How To Play

Controls, character basics, and getting started.

Tips for Beginners

  • Talk to every non player character you can find. Most of them have useful advice and quests.
  • You can enter several of the buildings in Hope, where there are local craftsmen hocking their wares.
  • Try to combine items in your inventory. Drag a tiny piece of fur on to another tiny piece to make a small piece.
  • Explore the Rimsin Penninsula until about level 20. Keep an eye on the world map, or you may stray too far south and get eaten by lions.
  • When night falls, the landscape gets very dark. You won’t be able to see monsters, but they’ll still be able to attack you. Equip a candle, torch or lantern to light your way.
  • Some creatures attack in packs. If you hit a wolf, all of his buddies will come over to get revenge.
  • Sometimes creatures will attack you first. If you get too close to a zombie, it will stagger after you.

Interface

Akarra can be displayed at either 640×480 or 800×600 pixels. You can also choose to toggle it between windowed mode and fullscreen mode. To close the game, press the Esc button. If you are in the middle of battle, you will have to wait for a few moments before you log off.

Hover over each area in the screenshot below to explore the interface, and click for more details.

  • Main Game Window
  • Chat Window
  • Life Bars
  • Movement Controls
  • Combat Buttons
  • Action Buttons
  • Character (F2)
  • Inventory (F3)
  • Skills (F4)
  • Quests (F5)
  • Maps (F6)
  • Options (F7)
  • Friends (F8)
  • Fellowship (F9)
  • Guild (F10)
Main Game Window

This is where you can see the players, landscapes and creatures of Akarra. When you are in a fight, messages about the battle will appear in the bottom left hand corner of this window.

Chat Window

Conversations and messages messages appear in this box, as well as other notes about the game. When you receive experience in battle, or earn an attribute point, or the time of day changes, a message will appear here.

Life Bars

These three bars indicate your Health Points, Magic Points and Stamina Points. The fuller they are the better. Resting gradually refills the life bars.

  • Health Points are your life points. When your health bar empties completely you die. You can increase your health points by spending some APs on Constitution, or equiping certain items, such as the Golden Necklace of Health.
  • Magic Points are used to fuel spells. Mages and healers need quite a few magic points. You can increase your magic points by spending some APs on Faith. Some items can increase your magic points too, such as the Crimson Magic Robe.
  • Stamina Points helps you to run fast, and resist attack. When you run out of stamina, enemies will be able to hit you much more easily, you will have difficulty weilding your weapon and you will be too tired to run away with any speed. You can increase your stamina by spending some aps on Constitution. A simple Golden Ring can increase your stamina by 10 points. This is often one of the first stamina increasing items players use.
Movement Controls

You can move your character in the direction indicated by the arrows. Your character will continue to move in that direction until it encounters an object, or until you click the stop button, indicated by the five fingered hand.

Note: You may also control your character with your numberpad, or simply clicking where you would like to move on the screen with the mouse.

Combat Buttons

Note: Your default action, when clicking an enemy, is attack. You may set spells as you default attack rather then melee combat.

  • Attack is used to activate your characters combat with a target chosen with your cursor.
  • Spell Attack will use your most recently selected spell with a target chosen by your cursor.
  • Rest is used to recover your three life bars; Health, Magic, and Stamina.
Action Buttons
  • Follow is used to have your character move after a target selected with your cursor and keep you continuously close.
  • Trade is used to open a window with another player to exchange goods and/or coin.
  • Look is used to examine any target chosen by your cursor, providing information about it.
  • Use is a command that allows you to select two items and combine them together, or occassionally use an item in the environment, such as a campfire.
  • Pick-up is used to grab an item on the world map and bring into your inventory.
  • Enter is used to go inside a building selected by your cursor.
Character
Inventory
Skills
Quests
Maps
Options
Friends
Fellowship
Guild

Commands

These commands can be typed into the chatbox in game.

/ooc
Allows you to send an out-of-character message once every 30 seconds. Ordinary chat messages can only be seen by players within a certain distance, but OOC messages can be seen by all players on the server. Some servers disable this command.
/trade
Allows you to advertise an item being traded once every 30 seconds. Trade messages can be seen by all players on the server.
/t <player> /tell <player>
Allows you to send private messages to another player.
/afk
Allows you to set an AFK message.
/finger
Gives you information about another player.
/lock
Allows you to lock certian information about your character or account.
/unlock
Allows you to unlock certian information about your character or account.

Fellowship Commands

A fellowship is a group of characters that travel and work together for a common goal. Fellowship members members appear with green names to other members of the fellowship. Fellowship messages are written in green text.

