Table of Contents

How to Play

Mossworld is a world you can explore right in your browser. You type a command, press Enter, and read what comes back.

Getting in

You can also use telnet or a mud client like TinTin++:

Anyways, when you get in to Mossworld, the bar (prompt) at the bottom is your command line. On the browser client it shows connected as yourname; click that to open a menu (Settings, Help, Log out). In the telnet/tls/mud client it shows a prompt like “> ”.

You can change your prompt; try typing “help prompt”. In general, you can type “help” for help on game commands.

Creating your character

The first time you enter, Mossworld walks you through making a character — one choice at a time. Just type the letter shown and press Enter:

Then you step into the world. You can review all of it any time with stat.

Had second thoughts? While you are level 5 or under you can re-pick your class or race with setup class (or setup profession) and setup race — you'll be walked back through that one choice. It isn't free: re-picking drops you to level 1 and wipes your trained skills and ability scores; your skill points reset to a fresh level-1 pool to spend again. Prefer a clean slate? setup restart (also setup all) is a complete do-over — back to level 1 with skills and abilities wiped, then creation again from scratch (same level-5-or-under rule). Either way, your gear and coins are always kept and you stay right where you are — no relocation, no fuss. After level 5 your class and race are locked for good.

You can also swap your parting gift with setup gift (level 5 or under). Because a fresh gift is free starter kit, it isn't given away twice for nothing: you must either trade in the gift you still carry or pay 5 silver for a new one. If you have neither, you're told so and keep what you have. (Gender and zodiac can be changed any time with setup gender and setup cz, at no cost.)

Moving around

Rooms join up by the four compass directions:

If there's no exit that way, the game says so. Some rooms are closed (under construction) and can't be entered yet — you'll be told when you bump into one.

Looking around

Things and treasure

Items are the things you find in the world — a coin, a lamp, a sword, a sign. When you look, items on the ground are listed, one inline or several as a list:

You see a coin.

You see: a coin a sword a brass lantern

Picking up and dropping.

Looting containers and corpses. A slain creature leaves a corpse you can rifle, and some props (chests, sacks) hold things too. A corpse stays where it lies, so you loot it in place rather than pick it up:

You may write from or in if you like (get ring from corpse, put ring in chest); it reads the same. Plain get all with no container named only sweeps loose items off the floor, so a fixed corpse must be named.

Referring to things — keywords. You never have to type a full name. Any word of an item's name works, and builders can add extra keywords. Every word you type must match, so adjectives disambiguate:

Looking closely.

(On its own, ex — like exits — shows the room's exits.)

Wearing, wielding and holding.

Your main hand and your light are independent slots. Your off-hand spot holds just one of: an off-hand weapon, a held item, or a shield — taking up one frees the others.

You are wearing:
  <used as light>     a brass lantern
  <worn around neck>  an amulet
  <worn on finger>    a gold ring
  <wielded>           a sword
  <held>              a runestone

Self-storage — Bill's lockers. Off Moss Avenue you'll find Bill's Self Storage, a room of personal lockers. Anything you stash there is kept safe and stays put — through logout, death, even a server restart — until you come back for it. Bill charges a flat 1 copper for each access (one item or a whole armful, same price); reading your locker list is free.

Your locker holds up to 20 items for now, and these commands only work while you're standing in the locker room.

Fighting

Mossworld has monsters, and not all of them are friendly. Start a fight with kill target (or attack); a Fighter who knows the skill can open with hit target instead, for an edge on the first exchange. From there blows are traded automatically, round by round, until one side falls — or you break away with flee. Not sure you want the fight at all? consider target (short con) sizes it up first, from “you have the clear advantage” to a flat warning to walk away, based on how the creature measures up to you.

Whether a blow lands pits the attacker's accuracy against the defender's armour: better armour, and out-levelling your foe, make you harder to hit (and them easier to hit). Damage comes from the weapon — bare fists do little, real steel does more — so a wielded weapon is worth carrying. Some fighters also learn to dodge — a trained chance to sidestep a blow entirely, so an attack that would have landed simply misses. If you like to watch your foes weaken, turn on set glance on and a short read of how hurt everything you're fighting is prints at the end of each round.

Win and you earn the monster's experience, and score l remembers which lands you've earned it in. Lose and everything goes dark… you come to back in the Tourist Center with a single hit point, no worse for it but a little wiser. A few rooms are sanctuaries where no violence is allowed — good places to catch your breath.

