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Ticker
Put any message on the ticker. Everyone sees it until someone posts a new one. The price goes up 1g each time.
Mastery
Training
Moves
Gathering
Training
Duties
History
Nothing recorded yet.
Fishing
Fishing spots
Duty
Inventory
Your inventory is empty.
Market
Trades
Trade items and copper directly with other players. Your side is held in escrow until the offer is accepted, declined, withdrawn, or expires after two days.
Make an offer
Offers to you
No offers.
Your open offers
No open offers.
Player Auctions
Player items at player prices. Listing holds your items in escrow and costs a small fee. Sales pay you instantly, and anything unsold is returned after two weeks.
Guilds
Groups of players under one name. Create one for a fee, apply to an existing guild and wait for an officer to answer, or accept an officer’s invitation. Every guild gets its own chat channel.
College
One course at a time. A course runs on the clock — real days, no Energy, no Resolve — and keeps running whether or not you are here. What it teaches is yours for good.
Workshop
Recipes
Open to all. Add the ingredients and press Craft.
Enchantments
Every prefix is listed; its workings are hidden until a Gathering duty teaches you one. Each puts a prefix on gear you already own.
Fights
- Won
- —
- Lost
- —
History
No fights yet. Find a player and press Attack.
Fight
Profile
Account
- Username
- —
- Role
- —
- Joined
- —
Mastery
Total mastery 0
Admin
User management is done with the game-tui command over SSH. Signed in as —.
Icon pairing
Pair a sheet icon with anything that shows one. A pick here overrides the definition’s default; Default hands it back. Browse the full sheet.
Drop tables
What each duty pays in items. Weights are relative — the chance column is the entry’s weight over the table’s total. A saved table overrides the definition until you press Default.
Duty outcomes
What each duty says, against what it pays. An outcome message can promise items outright, and those land on top of whatever the drop table gives. Warnings mark an outcome message and a table that disagree — open a duty to find them.
Market prices
What each stall lists and for how much. Every price must sit above what merchants pay for the item — the spread is what keeps buy-then-sell a loss.
Merchant prices
What merchants pay when a player sells an item. An override must stay under every stall’s asking price — the same spread rule, from the other side.
Player inspector
Look up a player to see their copper, bars and inventory — and to adjust them.
Player charts
The action log as pictures — when people play, what they do, how duty runs go, how the player count grew. The log keeps thirty days, so the charts only cover the last month. The page holds player names and is served to admins only.
Economy
Copper in circulation and where items are held.
Trade floor
Every offer, whoever it is between, open ones first. A stale tag means the offer expired with neither side acting — nothing has cleaned it up, and its items are still in escrow.
Impersonation
Act as another player in this session — their view, their inventory, their consequences. Their password stays out of reach, and every session is logged.
Settings
Section cards
Each part of the game shows a short card the first time you open it, with one optional task worth 1 silver. Bring the cards back, or see which tasks are left.