Traveller’s controls
Close
Every rule, creature and item is in
the wiki , which
opens beside the game.
W / S
Forward / backward, along your body’s facing
A / D
Turn your body
Drag / wheel
Orbit / zoom. R recenters the camera.
Shift / Q
Hold to walk / toggle auto-run
Z / C
Sidestep left / right
Space
Hold to charge a jump; release to leap
H / G / B / Y
Crouch / sit / lie / stand
`
Draw the weapon you wear, or put it away. Change weapons in your
pack
1 to 6
With a sword or a bow in hand, use one of the weapon’s abilities
as your next attack; each opens at a level of the weapon’s
skill. With a wand in hand, cast the spell on that square of
your spell bar at the selected target; Shift with 1 to 5 turns
to another of its five pages. One pressed while you recover
waits its turn; Esc clears it
-
Spellbook: the spells you know, what each costs and does. Drag
one onto a square of the spell bar, or pick it and click the
square. Right-click a square to clear it
7 to 0
Your quick keys. Drag a weapon, a piece to wear or a potion from
your pack onto a square at the foot of the screen: its key wears
the piece or drinks one potion. Right-click a square to clear it
I / K
Pack: worn gear, what you carry and, at the forge, smithing /
character: stats, skills, experience and journal. Pack, Character,
Allegiance and Friends are the tabs of one window beside the play:
each key opens it on its tab, and the same key or Esc shuts it
O
Offices: who holds each title, the craft boards and where you stand
Click / Tab / V
Select what you click / the nearest creature, then the next one out
(Shift + Tab goes back) / the nearest remains, then the next
Double-click
Open the remains you click, and take everything once they are open
/ run to the creature you click and attack it
F / hold F
Attack your target (with nothing selected, the nearest creature).
One press is enough: you run to it if it is out of reach and keep
swinging until it falls, you let go of it with Esc or you pick
another target. Any movement key of your own ends the run, and F
begins it again. Moving or guarding pauses the swings and they
begin again when you stand in reach / while F is held each swing is
a power attack: slower, twice as hard, dearer in stamina, and it
breaks a guard
Hold X
Raise your guard. It turns blows from the front, spends stamina and
slows you to a walk. If your stamina runs out, or a heavy blow
breaks the guard, you are opened: the next blow on you lands twice
over
T / J
Select the nearest traveller, then the next / challenge them to a
duel, accept their challenge, or yield. A duel costs the loser
nothing
E
Open or empty the selected remains, use a nearby portal or gate,
turn the gate winch, open your vault at a town’s bell, ring a
tide bell, work a forge, or speak to the trader and read the task
board in Bellcross
M / Esc
Chart / let go of your target, then menu
Enter
Speak to everyone on your island. /a speaks to your allegiance, /t
name, text sends a private message and /r answers one. Click a name
in the chat to message, befriend, mute, block or report that
traveller. /wave, /bow and /point make a gesture where you stand
L / U
Allegiance: your patron, your vassals and offers to swear / your
vault, at any town’s bell: lay things and gold in it, take them
out, pay to enlarge it, or bind to that bell
N / P
Friends: who of them is in the world / offer a trade to the
traveller you have selected, standing beside them, or accept
theirs
Watch a creature wind up. Step away from a sweep, clear a slam, put
cover between you and a shot, then strike while it recovers. Movement
interrupts your attack preparation. Everyone who lands a blow shares
the victory.
Every attack lands. Your weapon skill is rolled against the target’s
defense: a good roll hits in full, a poor one glances for a quarter of
the damage. A creature’s blows are rolled the same way against your
Melee, Missile or Magic Defense, and armor takes a share off each.
Attacks cost stamina, which returns in seconds. Health returns slowly
on your feet and faster sitting or lying down.
A fallen creature leaves its remains where it fell, with gold, the
materials of its kind and sometimes gear. Whoever did it the most
damage may loot them alone for two minutes; after that, anyone may.
Remains decay after five minutes, or two seconds after they are
emptied. Double-click them and you run to them and open them, or walk
up, select them and press E. Any movement key stops the run.
A click picks the creature the pointer is on, even with remains
lying in front of it.
The harsher a creature, the better its gear can be: made of better
material, to a better quality, with more spells, and sometimes with a
property of its own that needs no mana. Very rarely a creature carries
a named rare, and the whole realm hears who found it. A creature’s
level is shown when you select it. Kills and first visits to
landmarks and caves give experience. Spend it on skills and stats in
the Character panel.
Dying weakens every stat by 5 percent, to at most 10; the weakness
wears off as you earn experience. You also leave a quarter of your
gold and your most valuable piece of gear on your body, where it waits
two hours, yours alone for the first half hour. Your starting kit
never drops. A Gem of Loss worth more than the piece is lost in its
place. Bind to a town’s bell for its price in gold to wake there and
to recall to it from the Character panel at any time, for nothing.
The bond is offered in your vault, which opens at the bell, and it
asks you to confirm the price: nothing binds you to a town’s bell
by a single press.
Away from Saltmere, small tide bells stand along the brow of each
island’s high ground, just above the highest tide: ring one for
nothing to wake beside it instead. A tide bell opens no vault, takes
no recall, and each is marked on the chart.
Once you have left Saltmere, the Character panel also offers a recall
to Bellcross from anywhere, once an hour. Either recall takes eight
seconds of standing still: a step, a turn or a blow loses it and
costs you nothing, and no bell calls you out of a fight.
The tide rises and falls for everyone and covers the low shore; a
traveller whose head goes under drowns. The Tidecut Gate stands across
the gully below Bellwether. Turn the winch on its walkway to lower the
shutter and hold the basin behind it at its present level, or raise it
and let the sea back in. The gate moves for everyone. Cliffs have no
safety barrier. Falls over 6 meters cause damage and a 16-meter fall
is fatal. A fallen traveller wakes at the bell they are bound to, and
otherwise on Bellwether green or, once they have left Saltmere, in
Bellcross.
The Bellcross Gate leaves Saltmere for good. Bellcross has a forge
east of its bell, a trader west of it and a task board to the north,
and four gates to the launch islands. The order board stands beside
the task board: list what you carry for other travellers to buy, or
pay in gold for something you want, and the board trades for you
while you are away, keeping 5 percent of each sale. What you buy and
earn there waits in your vault at any town’s bell. Each launch island has one
sealed gate leading further out. A seal asks every traveller for
materials its island yields; when it has them all its guardian wakes,
and breaking the guardian opens the gate for everyone. Stepping
outward through an opened gate costs a toll in gold. Away from
Saltmere the tide climbs far higher: it closes cave mouths and covers
the low shore, where the crabs lie hidden until the sea falls.
Swear allegiance to another traveller to become their vassal. You
keep everything you earn; your patron gains a share on top of it,
and so does each patron above them, up to the monarch. The share
grows from a quarter as the bond ages and you both play. Members of
one allegiance share a chat and cannot hurt each other.