Travel: Moongates, Recall and Runebooks
Britannia is big. Walking from Britain to Minoc takes a long time; the game has three shortcuts: moongates (free, open to everyone), Recall (teleporting to a spot you marked yourself) and Gate Travel (going through together with the people next to you).
Quick summary
| Way | What it needs | Where it takes you |
|---|---|---|
Moongate |
Nothing | The towns on the list and the other lands |
Mark |
Magery, a rune | Records where you stand onto the rune |
Recall |
Magery, a marked rune | Takes only you to that spot |
Gate Travel |
Magery (7th circle) | Opens a gate anyone can enter |
Sacred Journey |
Chivalry, tithing points | The paladin's version of Recall |
| The Watcher's Passage | Gold (500 / 1,000 / 2,000), a 1-minute wait | To the moongate you choose |
World map
The website has a World Map: all of Felucca, in the colors of the in-game map. With the buttons at the top you switch between Britannia, the Lost Lands (Papua, Delucia) and Dungeons (dungeon interiors); click a dungeon entrance and choose See inside to go into that dungeon.
- Layers: towns, dungeon entrances, moongates, ankhs, Traveler's Road spots and the ferry, merchants (bank, healer, inn, crafts, magic and alchemy, provisions, stable, ships and maps…). Merchant markers appear as you zoom in.
- Quest and named NPCs: NPCs known by name — Innkeeper Agatha, Bazaar Steward Edric, the harbor captains, Garrick, the Captain of the Guard, Tobias the beggar and others — are shown where they are.
- Tameable animals: in the side panel's list, sorted by the Animal Taming skill required; choose one to see where it spawns. Legendary mounts are not on the map; you discover them yourself.
- Search: type the name of a place, merchant, creature or item (e.g. giant spider, bandage, Orc Cave). Choose a creature and its spawn areas are shown as red circles; choose an item and the merchants who sell it get a bright ring.
- Links: with "Copy link" you can share what you are looking at or the creature/item you chose. Examples: Papua, Where orcs spawn, Who sells bandages.
Players' positions are not shown on the map.
Moongates
The blue rings of light near the towns. Double-click one and choose your destination from the list. They are free and need no skill — the safest way for a new player.
The nine gates in Felucca: Moonglow · Britain · Jhelom · Yew · Minoc · Trinsic · Skara Brae · Magincia · Buccaneer's Den
The nine gates in Ilshenar are at the shrines of virtue: Compassion · Honesty · Honor · Humility · Justice · Sacrifice · Spirituality · Valor · Chaos
Two gates in Malas: Luna and Umbra (Umbra's glows purple).
The gates are marked on the world map → World Map.
When a moongate does not work
In three cases the gate does not let you in (the game tells you why):
- If you are a criminal (gray name) — "Thou'rt a criminal and cannot escape so easily..."
- In the middle of a fight — gates cannot be used to flee from combat.
- While casting — wait for the spell to finish first.
The Watcher's Passage
If you know no magic and the moongate is far away: the HELP button on your paperdoll → The Watcher's Passage. Choose the land (Felucca, Ilshenar, Malas) and the moongate, then Make the offering. The Ancient Watcher carries you to that moongate.
- The offering per account, over the last 24 hours: the first passage 500, the second 1,000, the third 2,000 gold; at most 3 passages a day. The gold is taken from your backpack first, then from your bank if needed, and disappears (it goes to no one).
- After the offering you stay where you are for 1 minute: you cannot walk, cast or use skills. When the time is up you are carried away.
- No gate opens; only you and the pets next to you (within 3 steps) are carried — as with moongates, only those on follow, guard or come.
- If you are attacked or log out during that minute, the passage fails; your offering returns to your bank and the use is not counted.
- You cannot start it if you fought in the last 30 seconds, are a criminal or murderer, carry a sigil, are overloaded, or are somewhere teleport spells do not work either (→ Where you cannot teleport). The open area of the Lost Lands is the exception: the Passage works from there.
- You can use it while dead too: your ghost is carried next to the moongate and you walk to a healer from there. Since your backpack stays on your corpse, the offering is taken from your bank. Your corpse stays where it is.
Skara Brae ferry
Skara Brae is an island. Next to its moongate, a ferry runs between the island's eastern dock and the mainland dock opposite. A ferryman stands at the end of each dock.
- Left-click the ferryman → Cross Over. Saying "I would like to cross" next to them also works (the words on the old sign).
