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Commands

Every command in the game, grouped by what it's for. Commands aren't case sensitive, and most can be shortened: ATT works for ATTACK, INV for INVENTORY. In the game, HELP <command> explains any of them.

Many commands take a target by name. For look-alikes, add a word or number: ATTACK SECOND RAT, GET OTHER DAGGER, ATTACK 2.

Looking around

EXTINGUISH <torch|candle> also DOUSE, SNUFF
put out a light you are holding.
LIGHT <torch|candle>
light something you are holding. Dark places need light to see. At a forge: LIGHT SMELTER or LIGHT FORGE.
LOOK also L
the room. LOOK <person> or LOOK <item> — a closer look. LOOK IN <container> — what is inside.
TIME
the time of day (night falls at 8 o'clock and lasts until 6), and the weather here.

Moving

NORTH, SOUTH, EAST, WEST, NE, NW, SE, SW, UP, DOWN, OUT also N, S, E, W, U, D
Walk that way, if there's an exit. The exits are listed under every room.
BOARD <coach|ferry> also RIDE
pay the fare and ride to another town. Look for them at coach yards and docks.
CLIMB <exit>
climb a cliff, wall or tree. Your Climbing skill decides whether you make it.
CLOSE <door or gate>
close it.
GO <exit>
travel through a named exit, like GO BRIDGE or GO PATH.
OPEN <door, gate or box>
open it (doors by name or direction; boxes you hold).
SWIM <exit>
swim a river or channel. Your Swimming skill decides whether you make it.

Fighting

ASSESS <creature>
size up a creature: how tough it is and how hurt.
ASSIST <name>
target the same creature someone else is fighting. Then ATTACK.
ATTACK <creature> (or KILL) also KILL, K, ATT
fight with what is in your right hand. Plain ATTACK hits your target. ATTACK SECOND RAT, ATTACK OTHER RAT or ATTACK 2 pick between look-alikes.
CARRY <name>
carry a fallen friend (no slowdown) if you are strong enough and they are no bigger than you.
DEPART
when dead, return to life at the nearest temple of a town you have visited. You lose the experience you had banked, and the temple takes a tithe of most of the silver you carry (banked silver is safe).
DRAG <name>
drag a fallen friend's body as you walk (slow). DROP <name> to let go.
DUEL <name>
challenge someone to a friendly duel (no one dies). DUEL ACCEPT or DUEL DECLINE to answer.
FATIGUE (or EXPERIENCE) also MIND, EXPERIENCE, EXP, TIRED
your level, experience, and how tired you are from the experience you have banked.
HEALTH also HP
your health, spirit, stamina and wounds.
HIDE
melt into the shadows. Creatures lose track of you, and your next attack is an ambush.
ROLLS ON|OFF
show or hide the attack/defense numbers and dice in combat.
search a dead creature for silver and treasure. SEARCH alone (with no unsearched body here) looks for hidden ways out.
SILVER also WEALTH
how much silver you carry.
STANCE <offensive|advance|forward|neutral|guarded|defensive>
trade attack strength for defense.
TARGET also TAR
list the creatures here and who is fighting each. TARGET <creature|number> picks one (TARGET SECOND RAT, TARGET 2). TARGET CLEAR stops.
TEND [person] [body part] also BANDAGE
stop a wound bleeding using First Aid. Holding bandages helps.
UNHIDE also REVEAL
step out of hiding.
YIELD
give up your duel.

Items

DROP <item>
put something you are holding on the ground. DROP <name> sets down a body you are dragging or carrying.
GET <item> also TAKE, DRAW
pick something up. GET <item> FROM <container> — take it out of a container.
GLANCE
a quick look at what is in your hands.
INSPECT <item> also EXAMINE, EXA
look closely at an item you hold, wear, carry or see on the ground.
INVENTORY also INV, I
what you hold and wear. INVENTORY FULL — also what is inside your containers.
PUT <item> IN <container>
put something you are holding into a container.
REMOVE <item> also UNSLING
take off something you are wearing (it goes into a free hand). UNSLING works for weapons on your back.
STOW <item> also SHEATHE, SHEATH
put something you are holding away (weapons go into a fitting sheath first). STOW ALL — both hands. SHEATHE works too.
SWAP
switch what is in your right and left hands.
WEAR <item> also SLING
put on something you are holding (armor, a shield, a cloak, a backpack...). Two-handed weapons and bows get slung across your back. SLING works too.

