ARENIA

Player's Guide · a living world · 11 October 2026

Arenia is a world that runs whether or not anyone is watching: about a hundred million named people living, working, marrying, fighting and dying in realms that rise and fall. The client lets a few people step into it as characters of their own. Your character is one of those people. The world doesn't wait for you, and it doesn't single you out: whatever can happen to anyone can happen to you. The one difference is that the world never makes your choices for you.

Town life is told in words and pictures: you go to a place, see who is there, talk to them, and choose what to do. Fights are played on a turn-based battle map.


Contents

  1. Getting started
  2. Your characters
  3. The town
  4. Your character sheet: the System window
  5. Doing things: deeds
  6. Buying and selling
  7. Crafts
  8. Food, drink and feasts
  9. Magic, healing and rest
  10. Growing stronger
  11. Travel
  12. The quest board
  13. Fighting: the battle map
  14. Playing together
  15. The world comes to you: offers
  16. Time, being away, and death
  17. Every key, on one page
  18. Tips
  19. Rough edges

1. Getting started

What you need

The window opens at 1280×800. You can resize it, down to 960×600.

This guide is in the game. The Player's Guide (F1) button on the sign-in screen opens it in your web browser, as a page with the sections down the side; so do F1 on every screen but the town's (in town F1 is the key list, which has an Open the Player's Guide button), and the Menu (Esc) while you play. The Start menu's Arenia folder has it as a PDF to print or keep.

Signing in

The first screen reads ARENIA — a living world.

Field What to put
Server host:port. On the home network the default is 192.168.254.235:5080. From outside it is arenia.arkaz.org:443. Anything ending in :443, or starting https://, uses an encrypted connection.
Login name 3–24 characters.
Password 8 or more characters to register.
Invite code Only needed the first time, to register.

If the connection drops at any point, you are returned to this screen with the reason in red. Your character is safe: the world and everything in it is saved on the server, all the time. There is no save key.


2. Your characters

The character list

Your characters lists everyone you play: name, people, level and class, and where they are now ("in Rinshan", "on the road to Vel Amar", "out on a quest", "held by …"). Click a living character (Play ›) to step into the world.

Making a newcomer

Every new character arrives the same way: young, untried, level 1, with a few silver, signing on with the Adventurers' Guild at Iron rank in a city with a guild hall. There are three steps.

1. A newcomer arrives. - Name: a given name (required) and a family name (optional). Tab moves between them. - People: your race. Use ‹ › to look through them. Each shows its leanings (stat modifiers, such as "STR +1, INT -1") and how long its people live. - Sex: Female or Male. - Arrive in: pick your starting city from the list on the right (scroll with the wheel). Each line gives the kind of place, its realm, its size, its land and its climate. Cities with an Adventurers' Guild hall in realms that are not evil are offered (smaller places only if the world has too few). - Next: your life.

2. Before the System. The System asks about the life you lived before you came to the guild: about eighteen questions on your people, schooling, apprenticeship, childhood, fears, faith, first weapon, friends, temperament and more. Click an answer or press its number (1–9). Back goes back a question. Let the System decide answers the rest at random. Your answers become your history, and they add stat points where your life leaned.

3. Class selection. The System offers five classes. Each card shows its name (coloured by rarity), its rarity, role and element, what it grows, and the abilities it draws on. Rarity colours run Common (white), Uncommon (green), Rare (blue), Epic (purple), Legendary (orange). Your life nudges the odds, but your luck is fixed for the character: Answer again changes which classes you are offered, not how lucky the roll is. Pick a card (click, or 1–5 on the main row or the keypad) and press Become a … (or Enter). The choice is permanent.

You start with plain gear, a few healing draughts, a few days' bread, a couple of spells if your class casts, and a room at the inn nearest the market.


3. The town

The town screen is where you spend most of your time.

┌──────────────────────────────────────────────────────────────────────┐
│ Town · Kind of Realm                    Name · Lv N · purse · date   │  top bar
├──┬───────────────────────────────────────────────────────────────────┤
│▣ │                                                                   │
│▣ │               the picture of where you are                        │  [ PARTY ] box
│▣ │                                                                   │  top right
│▣ │   caption: place · district            time of day · season       │
│  ├───────────────────────────────────────────────────────────────────┤
│? │   the story (scroll with the wheel)                               │
│≡ ├───────────────────────────────────────────────────────────────────┤
│  │ Choose·K  Trade·E  Quest board·B  Travel·J  People here·P  Say…   │  action bar
└──┴───────────────────────────────────────────────────────────────────┘
 rail: Places (G), Map (M), You (C), Town (T), Keys (F1), Menu (Esc)

Panels slide in from the right. Esc closes the top one; with nothing open, Esc opens the Menu (Back to the game, Leave (characters), Quit the game).

