the player wiki

Everything you need to play Lateania well

A working reference, not a sales pitch: every control, every system, and the tips that actually matter for a new adventurer stepping off the King's Road for the first time. See the overview guide for the pitch; this page is for once you're already in.

01 · First steps

Getting started

No client, no install, no account to make up front. Everything below assumes you've never touched a MUD before.

  1. Connect.
    Open a terminal and run ssh late.sh. Any terminal on macOS, Linux, or Windows works.
  2. Pick an interaction mode.
    You'll be asked once: Keyboard (mouse fully off, so your terminal's native copy/paste still works), Mouse (click everything), or Hybrid. Change it anytime in Settings.
  3. Find the Games hub and open Lateania.
    Roll a class, name your character, and build a look from the appearance menu - build, hair, eyes, and more. There's no separate race system; the class you pick is what shapes how you play.
  4. Read the room.
    Every room tells you its exits, what's lying around to examine, any shop or villager standing there, and any wildlife sharing the space. Nothing important is ever hidden - it's always right there in the text.
  5. Fight something small first.
    Embergate's Town Square and the King's Road are gentle. Get a feel for your class's rhythm before heading toward the Frontier.
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Tip: talk to the villager standing in almost every safe room (press o). A good number of them aren't just color - they'll point you at a real shop, dungeon, or trade you might not have found yet.

02 · Reference

Full controls reference

Every key does one obvious thing in a given context. Movement uses the same keys as look-around games you already know.

KeysDoes
w a s d / arrowsMove north/west/south/east. In a list panel, w/s (or up/down) move the cursor instead.
< , / > .Go up / down (shown as a hint whenever a room has a vertical exit).
space / xAttack. In a list panel, x sells the selected item instead.
1-9 0Use the ability in that action-bar slot (0 is the 10th). Deeper rosters cast from the Abilities panel.
QQuaff the best-fitting healing potion without leaving the view - built for mid-fight, so you never lose sight of the health bars.
zFlee the fight.
GMount or dismount a rideable companion. One step then strides several rooms (the best beasts skip 5). Combat puts you back on foot.
~Feed and tend your companion, from anywhere - no stable needed. If a wild adoptable creature shares the room and your own pet doesn't need care, this feeds it instead (see Villagers & wildlife below).
rSpeak the word of recall: free warp to Embergate's Town Square (out of combat). While standing over a corpse, releases to the temple instead.
: / /Fix a personal waypoint here (free) / warp to it from anywhere (250 gold, out of combat). See Gear & the economy below.
;Retreat to the nearest safe haven, without re-walking a whole maze zone.
gCast the Resurrection rite on a fallen adventurer in the room (holy/nature classes).
yWork a resource node here - chop, mine, fish, forage, or skin, whichever fits.
uOpen the crafting panel where a craft station stands.
oLook at things in the room, or talk to a villager standing here - both live in the same Examine list.
m / Mm opens the world atlas (pan around); M toggles the live walk-around field view on/off (off is a plain text MUD).
c v b tCharacter sheet, Abilities, Shop (where one stands), Inventory ("things").
pOpen the Stable where one stands - buy a companion (Enter) or feed/tend the one you have (x).
qOpen the Animal Taming panel where a tameable wild beast roams (Enter attempts the tame).
nOpen the housing ledger - buy a deed at the clerk, or furnish a home you own from inside it.
j / kQuest journal / your earned titles.
iOpen the waystone network where one stands - fast travel to villages and known gates.
fToggle auto-following another adventurer in the room.
'Open the local chat line (say to the room - stays local, doesn't leak into late.sh chat).
[ / ]Manual scroll for the cursor-less text panels (character sheet, abilities, quests).
EscLeave Lateania for the late.sh Games hub.

03 · Progression

Classes & leveling tips

All seventeen classes run to level 100, each with its own resource and a capstone finisher waiting at the summit.

Pick by resource, not just theme.