Magic

CAST [target]
cast your prepared spell: at a creature (CAST RAT, CAST 2), a friend (CAST BRAM), yourself, or your GROUP.
EFFECTS also ACTIVE
the spells active on you and how long each has left.
INCANT <spell> [target]
prepare and cast in one go (INCANT 101 GROUP, INCANT SMITE GHOUL).
PREPARE <spell> also PREP
ready a spell by number or name (PREPARE 202, PREPARE SHOCK).
RELEASE
let go of a prepared spell.
SPELLS also SPELL
the circles you can learn, your spell ranks, and the spells you know (and when you learn the rest).

Money, shops and crafting

APPLY <oil> also COAT
coat the weapon you hold with a blade oil or venom.
APPRAISE <item>
ask what the shop here would pay for something you carry.
BALANCE also BANK
how much silver you have, on you and in the bank.
BASH <box>
smash the lock open by force. Quick, but sets off any trap.
BOUNTY also TASK
your current job. At a bounty board: BOUNTY NEW, BOUNTY DONE, BOUNTY ABANDON.
BREW <draught>
brew herbs into a draught or blade oil, at an alchemy table. BREW alone lists the recipes.
BUY <number or item> also PURCHASE
buy something from the shop you are in. See SHOP for the list.
DEPOSIT <amount|ALL>
put silver in the bank (at a bank). Banked silver is safe when you die.
DISARM <box>
first search the box for a trap; once found, DISARM again to disarm it.
DRINK <draught> also QUAFF
drink a draught or tonic you carry.
FORAGE
search the wild for herbs. What you find depends on where you are.
GIVE <person> <amount> SILVER
hand over coins. GIVE <item> TO <person> — hand over something you hold, to a player or as a gift to one of the townsfolk.
LOCKER
see what is in your locker (at a bank). STORE and RETRIEVE things.
PICK <box>
pick its lock. Lockpicks in your other hand help.
RECIPES FORGING, RECIPES SMELTING or RECIPES ALCHEMY
what you can make, and what it takes.
RETRIEVE <number or item>
take something out of your locker (at a bank).
SELL <item>
sell something you hold. SELL ALL TROPHIES (or HERBS, GEMS...) sells every one you carry.
SHOP also WARES
see what this shop sells. BUY <number> to buy. Specials change every game day.
STORE <item>
put something you hold in your locker (at a bank).
UNLOCK <box>
pay a locksmith to disarm and open its lock safely (at the Lantern Pawn).
WITHDRAW <amount|ALL>
take silver out of the bank (at a bank).

Groups and other people

FOLLOW <name>
walk wherever they walk. FOLLOW STOP (or just STOP) to stop.
GROUP also PARTY
see your group. GROUP <name> invites; GROUP ACCEPT, LEAVE, KICK, LEADER <name>, LOOT ITEMS FINDER|ROTATION, LOOT SILVER FINDER|SPLIT, DISBAND.
HOLD <name> (or GRAB) also GRAB
take someone by the hand; they join your group right away. Only works on people who allow it (SET HOLDING ON).
SAY <message>
speak to everyone in the room. Shortcut: 'hello
STOP
stop following someone.
WHO
list everyone currently in the game.

Your character

INFO
your race, profession, stats and stat bonuses.
REROLL
start your character over (new race, profession, stats and looks). Only at an inn.
SET also SETTINGS, OPTIONS
your options. SET ROLLS ON|OFF, SET HOLDING ON|OFF, SET GOSSIP ON|OFF, SET REMARKS ON|OFF.
SKILLS
the skills you have trained, with ranks and bonus.
TRAIN
see what skills cost. TRAIN <skill> [times] — buy ranks. Only at an inn.

The game itself

BUG <what happened> also TYPO, IDEA
report a bug (or a typo, or an idea). Where you are and what you just did are sent along with it.
HELP [command] also ?
list commands, or explain one.
QUIT
save and leave the game.
SAVE
save your character now (this also happens automatically).