/f
Allows you to chat with all the players in your current fellowship.
/fcreate
Allows you to create a fellowship.
/fjoin
Allows you to join a fellowship.
/fleave
Allows you to exit a fellowship.

Guild Commands

A guild is like a fellowship, but more permanent. Guilds are created by powerful players and can be joined by all other players. Guilds have certain advantages and disadvantages, and can declare war on other guilds.

/g
Allows you to chat will all fellow guild members.
/gcreate
Allows you to greate a guild.
/gjoin
Allows you to join a guild.
/gleave
Allows you to leave a guild.
/gtag
Will display the name of a guild, given their tag.
/glist
Lists all members of a guild.
/gpending
Lists all pending characters in a guild you own.
/ginvite
Invites a pending character to be a member of your guild.
/gkick
Removes a character from your guild or pending list.
/gdlist
Displays your guild’s diplomacy towards other guilds.
/gdiplomacy
Changes your guild’s diplomacy towards another guild.

Player Classes

These may vary slightly from shard to shard, ask around to discover any differences.

How will your character evolve?

  • Mundane
    • Fighter
      • Warrior
        • Knight
          • Paladin
          • Commander
        • Weapon Master
          • Ranger
          • Sword Dancer
          • Executioner
        • Thug
          • Highwayman
          • Shadow
    • Apprentice
      • Wizard
        • Mage
          • Elementalist
          • Sorcerer
        • Necromancer
          • Black Reaper
          • Lord of the Lich
    • Neophyte
      • Cleric
        • Healer
          • Priest
          • Restorer
        • Naturalist
          • Druid
          • Warrior Monk

Mundane

All the people of Akarra begin their journey as commoners, living their lives in peace, performing everyday duties. The mundane know a little of everything, but need to specialise, if they want to become more advanced in an art.

Key Skills: Fighting I, Dodge I, Magic Use I

Advance to: Fighter, Neophyte, Apprentice

Path of the Warrior

Fighter

Fighters are people who have focused on brute force and weaponry to survive in the world. A fighter relies on his arms and armor, but will be able to learn more sophisticated tactics as they learn more skills.

Key skills: Fighting II, Armor Use I

Requirements: Fighting I

Advance to: Warrior

  • Warrior Warriors were once brutal fighters, but have improved their skills and fight with more cunning and finesse. A trained warrior is a fearsome foe in close combat. Key skills: Dodge II, Endurance II, Fighting II Requirements: Level 25, Toughness Advance to: Weapon Master, Knight, Thug
    • Knight Knights are expert warriors, wielding weapons and carrying heavy armors. Knights are also skilled at horseback fighting and have knowledge of leadership. Knights are usually, but not necessarily, very noble combatants. Key skills: Berserk, Shield Use II, Warstomp Requirements: Level 50 Advance to: Paladin, Commander
      • Paladin Some knights choose to follow their faith and pray heavily to Benedek or Ambus, seeking out the divine part of the world. These knights become Paladins and are favored with healing and celestial spells and skills. Key skills: Cure Wounds, Fighting III, Shield Use III Requirements: Level 90
      • Commander A Commander is a knight of great leadership and tactical cunning. They enforce the abilities of all they lead by just displaying great courage and wisdom. Commanders are skilled in leading others in fellowships and other gatherings. Key skills: Fighting III, Virtue I&II, Bless I&II Requirements: Level 90
    • Weapon Master A warrior who specializes in weapon combat becomes a weapon master. These are exceptional fighters, especially when they are wielding a weapon of choice. Key skills: Fighting III, Weapon Mastery II, Toughness II Requirements: Level 50 Advance to: Ranger, Sword Dancer, Executioner
      • Ranger Rangers are weapon masters who prefer their bow and arrow above all other weapons. They are skilled foresters and how to track and how to hunt. Their close connection to nature also allows them to use certain spells. Key skills: Rapid Shot, Ranged Mastery, Point Blank Shot, Sleep Requirements: Level 90
      • Sword Dancer Weapon masters who prefer agility and blades become Sword-dancers. These fighters are quick and dexterous, and are able to weild two weapons at once. Their favored weapon is the sword. Key skills: Swords III, Sword Mastery, Rain of Blades Requirements: Level 90
      • Executioner Those warriors who enjoys brute force above all become Executioners, always wielding heavy two-handed weapons to destroy their foes. Executioners have skills and tricks which are specialized in the purpose to deal a lot of damage. Key skills: Cleave, Strike Force II, Toughness III Requirements: Level 90
    • Thug Some warriors fall off the noble path and choose to survive using cheap tricks and foul play. These become Thugs and learn to backstab, sneak, evade and use other unorthodox methods of fighting. Key skills: Daggers II, Sprint, Evade Requirements: Level 50 Advance to: Shadow, Highwayman
      • Highwayman Be careful if you stray in the woods, for you may find yourself at the mercy of the Highwayman. Fast and deadly, they'll lay claim to either your money or your life. Key skills: Sprint II, Evade II, Ranged weapons I&II Requirements: Level 90
      • Shadow The Shadow has perfected the darker side of the warrior's path. Shadows are skilled at hiding in the shadows and attacking from behind. They also have knowledge of various poisons and venoms. Key skills: Fighting III, Shadow Lurking, Poison Wounds Requirements: Level 90