- The fare is 500 gold, taken from your backpack, or from your bank if that is short. Ghosts cross for free.
- Your pets next to you (within 8 steps) cross with you — as with moongates, only those on follow, guard or come; a pet on stay or attack stays on the dock. The ferryman does not take a passenger you are escorting onto the boat (the escort reward is for the journey on foot).
- The ferryman will not take you if you are a criminal (gray), clashed with a player in the last 30 seconds (as attacker or attacked), are paralyzed or frozen, are casting, carry a sigil or are overloaded. You can cross while fighting a monster.
- Both docks are marked on the world map in the UORoots EN Points group.
The Britain harbor captain
Captain Morwen on the Britain docks (at the end of the pier) takes you to the islands you cannot reach by land or moongate. Left-click the captain → Set Sail (or double-click): the routes and fares are listed, and a separate confirmation window opens for the route you pick.
| Stop | What is there | Fare |
|---|---|---|
| Dagger Isle | The island of the Ice Dungeon; no bank, no healer | 2,804 gold |
| Serpent's Hold | The knights' castle, with the Fire Dungeon on the same island; bank, healer, mage | 3,216 gold |
| Nujel'm | The nobles' island; a bank, no healer | 3,379 gold |
| Ocllo | A farming town; bank, healer, mage | 3,333 gold |
| Avatar Isle | The island of Hythloth; nothing else | 4,824 gold |
- The fare is taken from your backpack, or from your bank if your backpack has none (the two are not combined).
- At every stop's dock there is a captain who sails back to Britain; the return fare is the same as the outward one.
- Your pets next to you (within 8 steps) on follow, guard or come come with you; you land spread around the captain.
- If your hunting contract is in that island's dungeon (Ice, Fire, Hythloth), the trip there and back is free once per contract. If you leave the contract undelivered or it expires after a free trip, the fare for the trip there is taken (first from your bank, then your backpack).
- The captain does not take ghosts to the islands. On the way back to Britain from an island without a healer (Dagger, Nujel'm, Avatar), ghosts travel free; on an island with a healer, you must be resurrected first.
- When you cannot board (the same rules as recall): you are a criminal (gray), clashed with a player in the last 30 seconds (as attacker or attacked), are paralyzed or frozen, are casting, carry a sigil, are overloaded.
- If you have no runebook, recall scroll or Magery, the captain warns you: keep the fare ready for the way back.
The Vesper cemetery passage
Enter the stone mausoleum in the Vesper cemetery through the entrance in its east wall; stepping on the pit in its floor takes you down to the cave below. From the cave, the underground passage to the Lost Lands continues. Stepping on the tile next to the stairs in the cave brings you back up to the mausoleum.
The Papua and Moonglow pentagram
There is a password-operated passage between Papua in the Lost Lands and Moonglow. A pentagram is drawn on the floor of the mage shop in both towns; stand on it or within 4 tiles of it and say the word, and you are teleported to the other end. Stepping on it is not enough; you must say the word. The signpost next to the pentagram tells you which word to say.
| From | What you say | To |
|---|---|---|
| Moonglow, mage shop (4545, 851) | recdu | Papua, mage shop |
| Papua, mage shop (5736, 3196) | recsu | Moonglow, mage shop |
- It does not work if you are a criminal (gray) or fought in the last 30 seconds.
- You cannot leave the Lost Lands with Recall; if you are stranded in Papua, this pentagram is the shortest way out.
Runes and marking
A rune is a small stone that holds the address of a spot. 15 gold at the mage merchant; scribes can make them too.
- Stand where you want to go back to.
- Cast
Mark and target the rune. - The rune now points to that spot. Double-click the rune to give it a new name (such as "Britain bank").
Then with
Recall you teleport alone to that spot; with
Gate Travel you open a gate anyone can enter.
Your pets next to you (at most 3 steps) come with you on Recall too — even if they are not bonded; only those on follow, guard or come. Runebooks and the paladin's Sacred Journey work the same. A passenger you are escorting does not come. If a pet near you but not right next to you (more than 3 steps away, or not following you) is left behind, you get a "… was left behind" warning; the pet waits for you where you left.
Note: a gate works both ways and is open to everyone — a murderer chasing you can enter it too.
If you are not a mage: you mark your first rune in Innkeeper Agatha's Memory of the Road lesson (at the front of the inn). To mark new places you need the Mark spell or a mage/scribe player. Reading a Recall scroll directly needs Magery: at 0 Magery only one try in ten works, at 36 Magery it always works. If you load the scroll into a runebook, no skill is needed.