More

TELL <name> <message>
a private message to anyone in the realm, wherever they are. REPLY answers the last one you got.
REPLY <message>
answer whoever last sent you a TELL.
CHAT <message>
talk to everyone online (out of character). CHAT OFF / CHAT ON to mute or hear it; CHAT HISTORY for the last 20 lines.
SHOUT <message>
shout loud enough for everyone in this area to hear (the whole town, the whole moor).
GSAY <message> (or GS)
talk to your group, wherever they are.
EMOTE <action> (or :action)
do something in your own words. ":grins and tosses Bram a coin" shows as "Tess grins and tosses Bram a coin."
MAIL
your letters. MAIL <name> <letter> sends one (they can be offline). MAIL READ <n>, MAIL DELETE <n>, MAIL DELETE READ.
IGNORE <name>
stop hearing their TELLs, CHAT, SHOUTs, emotes and letters. IGNORE them again to listen again. IGNORE alone lists who you ignore.
COLORS
your text colors (shared with the website's Settings). COLORS THEMES, COLORS THEME <name>, COLORS <kind> <#rrggbb|DEFAULT>, COLORS RESET.
HIRE <name>
take on a hireling at the guildhall (Thornwick) or the harbor watch (Saltmere) for a game day. HIRE HOUND at the stables buys a hunting hound.
HIRELINGS
your companions, and at a hiring board, who is for hire and what they cost.
DISMISS <name>
send a companion home. (A hireling's unused contract is forfeit.)
ORDER <name|ALL> ATTACK [creature] | FOLLOW | STAY | GUARD | HEAL [me|name] | BACK
tell a companion what to do.
CONDITION
how worn your weapons, shields and armor are. CONDITION <item> for one piece.
REPAIR <item> or REPAIR ALL
pay the smith to make your gear as good as new (at Ironhand's Forge or Tide and Steel). REPAIR alone shows the prices.
MEND <item>
repair it yourself at an anvil with the Forging skill, using an ingot (or billet, for wood) of the same material from your pack. Restores up to 50 points.
ENCHANT <item>
at an enchanting circle (the Gilded Moth), bind a gem from your pack into the weapon, shield or armor you hold: +1 at a time, up to +5. Each step needs a better gem and some mana.
LOOT <body>
search a body and put everything it had into your pack (what doesn't fit stays on the ground). LOOT alone takes the nearest unsearched body.
SORT
tidy every pack you wear: weapons and armor first, then gems, ore, herbs and draughts, trophies, then the rest, each in name order. SORT <container> for one.
FIRSTDAY
what to do next on your guided first day. FIRSTDAY OFF skips it, FIRSTDAY ON picks it up again, FIRSTDAY START begins it (any character can take it; the reward comes once).
ASK <person>
talk to someone. ASK <person> ABOUT <topic>, ASK <person> FOR <service> (healing, a blessing...), ASK <person> ABOUT WORK for errands.
ACCEPT
say yes to the price or job someone just offered you.
DECLINE
say no to an offer.
WATCH <person>
keep a close eye on someone's hands (a light-fingered locksmith, say).
ERRANDS
the jobs you have taken on for people.
WAVE [person]
wave. WAVE <wand> [AT target] — use a wand you are holding.
BOW [person]
bow.
NOD [person]
nod.
SMILE [person]
smile.
LAUGH [person]
laugh.
GRIN [person]
grin.
SHRUG [person]
shrug.
SIGH [person]
sigh.
CHEER [person]
cheer.
THANK [person]
say thanks.
HUG [person]
hug yourself.
POKE [person]
poke at nothing.
SALUTE [person]
salute.
LORE
everything people have told you, by whom. LORE <topic> to read one again.
PET <animal>
give one of the town animals a scratch. Mind the cat.
FEED <animal>
share the food you're holding (bread, honeycake, stew, chowder...). A fed dog follows you around town for a while.
WHISTLE
whistle sharply. A dog that likes you will come running (in town).
REST
sit down and recover: banked experience soaks in twice as fast, and health, stamina and mana return faster. Works anywhere in a town, and at hidden safe spots in the wild (SEARCH for them). Inns, temples, banks and safe spots are even better (3x, no command needed). Doing anything active gets you up.
MINE
dig ore, coal or limestone from a seam here, holding a miner's pick. LOOK shows if there is a seam.
CHOP
cut a log from a stand of trees here, holding a hatchet or an axe. SAW logs into billets at a workbench.
CRUSH <limestone>
pound limestone into flux, at an anvil or with a smith's hammer in your other hand.
BELLOWS [SMELTER|FORGE]
work the bellows to make the fire hotter.
SMOTHER <SMELTER|FORGE>
bank the fire under ash: every log and offcut in it turns to charcoal, and the fire goes out.
SMELT [metal]
melt the ore in the smelter into ingots (the smelter must be lit and hot). SMELT alone with an empty smelter lists the recipes.
FORGE <item> or FORGE <material> <item>
start shaping hot ingots from the forge on the anvil. Then HAMMER, then QUENCH. FORGE alone lists what you can make.
HAMMER
strike the hot metal on the anvil (after FORGE <item>). If it cools, work the BELLOWS.
QUENCH
plunge the finished piece into the water to finish it. Then GET it FROM FORGE.
SAW
saw a log on the workbench into billets (and offcuts for the fire).
CARVE <item>
start carving billets on the workbench into a bow, staff or wooden shield. Then CARVE again until it is done.
ABANDON
set aside the piece you are forging or carving; the ingots or billets go back unharmed.