Getting around

Moving is instant. Choose where to go, and you are there.

Towns are laid out in quarters around the market: temples to the north-east, guilds to the north-west, the nobles (and a capital's keep) to the north, the watch and the gates to the south-west, workshops to the south-east, docks on the water, and homes in the lanes. A town is the same for everyone and on every visit.

When you arrive somewhere, the story tells you where you are, who is there, and what you can do there.

People and talking

People here (P) lists the place's description, its buttons (trade, board, travel, healers, learn, rest), its deeds (things you can do here; see §5), the townspeople present, and any players present.

Click a townsperson to talk. Their mood shows at the top right: warm, plain, curt or haughty. Ask about a topic with a click or a number key:

Key Topic What you learn
1 Who are you? Name, title, trade, level and class
2 What do you do here? Their work: a smith's prices, a merchant's goods, a guard on the streets, an adventurer on the board
3 Tell me about yourself. Family, faith, friends and rivals, guild rank, honours
4 What's this town like? Its ruler, prosperity, safety, troubles, war, its god
5 Heard any news? The town's news, weightiest first
6 Tell me your story. The chroniclers' account of their life
7 Farewell. Ends the conversation

Everything people say comes from the world's own record of them; only the wording is made up. Asking twice in a day gets the same answer. People keep their secrets: nobody will tell you about a curse, a pact, a plot or a spy, and a thief passes for a labourer.

Do something… (D) opens the deeds you can do to that person (§5). Click another player under "Players here" for the deeds between players, including Ask them into your party.

Chat

Press Enter (or click the chat box) and type. Enter sends your words to every player in the same town; Esc cancels. Chat also takes a few commands: /invite Name, /join (or /accept), /no, /leave (see §14).

The town (T)

Town (T) shows facts about the town, the prices at the market, and the talk of the town: the news that has reached it, with when and how it came (a rider, the crown's relay, the guild…).


4. Your character sheet: the System window

C opens the System window. I opens it at your equipment. Inside, 1–7 or Tab switch tabs, and Esc, C or I close it. While it is open, it takes every key.

Tab What it shows
Status Name, people, age; your classes (hover for each); level and XP; rank, title, renown, calling, faith, home, purse; a companion beast, an affliction, a wound. Your livelihood, relics and history. Vitals (HP, MP, SP), the eight attributes (STR, DEX, VIT, INT, WIS, CHA, PER, LUK, each as total and base + bonus), combat figures (attack, defence, armour, damage) and active effects with minutes left.
Skills Your abilities by source: level, passive or active (and its stamina cost), what it does. Active ones have a Use button.
Spells Your spellbook and what you are studying. Each spell has a Cast button.
Equipment The paper doll (head, neck, main hand, body, off hand, hands, feet, two rings). Click a worn piece to take it off. Below: Supplies (draughts, food and other goods, with Drink / Eat / Coat / Nock / Use buttons) and your Bag of unworn gear, with Wear buttons and your carried weight.
Titles Your title of the realm and the System's titles, with what each grants.
Quests Your quest log.
Years The chroniclers' account of each year of your life, newest first.

Free points. Each level brings free points instead of fixed stats. On the Status tab, click + beside an attribute to place one (hold Shift to place five).

Casting outside a fight. Press Cast on a spell. A spell on yourself happens at once. Otherwise pick a target: yourself, a player here, or a townsperson here. A movement spell opens the town map so you can click where to go. A spell or ability is ready again after about 20 seconds (a restore on yourself, ten minutes); damage spells are for fights.


5. Doing things: deeds

Almost everything you do in the world beyond talking, trading and fighting is a deed: work, worship, crime, courtship, crafts, buying a house, standing for a throne. Deeds belong to places (in the People here / This place (P) panel) and to people (Do something… (D) while talking to them).

How the deed list works:

The world decides who may do what by the same rules it uses for everyone. If a deed says you can't, the reason is the world's reason.

