The Codex
A guide to the arts, commands, and lore of SwiftRPG
Gathering Skills
Fell trees for logs. Tiered: oak, willow, maple, yew, magic.
Extract ore from the earth. Tiered: copper, iron, steel, mithril, adamant.
Cast your line in waters. Tiered: shrimp, trout, salmon, lobster, swordfish.
Gather herbs and pick fruits from the wilds. Herbs: thistle, sage, lavender, bloodweed, moonpetal.
Production Skills
Cook raw fish into food that heals HP.
Burn logs for XP. Smelt sand into glass. Not available on water tiles.
Smelt ore into bars (requires an active campfire on the tile — start one with !burn). Smith swords, daggers, helmets, chainmail, shields, nails, and bolts. Reinforce metal gear with bars.
Saw logs into planks. Create buckets (Carpentry 3+).
Build shelters: lean-to, tent, cabin, lodge, homestead. Shelters grant XP bonuses and enable combat training.
Brew potions from herbs and glass vials. Healing potions restore HP; buff potions boost combat stats.
Create glass vials from glass. Collect sand on sand tiles with a bucket.
Craft ranged weapons from logs. Shortbows and longbows (logs + rope), arrows (logs + nails), crossbows and bolts (logs + bars). Reinforce wood gear with logs.
Plant seeds to grow crops. Requires shelter + fertile biome (grassland, plains, savanna, forest). 13 tiers from potato to starbloom. Seeds found while foraging or bought from Farmer NPCs.
Combat Skills
Increases hit chance. Train by sparring (requires shelter).
Increases melee damage. Train by pummelling (requires shelter).
Reduces incoming damage. Train by blocking (requires shelter).
Boosts ranged combat. Gained from fighting with bows/crossbows equipped. Train by aiming (requires shelter).
Offensive spellcasting. 39 spells from lv 1 (spark) to lv 99 (primordial). Elements: fire, ice, air, lightning. Capstones: El Thor (lv 95, lightning AoE+chain), Primordial (lv 99, all-status AoE). Cast with !cast. Casting a combat spell and using !fight share a 60-second cooldown.
Restorative spellcasting. 37 spells: direct heals, HoTs, cleanses, party heals. Cast with !cast. Healing uses an independent 60s GCD.
Other Skills
Gained by exploring. Some tiles require a minimum agility level to traverse.
Steal coins from NPCs. Pickpocket (1), steal (10), pilfer (20), plunder (30). Higher levels = less failure.
Hunt prey on your tile or set traps. 16 prey types from rabbits to dragons. Craft traps from logs and rope (5 tiers: snare, net, pitfall, cage, elite). Trapped creatures yield bonus XP and drops.
Tame creatures as pets. 21 pet types including mythical creatures. Pets follow you and fight alongside you in combat. Mounts reduce travel time; flying mounts supersede boats on all biomes.
Combat
Fight monsters on your tile to earn Attack, Strength, and Defence XP. Equipping bows or crossbows also grants Dexterity XP. Eat food to heal. Drink buff potions before fights for combat boosts (consumed after one fight). Equipment degrades in combat and can be reinforced: metal gear with bars (Smithing), wood gear with logs (Fletching). Death respawns you at (0, 0) with full HP.
Bosses & Rallies
Demi-bosses (1% spawn, level 15-30) and Bosses (0.1% spawn, level 30-50) appear randomly on tiles, weighted by biome. They have procedurally generated names and massive HP pools.
Fighting a boss starts a rally — other players on the tile have 60 seconds to join with !rally. Combat is automated: each player attacks per round, the boss attacks one random player (with a 20% chance of AoE hitting everyone). If at least one player survives, ALL participants are revived and share XP, coins, and rare drop rolls.
Rare drops include unique legendary weapons, rings, and amulets with special effects: +max HP, dodge chance, HP per kill, double coins, and XP boosts. Equip rings and amulets in the new equipment slots.
Shelters
Build shelters to gain XP bonuses on your tile (lean-to +1, tent +2, cabin +3, lodge +4, homestead +5). Shelters can be upgraded to the next tier for the difference in materials. Combat training (spar, pummel, block, aim, meditate) requires a shelter on the tile. Shelters can be renamed with !rename <name> (50 character max).
Arena (Colosseum)
The Arena offers two modes: Death Match (DM) against AI gladiators and PvP against other players. Combat is turn-based with 9 weapons to choose from, each with unique stats and status effects.
Weapons: Fists, Shortsword, Dagger (poison), Mace (weaken), Spear (bleed), Axe (blind), Staff (burn), Warhammer (freeze, 2H slow), Morningstar (rare drop, 1/1000 chance).
Consumables: Bring food (bread, dried fish) and potions (health, swift, iron skin, remedy, strength) into the arena. Eat to heal, drink to buff.
Status effects: Poison (stacking DoT), Burn (flat DoT), Bleed (escalating DoT), Freeze (skip turn, 20% chance), Weaken (-25% damage), Blind (-50% hit chance). Use remedy potions to clear negative effects.
Gladiator tiers: Novice, Warrior, Veteran, Champion, Legend — each with increasing combat level and gold rewards. 5% chance of critical hits dealing 2.5x damage. PvP matches can be staked with gold.
IRC Commands
Prefix with ! or - for a private NOTICE, or @ or + for a public channel message.
Getting Started
Gathering
Production
!burn)
Trading
Combat
Equipment
Magic (Combat + Healing)
Cast spells via !cast <spell> [target]. Each spell has its own cooldown plus a 60-second Global Cooldown per school. Healing's GCD is independent, but Combat Magic's GCD is shared with !fight — casting a combat spell and using !fight share a 60-second cooldown (casting locks !fight, and fighting locks combat casting).
Cooldown tiers (aligned with the 60s game tick): Novice (lv 1-17) 60s · Apprentice (lv 18-37) 120s · Adept (lv 38-57) 180s · Master (lv 58-75) 300s · Grandmaster (lv 76-93) 420s · Capstone (lv 94-99) 600s.
Cast chains into fight: targeting a monster with a combat spell applies the spell damage then chains into the full !fight flow — loot, kill XP, and retaliation all apply. The spell counts as your turn-1 action (no duplicate melee swing).
Spells are learned automatically as you level up Combat Magic or Healing Magic. Both schools cover levels 1-99 with a new spell every 2-3 levels. See the Magic sidebar sections in the web client for your full list.
Utility Magic
Non-combat spells for exploration, mobility, and utility. Shares its own Global Cooldown independent from Combat and Healing magic.
Autocast
Bind up to 5 spells to an autocast rotation. During fights, one bound spell fires per turn after your melee swing, cycling round-robin through slots. Per-spell cooldowns carry over: a spell with 180s cooldown autocasts every 3 turns.
Slots unlock with Combat Magic level: 1 at lv 20, 2 at 40, 3 at 60, 4 at 80, 5 at 95.
Hunter & Taming
Arena
Thieving
Navigation & Info
Channel Admin
Channel operators (@ or higher) can silence game broadcasts in their channel. Useful for channels that don't want rally / arena / world-event spam. Targeted messages (login prompts, private replies) are unaffected.