Runebooks
Carrying runes one by one is a nuisance; a runebook holds them all in one place.
| Capacity | 16 runes |
| Where from | Made by scribes: Inscription 45, 8 blank scrolls → Inscription. You get your first book in Innkeeper Agatha's Memory of the Road lesson (one per account) → Traveler's Road |
| Charges | The book has its own charges; every Recall uses one |
| Maximum charges | 14–20, depending on the maker's Inscription and the quality |
| Recharging | Drop Recall scrolls on the book |
Double-click the book and pick an entry; Recall, Gate Travel and Sacred Journey buttons appear on the right. A Recall done with the book's charges has no skill check: it works every time even with no Magery at all. No reagents are used; 11 mana and one charge are spent. (The Recall button in the book that casts the spell yourself needs Magery and reagents.)
Managing the book, step by step:
- Adding a rune: drag the rune onto the book.
- Naming the book: double-click the book; press the Rename book button at the top left of the window, type the new name into the chat line and press Enter.
- Taking a rune out of the book: double-click the book; on the first page do not press the button next to the rune's name (that button recalls right away). Instead, open the rune's own page with the numbered tabs at the bottom of the window; there is a Drop rune button there. The rune drops into your backpack.
- Renaming a rune: it cannot be renamed while inside the book. Take it out with Drop rune first, double-click the rune in your backpack and type the new name, then drag it back onto the book. (The house rune tied to your house door cannot be renamed.)
- Set default: this button on a rune's page makes that entry the book's default (e.g. your house door).
- If the book is locked down in your house, naming and taking runes out are not possible: it says "That cannot be done while the book is locked down." Release it first.
Where you cannot teleport
You cannot Recall everywhere. The rules:
| Place | Teleport in | Teleport out | Gate |
|---|---|---|---|
| Ilshenar | ✗ no | ✓ yes | ✗ no |
| Felucca dungeons | ✗ no | ✗ no | ✗ no |
| Lost Lands (T2A) | ✗ no | ✗ no | ✗ no |
| Solen hives, Khaldun, Wind | ✗ no | ✗ no | ✗ no |
| Doom, the Crystal Cave | ✗ no | ✗ no | ✗ no |
| Champion altar area | ✗ no | ✗ no | ✗ no |
| Safe zones | ✗ no | ✓ yes | ✗ no |
This has three big consequences:
- You cannot teleport into Ilshenar. You can only go there by moongate — but you can leave Ilshenar with Recall. No gates open in Ilshenar either.
- No escape from dungeons. Teleporting is off in Felucca dungeons and at champion altars: whoever goes in walks out. That is why marking a rune at a dungeon's mouth is customary.
- You cannot leave the Lost Lands with Recall, but The Watcher's Passage carries you from there to a moongate (except from the dungeons and the champion area in the Lost Lands). If you are in Papua, the pentagram in the mage shop also takes you to Moonglow (→ The Papua and Moonglow pentagram).
Marking is forbidden in the same places: the Mark spell does not work in a forbidden area.
Getting home
The three most used runes are: your house door, in front of the bank, and the entrance to wherever you are hunting at the moment. Advice for new players:
- Mark a rune in front of the Britain bank (the bank is the same box in every town → Economy).
- Once you own a house, mark a second rune at its door → Owning a House.
- Put the third at the entrance of the dungeon you go to.
If you are not a mage:
Sacred Journey (Chivalry) does the same job, spending tithing points instead of reagents → Magic Skills. If you have neither, there are moongates and ships.
Mount fatigue
Your mount only tires when running or when you are overloaded; walking with a normal load does not tire it at all. While mounted your own stamina does not drop, and the fatigue is not shown on a bar; you get an orange warning when it is half tired and when it is very tired, and it stops when it is completely exhausted.
- Resting it: standing still or walking is enough; it recovers one step's worth every second. Getting off and waiting works too.
- Tiring it less: on long journeys walk now and then instead of running; lighten your load (every step costs much more when overloaded). Put your gold in the bank, carry boards instead of logs, and for heavy loads buy a
pack horse or llama → Animal Tamer. - For long distances, moongates and Recall are faster than running (above).
Weight limit and stamina → Strength, Dexterity, Intelligence.
When you die
A ghost cannot teleport; you have to walk to your corpse or find a resurrector. The direction arrows and the return kit that make the way back easier → Death and Recovery.
Other pages: Item Properties · How Magic Works · World Map · World and Basic Rules