On the title screen, choose Register and pick a username and password. Next time, choose Log in. Tab moves between fields, Enter continues and Esc goes back.
You start in front of the Morningside Inn. You’re the @. Walk with the arrow keys.
Press Enter to do whatever’s on offer where you’re standing (talk, open, fish, pick up…). k looks around with a cursor, and K lists everything nearby.
Press ? at any time for the in-game help: every key below, sorted by topic.
Talking to Brother Anselm. Pick an answer with the number keys, or with the arrow keys and Enter.
The big frame is the world. Its title is the name of the place you’re in, with a red PvP if other players can attack you there, or (safe) where nobody can. Above it are the date, the phase of the moon and the weather.
Below the world are three panels: You (your health, combat level and attack style), what you can do here, and your Target. Under those is the log, where chat and everything that happens to you shows up.
A few things you’ll see on the map:
@
you
Capital letters
other players and the people of Midland, by the first letter of their name
Lowercase letters
monsters, the same way: g for a goblin
,.`
grass
~
water
#
walls
Tof
a tree to chop, a rock to mine, a fishing spot
*
something on the ground
$&
a bank box, a mailbox
O
a way through to somewhere else
Not sure what something is? Press k, move the cursor onto it and see.
Monsters go after whoever’s the biggest threat to them. A defensive style, a shield and heavy armour keep their attention on you, so your friends can hit them from behind.
Look at another player (k) to invite them to your party, or type /invite <player>. Answer an invite from your notifications (N). A party is up to four players. Members near a kill share its XP, its loot and its quest credit, and you can see how everyone’s doing wherever they are.
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target a party member
/p <message>
party chat
/leave
leave your party
/kick <player>
remove a member (if you lead)
To trade, target a player and press T. Both of you see the offer and both have to accept it.
Talk to everyone. Quests start in conversation. Your journal (j) keeps track of where you’re up to.
Monsters drop junk. Cracked teeth, matted fur and goblin trinkets are only good for selling. Shops buy them, and J in a shop sells all your junk at once.
Banks and mailboxes are around town. Letters can carry items, and arrive even when the other player is offline.
Dying sends you back to the chapel in Morningside Graves.
Logging out takes a moment if you’ve just been fighting: you can’t escape a fight by quitting.