[WASD] move [Click] engage [1-6] belt [Shift] guard [E] interact [I] bags [P] you [J] quests [K] skills [C] creatures [H] help
The Forge
The coals are hot. Ingots, not raw ore — the furnace is beside you.
Working...
The Cauldron
It takes distilled essence now, not raw leaves. The Still is nearby.
The Furnace
Raw ore goes in. Ingots come out — if your Smelting is up to the metal.
The Sawmill
Logs to lumber, lumber to shieldwork.
The Still
Wild herbs, patiently reduced to what actually matters.
Weathered Notice Board
The old town's works, listed in a hand nobody living remembers. The paper is gone; the needs are not.
The Tanning Rack
Hide goes on wet and comes off leather — or comes off ruined. The bath forgives an unskilled hand about as often as the furnace does.
The Tailor's Bench
Cloaks against the weather, armour that is not iron, and gloves for hands that work. The finest pairs are not sewn — they are taken off something.
Jeweler's Bench
An uncut gem is a question. The cut is the answer — botch it and the answer is worse.
…
Quest Log
What you have promised, and to whom.
You
What you carry, where it sits. Tools come from the town's masters.
Admin
The hand behind the world. Solo: yours. Post-Rift: a server-side role with an audit trail.
Your Creatures
Fed from your fields. One may walk beside you; the rest work or rest.
Market Stall
The town wants what it wants — and it changes weekly.
Ore & seeds for sale
The gear rack — battle-worn stock rotates weekly; your spares fetch ~35%
The Homesite
Chest
The Inn Hearth
A pot that never quite empties. Good crops make good meals; pristine crops make better ones.
Town Board
Works the town cannot fund alone. Coin and materials in — a changed world out, for good.
The Inn
The keeper nods at the stairs. "Cot's free. The room upstairs is not."
Your Boards
One pool, shared across everything. Mastery of all is not on the table.
Your Pack
What you carry on your back. Its size is your body's business — stats decide it. Drag anything usable onto your belt.
The Gear Rack
What the town lets you keep. Click a piece to wear it.
🗑Drop here to destroy
SWING
USE
GUARD
Spoils
You were overwhelmed
The world dims. Someone drags you back toward the village...
Adorath Reborn — 2D Prototype
A living slice of the world the idle game only describes.
W A S D / arrows — move (facing follows your mouse or your feet) Click a creature to engage it — that commits you, and your blade
keeps its own time on that one target while you face it. When it falls,
the fight is over: the next one needs your hand again. Esc or
slot 1 breaks off. Right-click a creature to send your pet — "sic!" — and it fights
that one on its own, even if you walk away. Right-click open ground and
it comes to heel. One command is one fight; when the target falls, the
next needs your word again. 1–6 — your belt: engage, weapon special, guard, draughts, a meal Shift — raise your shield. Held, it turns most of a blow
aside. Raised in the instant the blow lands, it turns all of it aside
and staggers whoever swung.
Every blow you land charges your weapon's special. It waits until
you spend it — slot 2 — and it will sit there charged all day
if you let it. Space is only ever an ordinary swing.
Anything about to hit you winds up first: a ring closes on it and the
ground shows its reach. Step out and it hits nothing at all. E — interact: mine, chop, pick, enter caves, use village stations Q — drink a Healing Draught I — inventory K — skills H — help
The mouth of the Old Mine gapes on the ridge to the north — the veins are
all inside, in the dark. Every vein looks alike, and each holds only so
many cracks before it is spent. Most carry common copper; a few hold
better, if your skill can draw it out. An unskilled pick still finds
copper in a rich vein — but wastes what lies beneath. Even a master's
crack sometimes comes up copper.
Raw things must be refined before they are useful: ore wants the Furnace,
logs want the Sawmill, herbs want the Still, and an uncut gem tells you
nothing until the Jeweler's bench — or a clumsy cut ruins it.
Time passes only while you play — a full day is twenty real minutes, and
nothing, not even sleep, moves the clock. Sleep grants a gift instead.
Till the plot south of the plaza, plant in season, water daily; unwatered
crops pause, they never die. Every 7th day is Market Day. Some herbs only
show their true bloom after dark.
They say something rules the deep chamber. They say it wears a crown.
New diggings: the Town Delve east of the square — patrolled, common ore,
and yet miners whisper of impossible strikes there. And the Deepworks,
down from the ridge — two levels of rich veins and rich danger. Slaying
what rules a place quiets it for a time; watch the reading at every
entrance. The furnace will attempt ANY ore at any skill — the odds are
shown, they can fall to almost nothing, and a bad smelt slags half the
ore. Digging and smelting are one craft; the market sells raw ore for
those who would rather learn at the furnace than in the dark. And
skills only grow near their edge — mastered work teaches nothing.
The wild has grown friendlier, for those with patient hands: hounds in
the herb meadows, mules by the farm lanes, and a red-shelled thing in
the mine that carries its own fire. What you tame eats from your
fields, walks at your side or works your land — and everything you
carry now has weight; raw ore is heavy, ingots are light, and a loaded
back moves slowly. The smith sells no safety, but builds it:
trap-works, set at a mine mouth, keep the dark quieter for a while.
Some things in this world are never announced. Craft with curiosity.