Combat, crime & death
Chase a target, time your swings, protect yourself and recover after a death.
Select a target and time your swings
Choose Attack from a target's menu or hold R while clicking. Your character approaches and chases the target into reach. The swing bar shows readiness; press Hit or Space when it is full. Each weapon has its own recovery speed. Attacking uses that recovery and action cooldowns, without an additional running-stamina charge.
Click elsewhere or use End combat to stop the selected engagement. Manual movement remains available. Ranged weapons need their preparation and ammunition; released projectiles can still arrive after you stop chasing or move away.
The shared action cooldown is 100 ms. Offensive actions have a minimum 200 ms spacing, including that shared cooldown. Weapon recovery and preparation can make the actual interval longer. Repeated inputs cannot create extra ready swings.
Crime safety and guards
Crime safety blocks unlawful attacks; holding the attack modifier does not override it. Check the target and its status before turning safety off. Wanted status alone can cause guards to attack. Nitya's kingdom claims the entire starting island, including its wilderness; jurisdiction is separate from a protected building or parcel.
Assault and murder have different consequences. Murder increases your wanted level and starts longer restrictions. Wanted decay uses elapsed world time, including while you are offline. A murder prevents your body from safely leaving the world for at least an hour. Closing your browser does not remove a body that is still subject to a presence hold.
Threats and wounds
The threat indicator shows current aggression toward you, and hostile NPCs announce their attacks. Use T to select your last attacker when that information is available. Selection does not bypass distance, visibility, floor connections or crime safety.
Some accepted hits leave ongoing wounds. Changing floors or reaching protection does not erase a wound already applied. Use an accessible fountain to cleanse the effects it can treat. Avoid further exposure while recovering; severe outdoor cold remains dangerous.
Dying and recovering
Death preserves your skills and earned progression and clears wanted status. Carried gold drops. The chance of dropping the backpack inventory rises with wanted level and reaches 100% at level five; the roll uses the wanted level you had when you died. Worn containers do not make their contents exempt.
Clearing wanted status does not cancel an already accepted combat or murder presence deadline. Respawn returns you near the temple. A dead body or old marker does not guarantee that dropped belongings are still there: other players, conditions and time may affect recovery.
Your death map
Open the map to see a cross at every recorded death location on the appropriate floor. Point at or tap a marker for its time, or open Your deaths and select an entry. Latest death centers the map on the most recent entry.
Clear old deaths keeps the latest three markers. It changes only your personal history display, not bodies or dropped items. Map sharing does not share death markers. Deaths that predate location tracking cannot be reconstructed.