What you'll find where

Where Deeds
A temple (and the shrine in every workshop) Take a god or turn to another (once a real week); pray (a small boost to your god's stat for an hour, once a real day); make an offering; a pilgrimage to a great temple (yearly); set your heart on an ambition; let a vow go.
A workplace Ask for work here: take up a trade and earn its pay every day, online or not (not on days spent on the road). Anyone may be a labourer, sailor, smith, merchant, guard and the like; the learned trades (mage, enchanter, healer, scholar, alchemist, priest, beast tamer…) want a class that calls for them. A town short of hands pays more, but only so much: at most about three days' keep, or twice what the trade pays elsewhere. Leave a trade; buy or sell a workshop of your trade once you are established.
The lanes (homes) Rent or buy a house (small, house, fine); live in it; let it out; give up a lease; sell; furnish it. Once you live in one, going to the lanes takes you to your own door, and you can rest there.
An inn Order a feast (§8); give up a kitchen post; under the counter (where goods are banned); and, for those inclined, the Thieves' Guild, outlaw bands and the black flag.
A capital's keep Dine at the crown's table (§8); stand for the throne; lay a plot; enter the grand tourney; give up an oath or an office. A ruler sets taxes and laws and pardons.
The town hall Name a relic you made, or sell a named thing to the crown; prospecting and mine charters; pay for a public work; the leading of the town; the arcane orders.
The Adventurers' Guild hall Besides the quest board (§12): guard a convoy, post a job for beast parts, found a company, the chapter's mastership.
The stables Buy a beast, or let one go. Your best beast fights beside you.
The square The System's arena (the Trial of Champions), your Ascension Trial if you are called.
On a person Give coin or things; offer or end a friendship; court, call on, propose; try for a child; make a rival, make peace, challenge to a duel (fought on the battle map, to the yield, with real steel); ask to be taught or offer to teach; join or leave a company.
Crime (stalls, the square, houses, people) Pick a pocket, break in after dark, rob or kill someone. Each card shows your odds. If you're caught, the watch offers you a choice: go quietly, run, or fight. Never against players, crowned heads or lords.

6. Buying and selling

Trade (E) opens the shop's panel wherever the place trades (a gold dot in Places marks them).

Prices follow the town's market, which follows the world's: a famine, a siege or a war changes them. You pay a little over the market price and sell for about three quarters of it. Money is shown as gold, silver and copper (100 copper to a silver, 100 silver to a gold).

Carrying: 20 kg plus 2 kg per point of Strength, gear included.


7. Crafts

Anyone can work a craft. How well you do it, your art, comes from your class line, from working at the trade, and from having a shop of your own. Each craft is a job: one at a time, taking real minutes, finished when its time is up and you are in that town. Start one from the deeds at the right bench (a smithy, an apothecary, an inn's kitchen, your own house). Hover each recipe for what it needs, what it costs, how long it takes and what it makes.

Craft Where What you make
Alchemy an apothecary, a herbalist, your house Draughts in six grades: healing, mana, stamina, cures, wards, flasks to throw. Gather herbs at the gates once a real hour.
Smithing and mining blacksmith, weaponsmith, armourer Forge gear in iron and finer metals; smelt ore; mend and reforge. Dig at a seam or the common pit.
Enchanting an enchanter's atelier, a mage tower, your house Runes, elements, wards and specials on gear; disenchant; charge wands; bind yourself a spellbook.
The trades each trade's workshop Tanning, weaving, tailoring, leatherwork, cobbling, bows and arrows, woodwork, jewellery, milling, baking, cooking, brewing, butchery, scribing (scrolls of your own spells), glass, poisons, tinkering, candles, dyeing, pottery, casks, masonry, joinery, instruments. Fish, hunt, cut wood, forage and quarry at the gates once a real hour each.

Work that rises in tiers (smithing, the gear trades) lets you choose the tier you work in, up to your art.


8. Food, drink and feasts

Food matters here. As in the stories, a great cook's feast can turn a fight.

Grades

Meals and drinks come in grades, set by whoever made them: Plain, Good, Fine, Masterful, Grand, Legendary, Divine. Rations don't have grades. A dish is named with its grade, such as "Hearty stew (Masterful)", and "(…, beast)" marks a dish made with monster parts.

Eating and drinking

Use Eat or Drink in Supplies (the Equipment tab, C then 4). You can have one meal and one drink in you at a time; a new one takes the old one's place.

