Guide ยท Fighting
Fighting
War, crime, magic and healing


- Tab
- war or peace
- Double-click
- in war: attack whoever you clicked, or their nameplate
- Q
- target the last thing you targeted (while a cursor is up)
- E
- target yourself (while a cursor is up)
- Z
- arm the spell bound to your weapon
Press Tab to go to war: your gauntlet turns red, and a double-click attacks instead of using things. Tab again for peace.
In war, double-click anyone to attack them. Your weapon swings on its own timer whenever the target is in reach and in sight. Hits, misses and parries land in the Combat tab of the chat.
You can also pick a target from the keyboard and attack it with one key: the Targeting page shows how.
If someone attacks you, you fight back on your own. Type /autodefend to turn that off.
Crime
Striking a blue is a crime. You turn grey for two minutes, anyone may hit you freely, and inside a town a shout of "guards" brings one to cut you down. Striking back at someone who hit you first is never a crime.
Techniques

Techniques are special moves for what you hold and wear: every weapon, weight of armor and size of shield has techniques of its own, and uses one of them at a time. The Arms Master beside Master Weft in Bramblewick teaches every technique up to rank II. Ranks III and IV come from books found on creatures and in dungeon caches, and rank V only from bosses; double-click a book in your pack to read it.
Press T for the technique of the weapon in your hand, R for your armor's and Y for your shield's. Some go off at once; others wait for your next hit that lands. Each needs time to recharge before you can use it again. J opens your technique book, where you choose which one each weapon, armor and shield uses, and drag a technique to a hotbar slot.
- T
- weapon technique
- R
- armor technique
- Y
- shield technique (while one is worn)
- J
- technique book
Magic and healing


During the alpha, spells need no reagents, only mana, and your spellbook already holds every spell. Open the spellbook, click a spell for its page and Cast it, or drag spells to your hotbar and press them. Most spells raise a cursor: click the target, or press the target keys above. You speak the words of power aloud, so everyone nearby knows a spell is coming. Casting puts the weapon in your hands away in your pack; X draws it again. Magery decides how often a spell works, and Meditation restores mana faster. Double-click a bandage, then click who to heal.
Day and night
A day in the world lasts two hours: dawn, a long day, dusk, then a dark night. Type /time for the hour. Dungeons are dark whatever the hour. Dark Sight shows you the night and the deep places as if it were noon: cast it (first circle), drink a Dark Sight potion from the alchemist, or wear clothing enchanted with it. The spell and the potion last an hour, the clothing for as long as you wear it.