Path of the Mage

Apprentice

A mundane who has advanced to the status of an Apprentice has taken the first step towards becoming a powerful wizard. The apprentice will have to give up some of his or her physical power in order to control the mystical energies of magic.

Key skills: Flare, Magic Use II

Requirements: Magic Use I

Advance to: Wizard

  • Wizard Sooner or later the apprentice will know enough of the magical arts to advance to the next tier, Wizard. A wizard has a wider range of spells and can use them more efficiently. Key skills: Magic Missile Requirements: Level 25, Flare Advance to: Mage, Necromancer
    • Mage Some wizards choose to continue with their studies and advance to the wisdom of a Mage. Mages know more spells than wizards, such as elemental, enchanting and summoning kinds. Key skills: Focus I, Magic Use III Requirements: Level 50 Advance to: Elementalist, Sorcerer
      • Elementalist The most forceful of all wizards are the elementalists. They have focused all their skills on creating as great physical powers as possible. An elementalist can create flamestorms, blizzards and other massive means of destruction. Elementalists play with fire. Key skills: Blizzard, Firestorm, Lightning Storm Requirements: Level 90
      • Sorcerer When a mage specializes in the enchanting and summoning crafts, he will become a Sorcerer. Sorcerers have very powerful spells that can completely transform a creature or item. They also have the powers to create something out of nothing, using this for both good and evil. Key skills: Time Stop, Stone Skin, Magic Armor Requirements: Level 90
    • Necromancer Some wizards choose to specialize in the darker arts of magic and become a Necromancer. Necromancers have focused their powers on controlling the dead and bring them back to an unholy afterlife. They also use their powers to inflict unhealthy curses and diseases upon their victims. Key skills: Blind, Demonic Lightning, Magic Use III Requirements: Level 50 Advance to: Lord of the Lich, Black Reaper
      • Black Reaper Some necromancers fall so deeply in their black magic that they are transformed to their own creation. A Black Reaper is a foul abomination of a creature who is half man, half wraith. The black reapers become ethereal and can move through walls and obstacles, at the price of physical strength. The black reapers also lose the ability to use most of the magical powers they knew during their human life. Key skills: Chaotic Will, Feeble Mind, Shadow Lurking Requirements: Level 90
      • Lord of the Lich The greatest of necromancers become Lords, or Ladies, of their craft. These dark wizards can not only summon minions from the dead, they can also invoke the powers of greater unholiness to cause destruction for those who oppose them. Key skills: Death Orb, Venom Cloud, Weaken Requirements: Level 90

Path of the Healer

Neophyte

Some mundane people choose the path of faith and knowledge, seeking to find a way to reach their spiritual guidance. These become neophytes, who focuses their knowledge on prayers, healing and protective skills, thinking more of others than of themselves.

Key skills: Cure Wounds, Protection Spells

Requirements: Curse Resistance

Advance to: Cleric

  • Cleric As their skills improve, neophytes will advance to the status of a Cleric. Clerics have learnt more about the healing and protective powers and is able to use these to a greater extent. Key skills: Focus I, Revitalize, Cure Poison, Armor of Faith Requirements: Level 25, Cure Wounds Advance to: Healer, Naturalist
    • Healer A Healer has further improved his knowledge of the healing and restoring crafts. The healer has also found a path to reach higher divinity, and perhaps even a chance to reach clairvoyance. Key skills: Focus II, Minor Heal Requirements: Level 50 Advance to: Priest, Restorer
      • Priest This is the ultimate goal for those who once became neophytes for religious purposes. A Priest is the greatest of the spiritual leaders and will guide the masses to come closer to Benedek or Ambus, whichever the priest prefers. Key skills: Focus III, Chant, Mana Transfer Requirements: Level 90
      • Restorer Instead of seeking the ultimate faith, some Healers choose to continue helping others and become Restorers. These are men and women who has specialized in healing and restoring the wounded, ill or even killed people of Akarra. Key skills: Regeneration, Major Heal, Resurrect Requirements: Level 90
    • Naturalist Some clerics choose to find their answers among the woods, on the seas or in the plains of the world. They become Naturalists and have a sense for the lives of the animals and plants, which they use to perform good. Key skills: Focus II, Holy Might, Silence Requirements: Level 50 Advance to: Druid, Warrior Monk
      • Druid Naturalists who wants to specialize in their knowledge of wildlife become Druids. Druids know how to understand, invoke and control the powers of nature, and use this to favor themselves and those they care for. Key skills: Lightning Storm, Holy Lightning Requirements: Level 90
      • Warrior Monk Some naturalists finds a way back to the path of the faithful and become Warrior Monks. These are wandering priests who use their healing and nature powers in combination with new knowledge of combat arts. Key skills: Holy Lightning, Unarmed Strike, Unarmed Combat Requirements: Level 90