Rage/Ki classes (Warrior, Berserker, Monk) build resource by fighting, so they never sit idle waiting to cast. Mana/Souls/Tempo classes have to manage a pool - read your class's passive trait, it usually tells you exactly how.

Your class trait is always on.

No cooldown, no toggle - it's just true. Warriors survive one killing blow at 1 HP; Rogues always crit their opening strike. Build your opening move around it.

The King's Road teaches the basics.

Everything from Embergate to the four capitals is gentle. Don't rush past it - it's where you learn your rotation before anything can really punish a mistake.

Frontier is the real level-up zone.

Twenty zones, each meaner than the last, ending at the King Who Was Promised Nothing. This is where most of your leveling happens once the early game runs dry.

Wildbound only opens past level 50.

The new levels 51-100, the tenth ability per class, and the endgame gear curve all sit past the old cap. Don't expect Frontier tier-1 gear to feel like the ceiling - it's the floor of a much longer climb.

Titles are earned, not farmed.

Only named bosses grant a themed title now. Don't grind trash mobs hoping for one - go hunt an actual boss instead.

04 · Economy

Gear & the economy

The short version: gold shops sell good gear, but never the best gear. The best gear is always found or made.

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Shops cap at Epic rarity. Legendary equipment is never sold for gold, on purpose - it's earned from the world (Frontier, Reaches, Kaelmyr, the Archipelago, or a handful of named boss drops) or forged at a trade's top tier. If you're saving gold hoping for a Legendary purchase, spend it on something else instead: a Stable companion, a home deed, or banking it for later.

Every slot has a real shop ladder now.

Legs and boots used to be stuck on the starting piece with nothing to upgrade to. All eight gear slots now climb Common through Epic at the Outfitter.

The deeper you go, the better the loot - always.

A Frontier tier-1 drop is built to clear whatever the shops can sell you, in every slot. If a "dangerous" zone ever hands you something worse than your shop gear, that's the bug it used to be - it's fixed now.

Trinkets and rings aren't filler.

Every one in the game carries a real, visible stat bonus. If it looks empty, you're probably looking at the wrong line - check the stat summary.

Bank your gold before anything risky.

The bank in Embergate protects it completely. Dying broke because you were carrying a fortune is an entirely avoidable kind of bad day.

Recall vs. the waypoint

Two different tools for two different trips.

ToolKeyGoes whereCost
Word of recallrAlways Embergate's Town SquareFree
Personal waypoint: to set, / to warpWherever you last marked it - your camp deep in the Frontier, say250 gold per warp; setting it is free

Mark a waypoint right before you go deep into dangerous ground. When you need to run back for healing, resurrecting a companion, or restocking, / gets you straight back to where you left off instead of a full re-walk.

05 · Crafting

Trades & crafting

Five gathering skills feed five crafting skills, six tiers deep, all the way to skill 100.

GatherFeedsEntry materialTier-6 summit
WoodcuttingWoodworkingBirch LogWorldtree Log
MiningSmithingCopper OreStarmetal Ore
FishingCookingRiver BreamAbyss Eel
ForagingAlchemyMarsh SageDreamlotus
SkinningLeatherworkingRough HideWyrmhide
Craft your own weapon and chest piece early.

Even a tier-1 crafted sword or plate is a genuine step up over nothing, and every tier after it is a clear, visible improvement over the last.

Top-tier crafted gear rivals the Frontier's own entry gear.

A tier-6 (skill 100) weapon lands right around a Frontier tier-1 drop in raw power - a real, viable path if you'd rather craft than explore for your gear.

Gather where you already are.

Nodes are scattered generously through the early lands and the Sunderlakes especially - you don't need to detour far to keep your trade skills climbing alongside your character level.

06 · Companions

Taming, mounts & strays

Three separate ways to end up with a companion, and they all stack.

