker ticks as you level — and an empty stomach costs 1 HP every 10 seconds, down to your last hitpoint, except on the temple floor. Eat meat to fill the food bar — it fills nothing on the spot, and drains only while closing wounds, so full health costs none. Potions still heal at once
Monsters in reach
Whenever your preferred target is not a monster within reach — none picked, still being chased, or a player being followed — you swing at whatever monster is: beside you with a melee weapon, the closest one in sight and range with a bow, the one attacking you first. That never changes your target. A creature you swing at by reflex — one you never picked — is outlined in yellow; the target you chose keeps its red outline, or green for a player being followed. The Statuses line says Attacking, Chasing or Following
Out of sight
A target that leaves the screen is lost, so you are never marched across the map after it
Depot
The building at the keep’s north end — the one with the sign — has storage boxes along its back wall. Stand beside a box to see your depot: right-click a bag item to store it, a stored item to take it out. Stored goods survive death — and dying spills all the gold you carry, so bank it
Shrine
The shrine in the centre of the temple heals you to full instantly, free. Click it from beside it
Protection zone
The temple is safe ground: monsters keep out and nothing may be fought inside it, other players included. Its door is three tiles wide, so nobody can block it. The town outside is not safe: monsters come through the gates after you, and each gate is one tile wide, so one player can hold it
Fighting players
Turn PvP on to attack a player with a click; it costs nothing and is remembered with your character. Having it on never swings at a passer-by by reflex — starting a fight with a person takes a click. Whoever you attack may fight back whatever their toggle says, and neither of you may log out until a minute after the last swing, or until one of you dies. A player who dies loses experience and spills their gold, as ever; killing one earns no experience
Gear
The best weapon in your bag is wielded and the best armor and shield worn; all three are outlined. Click a weapon, shield or armor to use that one instead, even over a better one — that is how a sword and a bow are carried together, or a cheap shield saved from breaking — and it moves to the front of the bag. A bow takes both hands, so no shield is up while it is in hand
Skills
Melee, ranged, shielding and fishing start at 0 and grow by use: every swing or shot, every blow taken behind a shield, every cast. Each weapon skill makes its weapons hit harder — a tenth more per level. Skills fade by a tenth of their uses for each day you are away, pro-rata, and you are told what it cost when you come back
Bow
Shoots your target from up to 5 tiles away with a clear line — over trees and water, but not through walls or rock — so you stop at range rather than walking up to it. With no target the reflex shoots the closest monster in range by itself
Fishing
Stand beside water and click the fishing rod. A quarter of casts bite at first, more with skill; fish are food. Every death hands you a new rod
Levels
Stairs at the back of the Bat & Bear tavern and of the temple carry you to the rooftop above; a dark hole in the wilderness drops into caves below, with a ladder beside each landing to climb home, and a deeper hole at the first cave's far end. Changing level takes three ordinary steps, so stairs cannot be hopped to shake off a fight. Levels see each other but never interact: no bite, arrow or pickup crosses between them, and monsters cannot climb. The temple roof is protected like its floor; the tavern roof is not, so a monster in sight below still blocks logging out
Colours
Every character has a colour of their own: tunic, name, and the damage numbers they cause. Monster damage is always red, and no player colour is ever red-like
Announcements
Everyone online is told when a player enters or leaves the world, is slain, or advances a level
Gold
Coins go straight into your purse when something dies. If your bag is full they fall on the ground instead
Archers
An orc or skeleton seen holding a bow shoots with it from up to 5 tiles and keeps its distance. It always drops the bow. A rooftop is out of its reach
Skeletons
They throw bone chips when struck, but crumble rather than pooling when killed. Half of them leave a red-eyed pile of bones and get back up out of it a few seconds later
Quest
Orcs carry a rusty key. It opens the iron chest in the ruins, once per life: dying lets you run it again