FAQs

General Questions

Can you recover my character from the original game?

No, characters generally can’t be moved between servers. Also, we don’t have access to the details of the characters from the original game.

How do I get money?

You can obtain coins many ways. Some monsters, such as skeletons, drop coins when you slay them. Others, such as rabbits drop items which may be collected and sold to NPCs according to their interests. For example, Skye the Ranger happily buys fur, but has little interest in potions. Your fellow players may also be interested in buying items off you, use the /trade command to advertise your wares.

How do I get a horse?

Find a horse dealer willing to sell you a horse deed. To mount the horse, equip the deed while standing near it. Always make a note of the coordinates when you dismount! It can be difficult to remember where you left your steed. Horses also tend to wander a little when left to their own devices, so you may have to hunt around for a while to locate it if you’ve abandoned it for a long while.

How do I use attribute points?

Attribute Points, or APs for short, shape your character.

You gain APs as you gain experience; five per level. To allocate them, open the Character tab, and select the Use Attribute Points button.

  • Beefy damage-dealers load quite a few points into Strength
  • Stoic tanks tend to focus on Constitution
  • Agility is important for dagger-users and rangers
  • Mages spend many points on Intelligence
  • Faith is vital for healers
How do I change my class?

Changing class is a permanent, irreversible character development. Think long and hard before progressing. To change class, open the Character tab, and select the Change Class button.

How do I attack using a bow or crossbow?

Equip both the weapon and it’s ammunition. For the bow you’ll need arrows, and for the crossbow you’ll need crossbow bolts. These are ranged weapons, so the target must be at least one square away.

Fine-Tuning Spell Controls

How do I set a main and secondary spell?

This makes spells much more convenient for mages and healers. First, select your preferred attack spell by clicking on its icon in the Skills tab. Then either use the Set Skill as Default button at the top of the tab, or press Ctrl + D. This is now the default skill used when you click an enemy. You must set the default skill every time you start the game. Many mages have died forgetting this, attacking monsters with their puny mage fists, instead of zapping them into oblivion.

A secondary spell can also be stored for easy access. Choose another spell from the list, and it will be activated when you use the Skill button.

How do I use skill lists?

For more comprehensive control over active skills, use the Skill List function. Press Ctrl + 1 to see Skill List 1. Now select skill icons to add those skills to the list. Use the the Tab button to cycle through the skills on the list. There are up to three skill lists available, use Ctrl + 2 and Ctrl + 3 to toggle the active list.

Crafting and Combining items

How do I combine items in my inventory?

Open the Inventory tab, and drag one item onto the other. Here are some sample combinations:

Combined items are usually more valuable and useful, as well as taking up much less space in the inventory.

  • Wooden Club + Worg Teeth = Spiked Club
  • Green Turtle’s Shell (Half) + Green Turtle’s Shell (Half) = Green Turtle’s Shell
  • Green Turtle’s Shell + Small Piece of Brown Fur = Turtle Helm
  • Red Turtle’s Shell + Piece of Brown Fur = Red Turtle Shield
  • Tiny Piece of Brown Fur + Tiny Piece of Brown Fur = Small Piece of Brown Fur
  • Small Piece of Brown Fur + Small Piece of Brown Fur = Piece of Brown Fur
  • Piece of Brown Fur + Piece of Brown Fur = Large Piece of Brown Fur
How do I craft items?

Some NPCs will help you to craft items. When you have gathered enough white fur to make two Large Pieces, bring them to Hartmut the Tailor in Hope. Click on Hartmut and select Craft. Drag the two large pieces of fur to the Craft Ingredients screen. The result of the craft, a White Fur Cloak appears below. You can examine the craft result.