Companion typeHow you get oneFights?Slot
Stable companionBought with gold at a capital Stable (p)Yes - splashes damage, levels with loyaltyYour main pet
Tamed wild beastTame a beast roaming Broceliande (q), including 10 rideable mountsYes, same as a Stable companionYour main pet (replaces a Stable companion if you have one)
StrayFeed an adoptable wild creature daily, five days running (~)No - a companion for the road, not the fightIts own slot, on top of whichever pet you already keep
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Feeding a downed pet always comes first. If your main companion is hurt or knocked out, ~ heals it before it ever tries to court a wild stray in the same room - you'll never lose progress on an emergency by accident.

Ten mounts, five wild and five mythical.

All rideable, striding 2 to 5 rooms per step. The mythical ones (up to the Aurora Worldserpent) sit at the very top of the taming ladder, gated up to level 100.

Miss a day of feeding a stray, and it resets.

The five-day streak has to be consecutive. Same-day re-feeding does nothing - come back tomorrow.

Cats and dogs are mostly near towns.

Adoptable creatures cluster around capitals, districts, and the housing close - places you'll naturally pass through daily anyway. The mythical ones wait at the far gateways instead.

07 · A living world

Villagers & wildlife (Genesys)

The world talks back now. Here's how to make the most of it.

Every safe room has someone to talk to.

Press o wherever you see a villager announced. A good fraction of their lines are real clues, not just color - worth checking in an unfamiliar region.

You'll never miss one.

A villager is always announced up front in the room description - "waiting for a question" - never buried in a menu you have to think to open.

Birds aren't always flying.

The same bird alternates between wheeling overhead and perched nearby every few minutes. If you don't see it aloft, look again in a bit - or check the ground.

Mythical creatures stand out on purpose - their own colour in the Wildlife list, whether they're a bird, a boon, or a stray waiting to be won over. If something in that list reads differently from the rest, it's worth a second look.

08 · Where to go

Region-by-region tips

RegionTierGo there for
Embergate & the King's RoadsafeYour first shops, the recall fountain, and the easiest possible start.
The Overworld & CapitalswildsWandering between the four capitals, each with its own character and district.
The living-dark arc (Catacombs, Thornwood, Caverns)endgameThe first proof the capitals aren't as safe as they look - and the Archdemon waiting at the end.
The FrontierbrutalThe main leveling arc from here on - twenty zones, ending at the King Who Was Promised Nothing.
The Sundered ReachesbrutalA second continent that starts where the Frontier ends and climbs past it.
Kaelmyr, the Ashen ReachendgameThe deepest, hardest ground on the mainland.
The SunderlakespeacefulFishing, foraging, and a rest from combat - forty fish species across fourteen zones.
Broceliande, the GreenwoodmoderateTaming - every wild beast and mount in the game roams here, small to mythical.
The Shattered ArchipelagodeadlyThe single deadliest ground in Lateania, reachable only by waystone. Go prepared.

09 · Quick answers

FAQ

My companion keeps dying mid-fight. What do I do?
Press ~ to feed and revive it - it works anywhere now, not just at a Stable.
I'm gearing up but everything the shop sells feels weak. Am I missing something?
That's by design - shops cap at Epic. Head into the Frontier (or craft) for anything Legendary.
How do I get a mount?
Tame one of the ten rideable beasts roaming Broceliande (q where one stands), then G to saddle up.
Can I have a mount and a fighting pet at the same time?
A mount is whichever tamed/Stable companion you currently keep, so riding and fighting share that one slot. A stray (see Taming above) is separate and rides along regardless.
How do I stop walking all the way back to town to heal up?
Fix a waypoint (:) before heading somewhere deep, then warp back to it (/) whenever you need to.
What do the different colours in the room and panels mean?
Villagers, mythical creatures, and actionable things (shops, boards, stables) each get their own distinct colour so they stand out from plain scenery at a glance.
Is there a way to play with a mouse?
Yes - pick Mouse or Hybrid mode on first login (or switch anytime in Settings). Keyboard mode turns mouse capture fully off so your terminal's native copy/paste works instead.