Tougher foes are easier with friends: form a party to fight together, share the experience, and split the loot. See Parties.

Casting spells

A wizard fights and travels with spells rather than steel. Cast one with cast spell: cast heal to mend wounds, cast affliction target to lay a wasting curse that gnaws a foe each round, cast energy shield or cast magic bubble to ward yourself, and cast blink dir or cast teleport creature to move. Every spell draws on your mana and, once cast, leaves a brief beat where you can't act. A wizard has the whole spellbook from level 1 — what matters is how deeply each spell is trained. Even a non-wizard can cast a spell they've learned if they carry something that grants mana (Wizzy sells a wand and a hat that do). The full list is in Skills.

Resting and recovery

Your hit points, mana, and movement return on their own over time — 1 point of each every 30 seconds — but only while you are both fed and watered. Let your food or water run dry and recovery simply stops (there's no starvation damage) until you eat and drink again, so keep a little of both on hand. There's nothing to do but wait: duck into a sanctuary where no fighting is allowed, catch your breath, and you'll be back to full before long. Wizards lean on this most — a spent mana pool refills at that same steady trickle, so a hard fight is often followed by a short rest. See Food and Drink.

Your character

Training and skills

Your character can learn skills — profession abilities like a fighter's knack for landing the first blow. Each skill is a proficiency from 0 to 100%: at 0% you don't have it, and the higher it climbs the more reliably it works. You raise skills — and your raw abilities — by spending skill points at a trainer: a guild master who teaches one profession's skills. You earn 1 skill point every level, and start with a pool of 5 — Adventurers, the generalists, start with 7.

Stand with a trainer of your profession and:

For example, a Fighter at the warrior's guild learns hit with train hit, then trains it again to sharpen it. Trainers keep to their guild halls, and your score sheet shows the skills you know and the points you have left.

Getting around quickly

sethome, home and recall are a low-level convenience — all three stop working past level 10. After that you travel on your own two feet, or reach for a scroll: Wizzy sells a scroll of home (1 silver — recall to your set home) and a scroll of sethome (10 silver — set your home where you stand), and those work at any level.

A wizard has ways of his own. cast blink dir darts him in a straight line up to ten rooms (handy for skipping a long corridor or the monsters in it), and cast teleport creature folds space to the nearest creature he names — both only where he could actually walk. And a wizard's cast recall never expires. See Skills.

Talking to others

Channels are named chat rooms you opt into. Type channels to see what's available, join name to start listening, and leave name to drop one. You talk on a channel by its number1 Hello! sends to your channel 1 (often general). The numbers are yours: they count upward over the channels you have joined, in your order, so two players may number the same channel differently. Reorder yours with ch # #.

Parties. Band together with party invite player to fight as a group, share the experience, and split the loot — up to four of you. Full details, and the built-in Party chat channel, are in Parties.

Chat mode. In the browser, press Tab or Esc to flip between command mode and chat mode. In command mode you type commands the usual way. In chat mode, plain text goes straight to whoever you last spoke to — your last say, tell who, or channel — so you can just talk without prefixes. A line starting with / still runs one command (so /look looks, and /1 Hello chats on channel 1). Flip back any time, or use /chat and /command.

Settings

Set with the set command:

Colors

Recolour the game's text with setcolor. Colors apply in the browser and over telnet, and are saved to your character.

A color can be a name (yellow, orchid, cyan — any CSS color name, plus tangoplum and medicalplum), a hex code (#ad7fa8), or three numbers r,g,b (173,127,168).

Every element in the room view has its own slot, so roomname, roomdesc, and exits are independent — recolouring one never touches the others.

Category What it colours Default
roomname the room's title line springgreen
roomdesc the room description (and floor coins) steelblue
exits the exits list (exits and the auto-exits line) cadetblue
playernames other players' names yellow
playerhere the “is here” after a player's name lightgreen
mobs creatures, e.g. “A goblin is here.” lightgreen
items objects lying on the ground lightgray
system most game messages gray
combat fight messages — hits, misses, experience lightblue
glance the end-of-round condition read (set glance) lightsteelblue
chat channel chat gray
tell private tells gray
help help text gray

For example: setcolor roomname yellow then setcolor roomdesc medicalplum.

Getting help

Want to build?

Shaping new rooms and zones needs a builder role. See How to Build, All about Items, and All about Mobiles.