Where to get it

If you cook well

The world's crowns and companies want great cooks. If you cook better than a crown's own cook, it may offer you its kitchens, with a stipend; a renowned company in your town may ask you to be its cook, for a weekly wage. Your cooking then feeds their armies and parties while you're away. Give up your post in the kitchens at a keep or an inn.

The Cook's and the Brewer's own abilities

The Cook and Brewer class lines learn kitchen abilities of their own:


9. Magic, healing and rest


10. Growing stronger


11. Travel

Travel (J) works at the gates, the piers, or the square.

  1. Choose where. The list shows the towns a convoy is leaving for, then the nearest, with the days it takes and a red warning where it's dangerous (at war, an evil crown, under siege, in the deep). Type in the find field to search by name.
  2. Choose how. Each way shows its days and its cost: the road (free), a ship (a fare), a convoy (a fare, and safety in numbers), the circles or a city mage's teleport (a fee, and at once), the deep ways, or your own far-carrying spell.
  3. Set out. Click Set out; it turns into Go? for a few seconds; click again.

While you're on your way, the town is replaced by a journey card: where you are, the days to go, your company, and the story of the road. Back to your characters leaves the journey running. You arrive at an inn in the new town, which becomes where you live.

The road is dangerous. On foot or at sea there is a small chance each day of an ambush. If you're at the keys, the battle map opens in front of you; if not, the server fights it for you, and you can die in it. A convoy keeps the road's dangers off you while it holds. The circles and teleports skip the road altogether.


12. The quest board

Quest board (B) at the Adventurers' Guild hall.

For each quest you can:

The button asks Set out? / Go down? for a few seconds; click again to go. The party travels there (a quest card while you're on the way), then waits at the mouth of the dungeon, or wherever the work is, until you press Go in (Enter).


13. Fighting: the battle map

Fights are turn-based, on an isometric grid of 1.5-metre squares. You see only what your party has seen.

The screen

Colour Who
Gold You
Blue The guild's companions
Green Other players
Light cyan Summoned creatures
Shapes by family Monsters (bigger for a champion or a stair's keeper, much bigger for the master)

A gold ring marks whoever is acting; the fallen lie flat. - Over the tokens: health bars (foes red, friends green), shields, what afflicts them (poisoned, bleeding, burning), "gathering: …" when a great blow is being wound up, and "beaten — bind them" on a foe who has yielded. - The floor: teal squares are where you can move; a red or green tint shows an aimed action's reach. A pulsing red square is where a gathered blow will land next turn. Get off it. - Top bar: the place and floor, and "Round N · your turn" (with the seconds left, in a co-op fight), "Exploring", "They want your purse" or "Over". Turn-order chips sit to the right, and Back to characters at the far right. - Left: [ PARTY ]: everyone's health, mana and stamina, their state and boons (a feast, a second wind, a ward), what you've found, and your bread. - Right: [ LOG ]. - Bottom: your moves, action and bonus action left, and the buttons, each with its key: End turn (Space), Dash (D), Defend (G), Draughts (P · H heal), your abilities and spells (1–9, Tab for more), and on the right Short rest (R), Camp (C), Follow (T), Go down (V), Run for it (X), Bind them (B) and Leave (L). - Camera: Q / E turn the view; the wheel zooms (over the log, it scrolls the log).

Exploring

While nothing has noticed you, click any square you've seen to walk there; your companions follow. Click a chest or a heap to open it or take it. Monsters wake when they see one of you within about six squares, and then it's a fight.

Your turn

Turns go in initiative order (Dexterity, Perception and a roll). On your turn you have:

Clicking: on a foe, attack it if you can reach it, or walk up beside it if not. On a beaten foe, bind them. On a caged captive, break the cage. On a chest or a heap, go and open it. On the floor, walk there.

Aiming: press an ability's number (or click it), then click the target square. Right-click or Esc cancels.

Draughts (P): your draughts and your stomach ("settled", "queasy", "potion-sick"). Click one to drink it (a bonus action) or throw it (an action, aimed). H drinks your best healing draught.

Loot

Floors, rests and leaving

Fights beyond the dungeons

When it ends

An end card tells you how it went: Cleared, You came back up, Carried out, Beaten off, Paid off, Got away, and so on. Go on takes you home, back to town, or to your characters.

If you fall: a healer in the party (of high enough level) may raise you in the field, or you're carried out to the world's healers, and your purse may have to pay. If the whole party falls, you are missing: given up for dead after about a game month if nobody finds you. Not every fight can kill you. Spars, the guild's sent parties, tourney bouts and the Trial are safe. Played delves, ambushes, field fights and real-steel duels are not.


14. Playing together

Up to four players can share a party.

Delving together: the leader takes a quest with Delve with party / Go with party; the guild fills the party out. At the mouth, whoever presses Go in leads. While exploring, players follow the leader until they walk off on their own; Follow (T) falls back in. Each player plays their own turn, with 60 seconds to take it. A turn left to run out ends in Defend, and a player who isn't at the keys is played by the server. Only the leader can go down, leave, rest, run or answer a parley; the buttons say so. Each player keeps their own loot.


15. The world comes to you: offers

The world treats you like anyone else. When it would pick someone for an honour, a post, a duty or a trouble, and you qualify, it asks you instead. These offers come to the choice card:

What the world may offer: a patent of nobility or a knighthood, the crown's champion, a god's Chosen, a high priesthood, a school's headship, a seat on a council, an embassy, a spy's work, leading a town or a house, a crown's kitchens or a company's cook, a captaincy, a muster for war, a strike in your trade, a marriage proposal, a duel, a rival's challenge, a beast to tame, a dragon's champion… and troubles: being accused, arrested, carried off, found out.

Offers don't wait for ever. When its day comes, an unanswered offer answers itself with the safe choice. Honours wait while you still qualify and have played in the last month.


16. Time, being away, and death

Time

While you're away

When you aren't playing, your character makes no choices but goes on living. They stay at their inn or house, pay their keep, age, heal, work their trade if they have one (and are paid), and hear the news. Anything the world wants of them comes as an offer that waits for you, or answers itself when its day comes. Time away counts as rest.

When you step back in, the story starts with what happened while you were gone.

A journey or a quest goes on while you're away. If the road turns violent with nobody at the keys, the server fights for you.

Gaol and captivity

Death

Death is real. When a character dies, their story is over: they stay on your list as "(gone)", and the chroniclers remember them. Make another character, or take up a grown child.


17. Every key, on one page

Town

Key Does
G or Tab Places: the town map and its districts
M The big map
P This place / People here
C The System window (your sheet)
I The System window at Equipment
K The choice card
T The town: facts, prices, news
E Trade (where the place trades)
B The quest board (at the Adventurers' Guild hall)
J Travel (gates, piers, the square)
R Rest / get up (at your inn room, or at home)
1–7 Ask a topic (while talking)
D Do something… (while talking)
Y / N Join / decline a party invitation
Enter Chat (Enter again sends, Esc cancels)
F1 or H The key list
Esc Close the top panel; with nothing open, the Menu (which has the Player's Guide)
Wheel Scroll the story and the panels

System window

Key Does
1–7 / Tab Switch tabs
Shift + click + Place five free points
Esc, C, I Close

Choice card and journey card

Key Does
1–9 Choose an option
Enter Confirm (choice card); Go in (at a dungeon's mouth or the place of the work)
Esc Later (choice card)

Battle map

Key Does
Click Walk, attack, open, take, bind, free
Right-click / Esc Cancel aiming
F1 This guide, in your browser
1–9 Use an ability, spell, wand or scroll on the bar
Tab Next page of the bar
Space / Enter End turn
D Dash
G Defend
P Draughts
H Drink your best healing draught
R Short rest (by a stair)
C Camp (by a stair)
V Go down
T Follow the leader
X Run for it (open ground)
B Bind the beaten
F Force the chest under the mouse
L Leave / slip away / give up
Q / E Turn the view
Wheel Zoom (over the log: scroll it)

Some letters mean different things in town and in a fight: G (Places / Defend), D (Do something / Dash), E (Trade / turn the view), H (help / heal), T (Town / Follow), C (sheet / Camp), B (board / Bind), P (place / Draughts).


18. Tips


19. Rough edges

The client is young. Known quirks, as of 11 October 2026:

Fixed on 11 October 2026: resting at home (Rest now works in your own house, and going to the lanes takes you to your own door), keypad Enter in chat, keypad numbers at class selection, and the in-game key list (F1 now lists the System window's and the battle map's keys too).

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